Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Realish Weapons & Armor
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13 Mar @ 9:50am
13 Sep @ 4:44pm
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Realish Weapons & Armor

In 1 collection by Actalo
Realish Collection
14 items
Description
This is an overhaul of all weapon values to scale with the KCD2 health points of 100, as well as complete reworking of armor defense values. In addition, open faced helmets do little to protect the face, and head-shot damage increased.

Specific damage types such as Smash, Slash, or Stab are not exclusive to any weapon or projectile type and are applied based upon the visual model of the weapon, or purpose of the projectile. Crossbows and Bows now do comparable damage. Bullets are now primarily Stab damage rather than exclusively Smash, making metal armor more effective at deflecting Firearms.

Armor defense values are based on real-world observations and extrapolating from there. Weapon weights are based upon median museum examples, then compared to approximate equivalent in-game models. Weapon durability is determined by weapon robustness and haft reinforcement. Shields will often break during prolonged combat. Minimum Strength and Agility requirements for the use of all weapons have been lowered to more consistent levels.

Armor Types: (As determined by the in-game model and description)
- Plate: Rigid tempered steel.
- Composite: Plate combined with Laminar or Brigandine.
- Laminar: Steel or iron, riveted to layers of leather.
- Mail: Riveted rings of steel or iron.
- Fabric: Layered linen and/or wool.
- Brigandine: Steel or iron plates, riveted in fabric.

Damage Types and Mitigation:
- Stab: Plate, Composite are strong, Brigandine, Laminar moderate defense, Mail, Fabric weak.
- Slash: Plate, Brigandine, Mail, Composite strong, Laminar moderate defense, Fabric 'weakest'.
- Smash: Plate, Composite 'strongest', Brigandine, Laminar moderate defense, Fabric, Mail weak.

Examples of Melee Weapons In Tier 4 (Martin) Damage Values:
- Arming Swords range in damage 55-60 Slash, with equal or lesser Stab and minimal Smash.
- Hunting Swords range in damage 55-60 Slash, with lesser Stab and minimal Smash.
- Sabers and Falchions range in damage 60-65 Slash with lesser Stab and minimal Smash.
- Longswords range in damage 70-80 Slash with equal or lesser Stab and minimal Smash.
- Work Axes range in damage 45-50 Slash with lesser Smash and minimal Stab.
- Wor Axes range in damage 50-55 Slash with lesser Stab and Smash.
- Clubs range in damage 50-55 Smash with minimal Stab and Slash.
- Hammers and Picks range in damage 55-60 Smash with lesser Stab and Slash.
- Maces range in damage 60-65 Smash with minimal Stab and Slash.
- Polearms range from 80-95 Stab, Slash, or Smash as primary and secondary damage types.

Examples of Projectile Weapons:
- Bows range in Power 100-225.
- Crossbows range in Power 100-350.
- Firearms range in Power 500-650.

Examples of Projectiles
- Arrows range in damage 30-120 Stab, Slash, or Smash.
- Bolts range in damage 30-120 Stab, Slash, or Smash.
- Lead Ball damage is 120 Stab and 120 Smash.
- Scattershot damage is 175 Slash.

Shields:
- Durability: 10-15.
- Defense Bonus: 50-75.

Weapon Durability (For full effect, use Realish Techniques)
- Heavy Weapons & Polearms range 50-100.
- Swords range 100-125.
- Longswords range 125-150.
- Parrying, or Perfect Block, is necessary to prevent damage to weapon.
- Attempting to Block with weapon may result in significant damage to weapon.
- Swords, in general, have higher durability than Heavy or Polearms.

Compatibility: Mod tables are PTF so it should be compatible with any mod that doesn't modify weapons, armor, face damage, or body part damage.

For more detailed breakdown of armor and weapon values, see the Nexus version:
https://www.nexusmods.com/kingdomcomedeliverance2/mods/1237
236 Comments
Actalo  [author] 4 Oct @ 9:47am 
No.
Dodocan 4 Oct @ 4:49am 
hey man, do any of your realish mods break saves or require new games?
Actalo  [author] 28 Sep @ 4:00am 
I don't change armor weight.
Knight Dragon 27 Sep @ 11:37pm 
I have important question, have you changed armor weights as well as weapons? My question is - is brigandine/composite armor lighter than full plate? Does the game consider it lighter and then makes dodging easier in it than in full plate? I ask that because my Henry in current walkthrough is relying on dodges, agility and speed more than regular way to fight, with his polearm
Actalo  [author] 24 Sep @ 9:09am 
tequilatibbs 24 Sep @ 8:52am 
ah i dont have that, let him have it. oh well. Cheers
Actalo  [author] 24 Sep @ 8:28am 
Radzig.
tequilatibbs 24 Sep @ 8:25am 
im curious what you think is the best longsword with your realish mod collection?
Actalo  [author] 24 Sep @ 7:54am 
Lighter blades have higher defense.
tequilatibbs 24 Sep @ 5:07am 
As far as i can tell, the dueling sword is now the best sword in the game with a defense of 200, better than the dlc sword of four evangelists. Is this intended?