This is an overhaul of all weapon damage scaling, damage to protected and unprotected body-parts, as well as a complete rework of armor defense value scaling.
RWA scales armor based on real-world functionality, thus, all armors are effective at absorbing or deflecting Slash damage, but less so Stab, and even less so Smash. Specific damage types such as Slash, Stab, or Smash are not exclusive to any weapon or projectile type and are applied based upon the visual model of the weapon, or purpose of the projectile. Crossbows and Bows now do comparable damage. Bullets are now hybrid Stab/Smash damage rather than exclusively Smash, making metal armor slightly more effective at deflecting lead projectiles.
Weapon weights are based upon median museum examples, then compared to approximate equivalent in-game models. Weapon durability is determined by weapon robustness and haft reinforcement. Shields will often break during prolonged combat. Minimum Strength and Agility requirements for the use of all weapons have been lowered to more consistent levels.
Armor Types: (As determined by the in-game model and description)
- Plate: Rigid tempered steel.
- Composite: Plate combined with Laminar or Brigandine.
- Laminar: Steel or iron, riveted to layers of leather.
- Mail: Riveted rings of steel or iron.
- Fabric: Layered linen and/or wool.
- Brigandine: Steel or iron plates, riveted in fabric.
Damage Types and Defense Mitigation:
- Stab: Plate, Composite are strong, Brigandine, Laminar moderate, Mail, Fabric weak.
- Slash: Plate, Brigandine, Mail, Composite strong, Laminar moderate, Fabric weak.
- Smash: Plate, Composite 'strongest', Brigandine, Laminar moderate, Fabric, Mail weak.
Damage Multiplier by Body-Part:
- Head: 2.75x (open face helms provide only 7.5% damage mitigation to face)
- Torso: 1x
- Limb: 0.5x
Damage Type Scaling by Weapon Skill:
- At level 30, Stab +12.5%.
- At level 30, Slash +25%.
- At level 30, Smash +12.5%.
Defense Rating System: (positive correlate window for Perfect Block and Master-Strike)
- 50-100 Defense: Maces, Axes, Clubs, Hammers, and Picks.
- 100-150 Defense: Arming Swords, Hunting Swords, Falchions, and Sabres.
- 150-200 Defense: Longswords.
- 200-250 Defense: Polearms.
Examples of Melee Weapons In Tier 4 (Martin) Damage Values:
- Arming Swords range in damage 55-60 Slash, with equal or lesser Stab and minimal Smash.
- Hunting Swords range in damage 55-60 Slash, with lesser Stab and minimal Smash.
- Sabers and Falchions range in damage 60-65 Slash with lesser Stab and minimal Smash.
- Longswords range in damage 70-80 Slash with equal or lesser Stab and minimal Smash.
- Work Axes range in damage 45-50 Slash with lesser Smash and minimal Stab.
- War Axes range in damage 50-55 Slash with lesser Stab and Smash.
- Clubs range in damage 50-55 Smash with minimal Stab and Slash.
- Hammers and Picks range in damage 55-60 Smash with lesser Stab and Slash.
- Maces range in damage 60-65 Smash with minimal Stab and Slash.
- Polearms range from 80-95 Stab, Slash, or Smash as primary and secondary damage.
Examples of Projectile Weapons:
- Bows range in Power 100-225.
- Crossbows range in Power 100-350.
- Firearms range in Power 500-650.
Examples of Projectiles
- Arrows range in damage 30-120 Stab, Slash, or Smash.
- Bolts range in damage 30-120 Stab, Slash, or Smash.
- Lead Ball damage is 120 Stab and 120 Smash.
- Scattershot damage is 175 Slash.
Shields:
- Durability: 15-20.
- Defense Bonus: 50-75.
Weapon Durability (For full effect, use Realish Techniques)
- Heavy Weapons & Polearms range 50-100.
- Swords range 100-125.
- Longswords range 125-150.
- Parrying, or Perfect Block, is necessary to prevent damage to weapon.
