This is a big one. I've finished "all" of the game weapons and armour in every category and rolled out the changes to their enchanted equivalents as well. Additionally, I have included an optional "quality of life improvements" file which you can find more information on here.
The changes in this version:
>99% of armour changes are done and >95% of weapon changes. All that remains are mostly Bloodmoon weapons and a handful of unique items from the expansions.
Weapons have been measured against each other both within categories (e.g. Dwarven spear vs Steel spear) and across categories (e.g. Spears vs Long Blades) to ensure relatively uniform "sensible" damage. Weapons have also been balanced against each other based on length and design of their weapon model.
They are not balanced, per se, because Morrowind is not balanced, but less powerful vanilla items (Blunt, Axe, Spear) are now stronger, and each of the skills now offers relatively similar maximum power when attack speed and weight are considered, while also preserving the unique shtick of each weapon and armour type.
A few tweaks to clothing and artifact items to attempt to make some weaker options (e.g. Warlock's Ring) more useful.
Blunt Weapons
- Maces now typically have 1 speed and 0.8 reach (down from 1.35 and 1 respectively) and deal 30% more damage. Base damage is now 20% of max damage. Maces hit hard and even glancing blows will do reasonable damage, unlike an edged weapon which could just glance off.
- Warhammers now have 0.7 speed and 0.9 reach (down from 1 and 1.5 respectively) and deal 40% more damage. These things hit like a truck but are slow and have less reach.
Long Blades:
- Longswords and sabres have 1.2 reach (up from 1), broadswords have 1.1 (up from 1) and Katanas are steady at 1.
- Longswords strike at 1.25 speed (down from 1.35) while katanas are steady at 1.5.
- Broadswords have been improved to strike a little faster and do a little more damage, & should be a more viable alternative to longswords now. Buy a broadsword if you prefer chopping to stabbing.
- Claymores now have 1.2 speed and 1.4 reach (down from 1.25 and up from 1, respectively). As it stands, Claymores are too fast relative to their size in my view, although they are balanced from a damage perspective and on average are within the same ballpark as battleaxes and warhammers.
- Rebalanced the Nordic silver blades in bloodmoon as some of them were not useful, even the quest rewards. Renamed Nordic Silver Longsword to Tracker Longsword and fixed the enchantment having 0 charge and being uncastable.
- The two steel broadswords (imperial steel and steel) were too hard to differentiate their identical design and the numerous other swords with similar stats and weight around the same tier. I've reimagined the naturally rarer steel version as Fine Steel, with this now doing closer to ebony damage and being much harder to find. This is the least vanilla-adjacent change I've made, and if you hate it you should let me know.
- I've also hidden a surprise in-game, if you manage to find a rare "Steel Broadsword of Hewing", well, it's not called that anymore and it has some special perks....
Axes:
- Waraxes now have 1.2 speed and 0.8 reach (down from 1.25 and 1 respectively) and slightly increased damage. These changes bring their damage more in line with 1H long blade and mace.
- Battleaxes are steady at 1 speed and 1 reach. While their stats are mostly unchanged (Dwarven battleaxe got stronger) their DPS is now similar to claymores and warhammers. Previously, claymores were the clear winner and warhammers and battleaxes were objectively worse; now they are each much more viable in their own way.
Thrown:
Rebalanced all thrown weapons.
- Stars are now much faster and have the lowest damage and narrowest damage range.
- Darts are a bit faster and have a wide damage range. Both stars and darts also have enchanted variants and can be used to crank DPS.
- Knives are the slowest and have minimal enchanted variants, but also have the highest max damage. A fully charged knife hit will pay off well, but you’ll only get one or two before the enemy is within range.
- All throwing items do comparable DPS to unarmored targets at the mid to upper levels (steel and above).
Shields:
- Finished all shields. There’s a difference now between all normal & tower shields and all magic shields have updated stats.
Medium Armor:
- Made bonemold slightly lighter & dreugh cuirass a lot lighter to better fit their design & also allow more space at the upper end of the medium slot, which was pretty crowded with dreugh, indoril, orcish, royal guard, and stalhrim all having similar weight.
- Made orcish armour very slightly lighter & its weights now round to an even number – no more 13.45 weight greaves.
Spears:
- Boosted spear and halberd damage slightly (again) as these were still the weakest weapons from a DPS perspective. Reverted the speed changes; spears now have speed of 1, and halberds of 0.9 (in return for hitting harder). Their DPS is around that of with one-handed weapons of the same class in return for much longer reach.
- Feedback is needed here to know if they still need another pass.
Other changes:
- Made the Magebane enchantment more useful. This weapon is now truly the bane of mages. Made similar tweaks to several unique items like Lord’s Mail, Koal Cave Dreugh Armor, Stormkiss, Staff of Hasedoki, Warlock’s Ring etc to make them more useful or relevant. The changes stay very close to vanilla, but you may now see an occasional constant item that used to be cast-on-use or similar.
- Some relatively weaker items, like Umbra and the artifact staves, will now do more damage, and/or have a buffed enchant to compensate
- Balanced adamantium weapons to fit within the other weapon types. Generally adamantium weapons are shorter and lighter, so they now attack faster while having similar base damage.
- Nerfed shortblade slightly as these were too strong – and are still too strong, but their high DPS is offset by lower actual damage which is more easily resisted by armour. Feedback will help us tell if this is the right balance.
- Rolled out base item changes to all magic versions of those items.
- Removed some uneven numbers from other armour sets. For simpler inventory management, most armour sets should now end on a full unit of weight, with a small handful landing on a half unit. Less juggling individual saltrice to get down under your max weight.
Future changes:
- revisiting enchant levels for top tier gear as these are still unbalanced (blunt and axe for example still have less than long blade)
- finishing expansion items, which is basically just the nordic silver weapons and the expansion-only uniques
- pending feedback, potentially revisiting Spear and Short Blade damage
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