#Combat Overhaul
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On average player with this trait will receive 30% more damage
what if you wear a helmet though
any helmet
the helmet is the cheapest piece of armor after all
riveted helmet is just 1.25 ingots
riveted helmet on a glockmaker ought to be more protected than any other class wearing the same helmet
so can you explain to me why:
- a bear takes 28 flint arrows with a crude bow without any tier +
- and the exact same amout with tier+2 in blunt, slashing and piercing.
is it because the bear is so much above flint arrows or crude bow?
tooltip shows the creature's defense tiers
do the math
also, it matters where you hit
head takes more, legs take less
for monsters it's contextual
i know the hitbox stuff. the tooltip is a nice hint though
starting bows are only good for small game and surface monsters
but i expected to see a difference with +2 nonetheless if a bear is damage tier 2
arrows do slashing which bears have resistances against so yeah they can tank it
bear is tier 2 in vanilla
or wait
oh right nvm
but the exact same amount?
yeah black bears are tier 2
you're the one with the game open
? ive already tested it and it used the same amount of arrows. it souldnt matter if its resistant to a certain kind of damage
maybe the crude bow is just..excluded?
does that calculate into the damage tier?
or just reduce damage
crude bow is tier 2, bear is tier 5
there it is
the attack is over two tiers lower, so damage is halved
+2 doesnt matter with crude bow, got it
+2 tier on slashing, blunt and piercing
class skill?
that would be tier 4, which is 75% damage
i know im probably annoying with this but it seriously is not easy for modders like me to make a working compatibility without some more info
peep damage log, ranged attack logs should be on by default
to get tier 4 with the crude bow without better arrows the class needs a +2 tier on slashing for ranged weapons
okay so ... tier 2 from crude bow should do less damage than a tier 4 curde bow?
that's how you know it's working
yes if the enemy has tier 3 or higher slashing resistance
tier equal or higher - full damage
one below - 75%
two+ below - 50%
oha will check this, thats genius lol
it doesn't get more complicated than that
except for cude bow apparently has tier 1
so it just always is 2 tiers below and thus deals the same damage
finally
the math is checking out
final question π so that means with endgame gear every class does the same damage because the damage tier is high enough. is it even possible to make classes in endgame do more damage with combat overhaul?
not always
high end enemies i suppose
endgame monsters can have 8 piercing resist for example meanwhile melee weapons go up to like 6 or 7
Blackguard can get most of his (steel) slashing weapons to tier 7 which nullifies every enemies resistances
that would need changing weapon stats
man this mod really is not a breeze for class mods
its actually not surprising no class mod ever actually tried to make their classes work with it
or you can just give melee tier perks but those would be very strong in earlygame too
Tier eight now with the +1 tier on slashing
There used to just be weapon proficiencies but recently a lot more stuff got added like the damage tier upgrades and damage resistances/vulnerabilities.
gloome did
not to say it was balanced well at all
yeah on the Falx, but it's kinda useless since no enemy has tier 8 slash res
Falx still goated for DPS
Doesnt greatsword base have tier 7?
Steel one
Nah it's tier 6
Oh
7 is its damage number
Brain dmg
oh so he did it in the code where i couldnt find it. clever
Im way too sleepy rn
gloome used existing class perks
it didn't do anything custom
You want to have vanilla +15% melee damage, that will matter only for a one or two enemies where it will reduce number of hits to kill by 1?
you mean the usual proficiencies? yeah everyone useses those. these are easy
i have 2 classes that should stand out when dealing damage but its kinda hard to realize that with CO (especially in endgame)
oh thats why
what weapons do they have proficiencies for?
there are weapon TYPES that are only accessible in endgame
the ranged dude bows, steady aim and so on. the melee dude parry projectiles, and melee weapons
but they do fit into categories as other earlier weapons
ranged guy can take the hunters proficiency with the +1 tier to ranged slashing damage
I need more info for the melee dude though, what weapons specifically does he get bonuses with?
twohanded swords is the most "endgame" prof i would say
oh now i get what you mean. i was just about to give everyone every type
I guess you can do that, if you want someone to be gigacracked at bows, crossbows and guns
they dont seem to multiply each other and 2.1 does the same as 2.0 which is nice
oh shit, do some weapons have 2 damage types?
