Its correct, test it in keep, do non stop dodges, see if your dodge gets fatigued.
@SquattingBear and you fixed ranged cleave! Thanks a lot for the update.
Your 1.0.7 sheet is on reddit sidebar currently.
I suggest you put a latest version in the OP of this topic, so it can be linked in the sidebar. So ppl will always find the latest updated sheet.
So something I’ve noticed from experimenting with mods with dmg numbers: for some reason actual boss damage in game is way lower than what this or the dmg calculations spreadsheet show. For example, the repeater pistol and volley bow do about half of the listed damage against bosses, as do most weapons.
yea, it’s correct lol. Been using a sword for speed runs now lol. With HM’s 20% dodge, I can move backwards dodging faster than I can run forwards. kek…
For melee weapons:
It’s the same as damage to normal armored, except for rapier (0.25 pen on heavies) and falchion (0 pen on lights).
For ranged weapons:
It’s pretty much 0 pen on everything, and 0.25 on crits. Some exceptions like repeater pistol had i believe 0.125 pen on crits.
Significant exceptions: Handgun, 0.5 up close, 0.25 far, 0.6 on crits.
Manbow 0.25 up close, 0 far, 0.5 on crits.
Bolt 0.4 up close, 0.2 far, 0.4 on crits.
I would guess because it’d be decent against them with headshots.
For reference, it’s pen vs normal armor is 0.4, so you get roughly 40% damage reduction on them compared to SV, paired with harder to hit headshots and you get a weapon that is pretty okay vs normal armor, but drops the ball on CWs.
And I was wondering why I can’t kill CW with rapier. Guess I’ll just ignore them then.
Also great, that since rapier has unique behavior when it comes to super armor, this is totally reflected in its tags and you can easily test it in keep on super armor dummy.