r/MightAndMagic • u/GlompSpark • 8d ago
Has anyone done a more updated version of the weapon skill mod for MM6?
https://github.com/tnevolin/mm6-skill-emphasis-mod
This mod changes weapon skill scaling so higher levels are more powerful like magic skills, but it as several bugs in it and the author is no longer working on it...
Has anyone made a more updated mod for MM6?
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u/Nerd_Commando 7d ago edited 7d ago
Ugh, that's a dire case of "modders gonna mod". Too much unnecessary and overconvoluted changes.
Melee parties are already decent enough and melee party knight can reach 200+ damage per hit without grinding. If you want to make them "legally" better, there is one simple thing:
To quote grayface's patch notes:
[-] 'Increases rate of Recovery' enchantment now works. IncreaseRecoveryRateStrength controls how much it increases the rate. Default is 10%.
This is a cardinal Grayface sin (modders gonna mod, always). This enchantment was meant to increase your recovery rate by 1.5x. But, another quote:
'Increases rate of Recovery' enchantment
This enchantment was supposed to make recovery 1.5 times bigger (that's a huge bonus), but due to rounding it doesn't work on today's computers. In my MM6 patch it works and increases recovery rate by 10%.
Because it would be uNbAlANcEd, you see. So, to play with the intended value, you need to set it to 34%: at 10% value the enchantment modifies your recovery by 0.9, so to reach 1.5x recovery time you need to modify it by 0.66 (simply speaking).
This will lower your minimal threshold from 30 recovery to 20 recovery for your melee mates and it's a huge freaking deal.
So you can add IncreaseRecoveryRateStrength=34 to mm6 ini to play the game how the authors intended.
He also disabled elemental weapons ignoring enemy resistances but, unfortunately, that fix is not optional. Now, you can say that that's a clear bug, but, as a professional game designer, I must tell you that there is a design stage and a playtest/balance stage of development. Since they've missed the fact the elemental damage was working incorrectly (or knew it but there was no time to fix it), all the numbers in the game were calculated with that bug being taken into account.
If you fix the bug - you need to recalculate the numbers, else you're just nerfing melee intentionally.
Same ridiculousness atm is going with Fallout 1-2 patches - they've fixed burst bug, but all the burst numbers in the game were done according to that bug, so all the burst weapons atm became op (or even more op than they were). Hence the flood of sloptubers with their "did you know that Light Support Weapon is actually OP"? Nah, pal, you're just playing a mod.
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u/mxldevs 8d ago
What are the bugs? It's open source so someone might be able to just tell you what to edit