If you just want to get damage values do be higher (and it does not matter if it makes a difference), just use vanilla trait for melee damage, it still works.
poleaxe has all three
it's for different attacks
not all at once
||i didnt watch the video, but is this stuff really so hard to understand? there is nothing crazy going on||
but not ranged, which makes it hard to balance things out
ah so it doesnt matter if a user of this weapon has all 3 types buffed
Not supposed to
no, but it would still be extremely powerful
no its just me tbh, im not a coding person so this is all really hard to digest for me
There is nothing about coding, it is just 1st grade math
a class that's proficient with all three damage types is good at all combat
maltiez has evaporated ranged damage bonuses from CO and all of his ranged weapon mods so idk if its possible to add it back in
yes if you know the numbers...which i didnt π
Then learn the numbers first
π€·ββοΈ
yeah so in the end, as it is right now its not really possible to balance damage with CO at all
at this point it looks more like you're genuinely interested in co but haven't once played it
i cant help it that im just a class mod author and everyone wants this to work together
co is DOMINATING
yeah
it is INEVITABLE
if you want general power increases use the vanilla blaggard 30% melee damage perk
it's not quite as powerful as giving extra tiers to dumpster weapons but also scales well into endgame
yeah and what should i do with ranged classes?
steady aim perks are important
steady aim perk is extremely powerful and by default is only on hunter
damage tier bonus allows player to effectively use weapons that enemies are not vulnerable too, when material tier of these weapons is not high enough. Most usefull for slashing weapons, cuase no enemy is vulnurable to slashing
tiers for ranged weapons are very strong, especially since the only way they can increase them by default is endgame ammunition
guns can't increase their tiers at all
so that can be unique
yeah i think i know what i have to do. melee classes just stay as they are and keep their melee bonus stats. ranged need aim and tier
meh, not great but at least its a start. ty all for your patience
With other mods it is, someone posted a patch on the moddb for that.
I will simplify entity damage protection, and change 75% to 50%, so it is always 50% damage if you dont have enough damage tier
damn
could ineffective hits have a different sfx btw?
to communicate that they really are weaker
the lack of feedback on effective vs ineffective attacks might be a big source of confusion
Thinking about it after reading some of this, I feel like a better solution might be to make a non-spreadsheet visual explanation of the mechanics. Probably a good way to do that would be to take screenshots of an encounter with a bear, and go through the steps of how damage is calculated, pointing out the defense tier and weapon tier tooltips in-game. Probably you could then use different weapons at different tiers that explain the different in-game cases.
Cuz, tbh, I feel you guys are right that the mechanics are quite simple. But, I think this conversation highlights that the problem is that there isn't a very good explanation of those mechanics outside of that one video, and videos are great for providing an overview of a topic but aren't as good for reference material as written/visual explanations
An average player of a game doesn't read.
Tutorials, hints, out of game explanations.
Well, that's kinda why I suggested using screenshots from the game
As a big part of the explanation
The people who read explanations are a bit of a "vocal minority", which very heavily skews the perception of anything like that.
If those screenshots aren't from subway surfer, it might not be effective.
hitting with a weapon of equal tier or higher is like getting the big shoe from subway suffer
I feel that as long as they are recognizable as in-game, they should be able to get over the initial intimidation for most players.
(And yes I know that there will always be people who just refuse to read, but the goal should not be to just smugly dismiss humanity as stupid and, instead, to actually use one's own brain to recognize what those people's mindset and logic is and use that knowledge to make things more accessible to them.)
In general, games get over this issue with clarity, even when it's at dispense of immersion or even gameplay as a whole.
Famous brightly painted yellow ladders and climbable ledges are a good example for this, but more on the extreme side.
Vintage Story itself very much lacks clarity, which is one of its bigger drawbacks currently.
The fact that even a remotely attentive player needs external resources to figure out many parts of the game is showing it pretty evidently, at least to me.
so can we get a common voice on what the big issues are that need addressing?
everyone will say something different
Co kinda doubly falls into the same pitfall/has it even worse, because it's not just mechanically complex, it's also numerically complex.
