Every melee attack has certain base damage, skill based bonus damage and also damage from the weapon.
General logic is that some weapons such as swords require more skill, so they start with lower damage and scale better with skill, while weapons like maces and spears are easier to use and thus more efficient in the beginning but they scale less with skill.
daggers / throwing knives / swords:
cut: 40 base damage + (skill * 0.53) + weapon cut damage
pierce: 50 base damage + (skill * 0.46) + (weapon pierce damage * 10(thrust modifier) * 0.2)
two handed swords:
cut: (40 base damage + (skill * 0.53)) * 1.3 + weapon cut damage
pierce: (50 base damage + (skill * 0.46) + (weapon pierce damage * 10(thrust modifier) * 0.2)) * 1.3
one handed axe / throwing axe:
cut: 60 base damage + (skill * 0.4) + weapon cut damage
two handed axe:
cut: (60 base damage + (skill * 0.4)) * 1.3 + weapon cut damage
one handed maces:
pierce: 40 base damage + (skill * 0.4) + weapon pierce damage * 10(thrust modifier) * 0.2
blunt: 30 base damage + (skill * 0.13) + weapon blunt damage
two handed maces:
pierce: (40 base damage + (skill * 0.4) + weapon pierce damage * 10(thrust modifier) * 0.2) * 1.3
blunt: (30 base damage + (skill * 0.13)) *1.3 + weapon blunt damage
one handed polearms:
cut: 50 base damage + (skill * 0.46) + weapon cut damage
pierce: 60 base damage + (skill * 0.26) + weapon pierce damage * 10(thrust modifier) * 0.4
two handed polearms:
cut: (50 base damage + (skill * 0.46)) * 1.3 + weapon cut damage
pierce: (60 base damage + (skill * 0.26) + weapon pierce damage * 10(thrust modifier) * 0.4) * 1.3
couched lances and spear bracing:
couched skill = 0.5 + skill * 0.0225
skill cap = 100 + skill * 1.3
if weapon weight is lower than 1.5 kilo (1 handed spears used by infantry), weight of the weapon in calculation is increased by 0.5 kilo
ballistic damage = relative lance speed * relative lance speed * 0.5 * weapon weight
couched damage = relative lance speed * relative lance speed * 0.5 * (weapon weight + couched skill)
if couched damage is higher then skill cap then couched damage = skill cap
if ballistic damage is higher than skill cap then couched damage = ballistic damage
if couched damage is higher than 430 then couched damage = 430 (breaking point of ash lance handle is roughly 430 joules).
7 comments
Due to rbm armor changes encourage targeting unarmored weak spots, thrusting polearms are the best option for getting consistent melee head and faceshots.
. Every other weapon type just cannot consistently target weak spots like they can despite having more attack directions.
I mean yeah getting a spear in your unarmored face is pretty much a death sentence but I do feel like other weapons could use a buff to be as equally viable.
This means that while the swords in the mod might deal realistic damage to the armour itself, we dont get adequate materials to go around the armour. What this does it makes one handed maces way more effective than swords relatively speaking to how they'd be in history.
In historical sources, one handed maces are not more popular than swords on the battlefields. This can be seen in all manner of sources, whether visual or literary sources and holds true for various time periods and
cultures. This is because even if maces are somewhat better at going through the armour, the versatility of swords which allows you to better aim for weak spots was considered enough for them to remain the most
popular side-arm on foot while maces are primarily popular with cavalry. Besides being more versatile than maces they're also longer and more defensible, making them a better overall pick than a mace in most cases if you're not on horseback.
In this mod however that side of swords is lost because the bannerlord combatdoesn't take those factors into account. So I feel like the swords are too weak in this mod, or rather the maces are too strong in comparison to the swords, which ironically makes them more unrealistic than vanilla relatively speaking.