So right now, if I am not mistaken, it currently works this way:
Big Ass Two Handed Axe
The purpose of this change would to be to allow for more varied weapons, as well as more varied crafting (as certain materials are better for different damage type applications). This way you could creat things, like the above, where axes have overhead damage bonus due to weight, or daggers that have blunt damage because of being a thicc ass spike, or adding piercing damage to maces or pole axes that have spikes on one side.
Devs may not like this system because it is "inelegant", but I would argue that it might be possible to have the weapon types apply flat percentages to the base materials used, i.e. lefft swing does 100% of the blunt damae, right swing does 0% of the blunt damage but 100% of the pericing damage, 20% of the slash damage.
- A weapon has blunt, piercing, and slashing damage types.
- For left, right and overhead attacks, the damage that is applied is always blunt+slashing.
- For stabs, the damage that is applied is always piercing.
Big Ass Two Handed Axe
- Left Swing: 20 Blunt, 0 Piercing, 20 Slashing
- Right Swing: 20 Blunt, 0 Piercing, 20 Slashing
- Overhead Swing: 30 blunt, 0 piercing, 20 slashing
- Stab: 5 blunt, 5 piercing, 0 Slashing
- Left Swing: 0 Blunt, 0 Piercing, 10 Slashing
- Right Swing: 0 Blunt, 0 Piercing, 10 Slashing
- Overhead Swing: 0 Blunt, 0 Piercing, 10 Slashing
- Stab: 15 Blunt, 15 Piericing, 5 Slashing
- Left Swing: 15 Blunt, 15 Piercing, 5 slashing
- Right Swing: 15 Blunt, 15 Piercing, 5 slashing
- Overhead Swing: 15 Blunt, 15 Piercing, 5 slashing
- Stab: 5 Blunt, 15 Piercing, 0 Slashing
- Left Swing: 25 Blunt, 0 Piercing, 0 slashing
- Right Swing: 0 Blunt, 20 Piercing, 5 slashing
- Overhead Swing: 25 Blunt, 0 Piercing, 0 slashing
- Stab: 5 Blunt, 0 Piercing, 0 Slashing
The purpose of this change would to be to allow for more varied weapons, as well as more varied crafting (as certain materials are better for different damage type applications). This way you could creat things, like the above, where axes have overhead damage bonus due to weight, or daggers that have blunt damage because of being a thicc ass spike, or adding piercing damage to maces or pole axes that have spikes on one side.
Devs may not like this system because it is "inelegant", but I would argue that it might be possible to have the weapon types apply flat percentages to the base materials used, i.e. lefft swing does 100% of the blunt damae, right swing does 0% of the blunt damage but 100% of the pericing damage, 20% of the slash damage.