It doesn't make it a bad mod, or badly designed mod, but in my opinion it's a mod with poor communication.
I can get into details about what can get better, but many of these details could entail big reworks of ux, and other parts of the game co touches, and sometimes it's even in the base games "curfew", like some parts of the ui.
yeah the simplest way i can think of is more ui, but ew
no more ui please
though i wonder if the enemy tooltip can be changed to be more informative and dynamic without taking up too much space
i don't know if the top tooltip can display colored text, but that could be a simple change
make the defense numbers red or green depending on if your currently held weapon meets the breakpoint or not
i think that alone would clear up confusion with game literate people
These are good points, though that's also kinda what I was trying to address. While in-game clarity would indeed be best, the next-best is out-of-game documentation and references, and having those references be in multiple formats is good because different formats will appeal more to different people. Having a screenshot or series of screenshots that does a walkthrough of how damage is applied in CO would, imo, be a good addition to the documentation that is currently available
Plus, it wouldn't take that much effort to make, depending on how you go about it
that's something malt would outsource to the community
so you could make it and show it to him
I might be able to, we'll see though
WIP on weapon damage and entities hp rebalance
just started using CO, but one effective method would be a tutorial/training NPC.
a la KCD.
dummy exists
damage logs are also an option
Does the dummy joust w/you? I haven't popped into creative to try it.
oh wow that's a complete redo huh..
nah it doesn't hit back, but it's all you need for testing weapons
yeah, I mean a typical moves tutorial sequence, and then a practice bot
But melee weapons rebalance needs entities health rebalance, and health rebalance needs adjustments for ranged weapons damages
No, it standardizes melee weapons damages
not a bad idea
this will make me use spears a whole lot more
or well, i have to see it in action first
the ranged sheet is confusing
do weapons have a max possible damage output now?
No
well, whatever it is i'm interested
interesting...
when to expect?
it'll be out when it's out
Day of the month that ends in "-y", february 30th.
this just in: the combat overhaul update will come out
I couldn't sign things more than this statement, I also don't understand why so many people entertain those "to silly goose" people it's not like it's your problem if one doesn't understand it ignore after trying to explain once.
.
Like Co math is isn't even that hard nor important if you understand that each weapon is meant for different things? Let alone 30% as buff can screw the dps anyway for the "simple math". If one just plays the mod they will get a feel for it. Eventually realize hm for some reason my copper sword is worse than an iron sword for dealing all kind of mobs. Some may come to the conclusion gear foot is resistant to my piercing/ slashing and makes fighting harder!
The dude has been trying to understand Co since 2 days and didn't understand it cause he didnt experiment with it
Co is only complex if your used to spoon feeding. Most people are to silly to fix issues themself. Best case was when one goose said if I did something after the guy added a clientside mod... Ofc I am at fault for his game crashing, despite not even restarting the server.
There is a reason why catering to everyone will drive anyone with a tiny bit of intellect insane. Reading comprehension is a "foreign word" for most people. They don't strive to find the information themselves they strive to be spoon fed without using their thinking tank.
.
Also people call the armory system complex like no offense this is just a basic layering ... It's not like you even need to do math now with the dmg slider to see how much you block against mob enemys xyz.
You don't get any bonus stats like some rpg where you get perks adsing % or conditional stuff.
In short It's just wrong to cater to everyone, and simplify the mod cause a loud minority can't understand basics. I'd wager considering it's one of the most downloaded mod the silent majority understands 90% of the stuff
This is, unfortunately, a bad way to look at things.
It may sound tempting to engage only with those who are quick at pickup and very easily grasp every single bit of information presented to them, but keep in mind, this is a game. Entertainment, which is often used by people to escape from things like responsibility, sophisticated problem solving or something else.
Ironically, it seems you didn't read the sentence I wrote down correctly, and misinterpreted it pretty heavily.
"The understanders" is this "loud minority".
