Remove magical damage boosts for unarmed combat #31858
Merged
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Summary
SUMMARY: Balance "Remove magical damage boosts for unarmed combat"
Purpose of change
I was reviewing the damage calculations for melee combat, and these effects jumped out at me as totally egregious. First, we double the effective skill level if you aren't wielding a weapon, which makes no sense whatsoever. Then we simply add that doubled skill level to damage output, again with no discernible rationale.
Describe the solution
Remove both of these arbitrary effects.
Describe alternatives you've considered
This needs to go significantly further, to the extent that I expect unarmed combat to be useful vs zombies, it would be about manoeuvring and stunning them, which is easier to manage if you aren't encumbered with a weapon, but your ability to rapidly deal damage with hands and feet and other body parts is in every way lower than using any kind of weapon. Before doing that though, we need a set of tests outlining expected damage output, exertion, etc for unarmed vs various weapon types. I feel like the rationale for this adjustment is clear though.
Additional context
To demonstrate this, spawn a survivor with middling strength and unarmed skill (optionally melee), 12/4 or so, and take on some random groups of zombies. The player in this situation is able to absolutely dominate, and this is only made worse via unarmed attacks being extremely fast, enabling extremely easy kiting.