Daenks/Meridian59_103 — pull request #432 by M59Gar (2014-04-28 20:49:11+00:00)
Title: Weapon Stat-Based Damage Changes

Weapon skills now check their requisite stat for their base damage bonus
instead of defaulting to Might. What does this mean for you?

65 Might will still give +40% base damage to mace, hammer, and axe.

Only now, that Might bonus won't apply to short swords, scimitars, or
fencing weapons. Instead, they'll look at their requisite stat.

Scimitars will now get their damage bonus from Agility.

Short swords and fencing weapons will now get their damage bonus
from Aim.

**!!! Isn't this a huge change?**

Yes, yes it is.

**Why are you trying to do this then?**

A funny thing happened when we fixed the damage code. Weapons
stopped sucking. More specifically, Scimitar became king again. In fact,
it's so good that people are using it to deadly effect without even
having the skill at all! And that is mostly Might's fault for being a
ubiquitous stat that just plain rocks, in addition to having Super Strength
and Jonas shields all over the place adding 20-25 points of Might
so that everyone always has +40% melee damage without any
extra investment.

This change is intended to fix our unexpected Scimitar problem
while also granting some much needed power to Agility and Aim.
There will be some interesting tension here now - only characters
with high Agility will beat face with a Scimitar, but then you could
also go Aim instead to be great with Mystics and Bow together.
Or, if you're a PF, maybe you've got the full package.

In any case, characters with 1 agility who don't even have Scimitar
Wielding will no longer be cracking you for 30 damage.

If you're sad about this and your current stats don't support the new
bonuses, I suggest you take a look at Axe. It's slash damage, just like
the Scimitar, but it's still based on Might, and its damage is just a little
lower.

Hopefully this change will add some variety to the weapons we see out
in the world.