Nah m8 most people don't use games to escapism not to that extent you'd wish to believe. Most are just lazy to read
You can't sincerely tell me Combat overhaul is complex
It is a basic armour layering system like many games with 10 equipment slots and 3 dmg types.
While it's important to not try to spread yourself over every single request or critique, it's also important to not fall into the "expert fallacy" or "echo chamber" situation.
It's like someone saying terraria is complex cause you can combine multiple combos of armor and special items.
How is it in this case? Like it's just a loud minority, you guys try to explain basic things but their just resistant to it?
Cause they don't want to put in effort.
It's like when you sell stuff you can weed out very fast which customer is a window "shopper" wasting your time and who's not.
mind if we butt in?
If people can't be bothered to do 1 tiny bit research idk man those are the people you should leave behind.
It's a public channel, do as you please
we see where you're coming from and everything
and yes it's a very simple mod
but there are a couple extremely important things youre dismissing
I, unfortunately, don't understand what you're trying to say here, and have no mental capacity to do so right now, as I'm quite tired at the moment.
All I am thinking is it's not like anyone earns money with Co unless it's commission stuff. It's just like most things if a product is good hardly anyone does positive reviews but you'd see thousand of people reviewing bad things.
Go sleep and rest
It's not about sleeping time, it's just physical exertion, but that's irrelevant.
The best course of action is to rest and put irrelevant things aside for the time being?
Id just say this:
I believe co is a complex mod, yes. That doesn't mean I consider it "difficult".
My reasoning: it's a multifaceted system that alters, removes or adds to sometimes very disparate, though related parts of the game.
I am just a yap master, the reason I play VS is for complexity. If i were interested in simple thing's I'd be playing other block game. The only complex things are the tech mods which many people love.
So if people can understand the premise of VS Vanilla and ore progression and understanding prospecting. I'd wager it's just as always a loud minority in terms of mods who don't understand mods who add tiny but of depth. You can't explain to me one doesn't understand the 3 dmg types or armour layer system but understand Vintagestory.
1: there's nothing wrong with someone being "dumber", that's perfectly okay and there's no need for any sort of ableism or similar
2: finding it easier to ask instead of researching does not make someone dumb, it's just convenient and people are happy to help
3: everyone, smart or dumb, makes mistakes and understands things differently and even the smartest person in the world will fail to understand basic simple concepts sometimes
there is nothing wrong with "catering to everyone", it's just making the mod better for people and saving people from issues. it's not the players fault for not understanding and if it makes people happier to simplify things instead of keep it as is (which is definitely a case by case basis) then you should do so!
Tutorials and guides, in video or text form - is out of scope of my work.
Yeah it's fine for number one. It is convenient as why would one yap so much instead of trying it first themselves? It's obvious many complainers spend 3 seconds playing the mod and then being like why. Tab out and write xyz issue. Especially if people install 30 mods and don't realize mh xyz mod is at fault for not making xyz work.
That is factually untrue catering to everyone is only beneficiary if you have an interest to gain monetary value. Otherwise it lowers the complexity and quality of things, not everything is meant for everyone.
.
Vintagestory is the niche for the people seeking complexity in survival games and the other block game.
It is very much the players fault for not trying to interact with a mod he added?
.
We all have responsibility with our choices if I decide to mod any game of mine. I accept issues harder challenges.
It's like choosing hardcore and then complaining that you have no ui.
why on earth would you think that's "factually untrue"
catering doesnt inherently lower value and every dev has different values and objectives
it's impossible to be factually untrue
It is just true unless you seek monetary value?
Or do you have anything else to back it up.
Games with complex mechanics don't become mainstream.
It becomes a niche
Games with simple mechanics and broader aspect to appeal to everyone will have great player bases and higher monetary gain.
it's not, positive utility is determined by a variable scale dependent on the devs' values and goals
Give me a example all your yapping is about none existent data
A dev can try to cater to everyone and this will lead to simplification. Maltiez literally has a preview with a easier simplified dmg type.
Like do you even understand it?
Here
Light medium heavy heavy+
He did a approach to simplify it to the demand to cater to the loud minority.
Let alone for anyone using their thinking brain, unless armor doesn't use piercing etc it must be simplified with the same terms for melee perhaps.
