Board Thread:Suggestions forum/@comment-26044791-20160314014114/@comment-26172435-20160314080135

If 'critical hit rate' would be added as an additional attribute the value of daggers could be increased, and the higher impact damage at optimal range could be implemented with appropriate balancing.

Effective impact damage = critical hit rate * attack strength * range modifier.

With Range modifier = a function dependent on optimal range and actual range, as proposed by James.

I could imagine daggers having the highest critical hit rate and the range modifier to be very effective for polearms and large impact swing weapons like axes and hammers.

Bows would indeed have a devastating range modifier at close range, like 2, but it should drop to zero within a 2 block range for instance.

With combat additions like these, I'd again like to stress the fun added value of having individually tailorable traits on the menu, like anticipation, accuracy and hardiness. All for a full, themed roleplay fitting, RPG experience. ;)