
The damage/round of a simple double-bladed lightsaber with Flurry. Strike or Power Attack builds with a balanced offhand and Master Speed can’t beat In the release game, even the most min-maxed Critical The primary reason I changed melee weapons was to nerf double-sided weaponry. I wanted to encourage the use of weapons like the sonic pistol or Naga Sadow's blade, as they quickly became useless on max difficulty runs. I've also increased the standard difficulty classes for on-hit weapon effects to 15/20/25 from 14/18/22, though it doesn't always reflect in the description. This might seem like a nerf to a lot of weapons because I toned down their attack to compensate, but I felt this was an important oversight in the original game and a kind of "burden of knowledge" I wanted to remove for new players. So I went through nearly every weapon in the game and changed all bonus damage to either be 'dice'-based (+1d4, +1d6, etc.), which would actually crit, or be of a different type like fire or cold. If the bonus damage was of a different type, it would read 2-12(19-20 x2) physical + 1 fire (or something).

In the instance of a crit, the +1 damage isn't actually doubled, despite the description saying it deals 3-13(19-20 x2) physical damage. For example, in the files a Krath Dire Sword is a Vibrosword with a +1 enhancement, meaning it gets +1 attack and deals +1 damage of whatever type it normally deals (slashing). Crit damage is not accurately reflected by weapon description in the original release, due to the fact that flat bonus bonus damage usually isn't doubled.