Armor Scaling where Status _ Stab : Slash : Smash
HEAD
Visor Helm: 20 _ 140-150 : 150 : 90-100
High Helm: 17 _ 130-139 : 140 : 80-85
Mid Helm: 15 _ 120-125 : 130 : 70-75
Low Helm: 10-12 _ 90-100 : 100-110 : 40-45
Mail Hood: 10 _ 30-35 : 75-100 : 20-25
Fabric Hood: 10 _ 15 : 40-45 : 20
Fabric Coif: 8-12 _ 10-12 : 25-35 : 15-17
Mail Collar: 10 _ 25-30 : 50-75 : 20
Fabric Collar: 10 _ 15 : 35 : 15
TORSO
Plate Cuirass: 20 _ 145-150 : 150 : 95-100
Composite Cuirass: 17 _ 140-145 : 150 : 90-94
Breastplate High: 17 _ 120 : 130 : 75
Brigandine High: 15 _ 115 : 125 : 50
Breastplate Mid: 15 _ 105 : 120 : 50
Brigandine Low: 10 _ 85 : 100 : 40
Breastplate Low: 10 _ 90-100 : 100-110 : 40
Mail Shirt: 10-12 _ 20-35 : 100 : 10
Fabric Caftans: 10-12 _ 10-20 : 40-60 : 15-25
Fabric Gambeson: 8-12 _ 10-15 : 30-50 : 15-25
LIMBS
Plate Arms/Legs: 17 _ 130-140 : 140 : 80-90
Composite Arms/Legs: 15 _ 110-120 : 130 : 60-75
Laminar Arms/Legs: 12 _ 75-85 : 100 : 35-50
Fabric Legs: 8-10 _ 10-15 : 20-40 : 10-15
Plate Hands: 15 _ 90-100 : 125 : 40-50
Composite Hands: 12 _ 75 : 100 : 25-35
Laminar Hands: 10 _ 50 : 75 : 20
Leather Hands: 10 _ 25 : 50 : 12
Values reflect in-game T3 max, actual values are 16.3% higher in files.
Compatibility: Mod tables are PTF so it should be compatible with any mod that doesn't modify weapons, armor, face damage, or body part damage.
Installation: Unzip and place mod folder in C:\ ... \KingdomComeDeliverance2\Mods.
Notes:
Armor, Health, & Stamina
- Spamming attacks to deplete stamina will not be effective if weapon cannot overcome armor.
- Armor now has dramatically more effect in protecting health, even when stamina is depleted.
- Weapons that cannot overcome armor, will do very little damage to health.
- Weapon choice REALLY matters.
How weapons interact with armor:
- High single damage-type weapons are designed to counter their corresponding armor defense (damage-type).
- Some melee weapons (axes) have very high overall combined damage (from 2 or more damage-types) but low single damage; this makes them less effective vs armor than single damage weapons (which tend to scale higher in one damage type). Therefore, 1h axes are more effective vs unarmored, and armor with lower individual defense values.
- Swords generally have lower overall damage, but higher single damage.
- With RWA, maces have moderate Smash damage, are one-handed and lack the leverage (kinetic) multiplier of polearms. Thus, maces are best suited vs light-medium armor.
- Polearms have highest single and combined damage, and thus effective vs any armor.
- All weapons are effective vs unprotected face.
Weapon vs Armor Type: all armors are effective at absorbing or deflecting Slash damage, but less so Stab, and even less so Smash.
- Plate Armor: Sword (Master-Strike), Polearm, Smash Projectile, Ball.
- Composite: Sword (MS), Polearm, Smash Projectile, Ball.
- Brigandine: Sword (MS), Polearm, Any Blunt, Smash Projectile, Ball.
- Laminar: Sword (stab), Polearms, Any Blunt, Axe, Stab or Smash Projectile, Ball.
- Mail: Sword (stab), Polearm, Axe, Any Blunt, Stab Projectile, Ball.
- Fabric: All weapons.
As opposed to KCD2, which has projectiles do ONLY Stab damage, with RWA, projectiles are not restricted in the manner, and do a variety of damage types according to their purpose.
Damage scaling for Projectiles where Smash:Stab:Slash
-15 : 0 : +15
Smash: (-15) These are anti-armor projectiles.
- Piercing arrows/bolts. (75-85)
Stab: (0) These are general purpose, non-specialized projectiles.
- Tourney, Crude, Common, etc. (30-75)
- Long-range arrows. (85-100)
- Sharpshooter bolts. (100)
- Fine Bolts. (105)
Slash: (+15) These are designed for unarmored or light armor.
- Wounding arrows/bolts. (100-115)
- Black Arrows. (120)
- Scattershot. (175 Slash)
Hybrid: These have two or more damage types.
- Hunting arrows/bolts (105-120 combined, ineffective vs even light armor).
- Ball ammunition (120 Stab + 120 Smash).