About this mod
The mod brings some changes to the base weapon values - mostly it makes the maces and mauls more dangerous, as they should be, plus also a few tweaks for the other weapon categories.
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I was inspired by a feature from one mod, which was released many years ago - Deathblow. My take on the values is a bit different and I don't want to change the way the weapons work completely - it's more of a slight buff where I felt it was necessary.
The mod changes base (Tier 1) damage, armour penetration and critical hit chance only, the next tiers are going to add their values the vanilla way. What's best about it, the changes are going to show up in the inventory on either an existing save or in a new game, also, if one removes the file, the stats are returned to their original values.
And something to remember - the changed values are applied to opponents' weaponry as well, all is fair in love and war, as they say.
Longsword - no changes
Dagger - critical hit chance increased from 3 to 4
A weapon of choice mostly for rogues - they have a rather low damage value, so one more percent to the critical chance is fair.
Mace - base damage increased from 5 to 6, armour penetration increased from 4 to 7
As mentioned, it's very underwhelming in the game, same as crossbows. And even if it's one-handed, its anti-armour capabilities should not be underestimated.
Greatsword - base damage increased from 11 to 12, armour penetration increased from 3 to 4
Base damage increased to balance it after changing the values for Maul and Battleaxe, armour penetration one point higher, because the force of a greatsword is also one to consider.
Maul - base damage increased from 9 to 10, armour penetration increased from 7 to 10
Time to give it justice as *the* anti-armour weapon in the game. Base damage increased only slightly, because of the already high Strength bonus. Armour penetration had to be increased at least a few points - now it's going to give a bigger punch against golems, or, unfortunately, against the Warden and his party if enemies armed with mauls are encountered.
Battleaxe - base damage increased from 10 to 11, armour penetration increased from 3 to 5
An axe concentrates the power of a blow in more or less one point, unlike swords - it doesn't have that armour-breaking capability like a maul, but it still should be more dangerous against armour than even a greatsword.
Waraxe - base damage increased from 6 to 7, armour penetration increased from 2 to 4
Again, it works similar to a two handed battleaxe, only it's one-handed, so it generates less power - but still, a hit is going to concentrate in one area, that's why it needs to be buffed accordingly.
If you had any suggestions for values and are able to explain your idea and argumentation to me - I could tweak any value here.
Installation:
Documents/Bioware/Dragon Age/packages/core/override
Uninstallation:
Remove the folder from override