Board Thread:Suggestions forum/@comment-27200931-20170821162547/@comment-27200931-20170821201659

Minecraftmage113 wrote: ...

actually, just did a bunch of math

For "mith level warhammers" this will make them better against most enemies excluding trolls, and actually make them absurdly good against ents which currently block 2/3 of the damage. However the only unarmored beings AKA the things strengthened by this idea, are trolls and wargs, wargs would now no longer be 1-hit with a crit, and trolls would take 1-2 extra hits. This doesn't seem like much, but it will take quite a bit of time if you are mobbed in angmar

oh, also, mithril warhammers make no sense, its value was in being light-weight and highly resistant. a good material for armor, not necisarilly weapons.

as far as the uruk/dwarven stuff... that would be 11 dropped to 8 with 30% penetration, the 40% protection orc I used earlier in calculations would 5.76 rather than 6.6 an entire point of damage lower, in most cases thats 1 extra hit per orc. I can't factor in the swing speed "balance" as I am unsure how attack speed works, but this seems a little like it would promote the unrealistic mithril warhammer, or also the similarly unrealistic (slightly less so though) charred mallorn mace. above faction gear further than current. Espescially if you are using mannish gear. which have 5% less penetration for only .5 lower damage.

I think that what would work better is having new damage types, blunt, piercing, slashing, etc which would be effected by armor differently based on type of damage with blunt likely be stopped best by heavily padded armor, and slashing blocked best by a type of armor with steel such as chain or plate. Several damage types would be great.