For continuity.
No, it not because of this
May you elaborate as of why then? This simplification of wording regarding the 3 dmg types. That's the context i read.
okay, let's say you have a dev who wants to make a game for the purpose of introducing old people into video games
that dev would want to make it as catered as possible for greatest utility
Not damage types
What is this argument with "old people" π your aware the old gamers from 1990 are considered old.
And games used to be less accessible you got your handbook and found the page for info xyz
Any old person will play Minecraft not Vintagestory
That's just by the nature of those 2 games. (If their getting into gaming)
and yet most older people atm do not have basically any ability to play games like first person shooters
HP values and damage values are being standardized and being made a multiples of 4 or 2 for sake of balance. So there are no cases, when a weapon has 0.5 higher damage, but every enemy will still take same amount of hits to kill
Where you taking the data from?
So from my experience before spears/pikes didn't have multihit and now they do, now they are on part with swords in terms of crowd damage and I would say that they are better becasue of reach
idk if it's already a thing but it would be nice if each consecutive hit would have slightly decreased damage or if there was like 50ms-100ms stop before swing continues allowing for next hit
it is also made for future smiting mechanics from 1.22, so I can have meaningful buffs to weapon performance
So in short making it not like vanilla dmg type where 10% dmg bonus rarely matters
first of all, we'd have to define "old"
what are you counting for "old"
well
In terms of gaming anything past 40
guess we're making the claim so we get to choose
Doesn't take away from your nonsense 0 data takes.
No old guy will know Vintagestory but will know Minecraft...
you asked for an example
No old guy will know arma 3 but will know call of duty
we gave you an example
it literally wasnt an argument that could have stats
And your example is nonsense
"nonsense" isnt a reason
You used old people to start a argument why catering to everyone is good to bring people into video games. But the context is Vintagestory and mods
if you cant provide a real counterpoint it's hardly a discussion
No old people will use mods you silly goose
Ok, I think this conversation went for too long and gone to offtopic, please move to another channel.
fair
I won't continue this further as it's more than obvious some are not on the same standings.
that's usually why people argue but alright
So it is confirmed the whetstone for the update will bring temporary buffs to it? For vanilla 5
Tools?
the reason we came to this thread in the first place was to ask about some stuff we couldnt find online or in search
The simplification will make it for you easier to apply those? How will you handle the armour naming then?
we lost access to the game temporarily, but are theory crafting
but without the ability to test
As those 4 stats don't exist for armour yet.
we just have to ask
how do shields work?
we know you can block and parry
and parrying we would assume is the same as melee weapons
but we do not know how blocking dmg reduction works
is it as if you had an armor boost?
is it a full reduction?
is it just a flat -50%? or -7 dmg?
ect ect
we've used two handed weapons only in our last playthrough
Chapters
Introduction: 00:00-0:13
Dealing Damage: 0:13-1:49
Wearing Armor: 1:49-3:01
Taking Damage: 3:01-4:12
Making Armor: 4:12-4:55
Supplementary Mods: 4:55-7:20
Hello, this game is Vintage Story: A moderately unforgiving and learning intensive sandbox survival game that will test your patience, capacity to learn, and ability to appreciate d...
200s or smth
cool, text for everything
thank u <3
answered our questions pretty well
although some of it seems out of date?
this is a strange assertion
we grew up with LAN parties
I played a lot of the original Marathon.
Halo before Halo.
Doom and its clones before that.
My N64 and Goldeneye cart are around here somewhere. OG Counterstrike. etc.
Ive played a decent amount of Destiny 2 over its life. It's probably true that older gamers are less interested in playing Fortnite with the squeakers, or the CoD treadmill, orValorant and/or the latest flavor of the week arena shooter.
Please, move offtopic to another channel
If I will see better ways to convey this information, and it will not require me writing text or making videos, I will add it (like I've done with armor). Otherwise guides and tutorials is out of scope of my work.
That's entirely reasonable.
Should be fixed now
The most damage penalty to enemies is 50%
You're welcome β€οΈ
armor piercing tier is only for player armor right?
Yes
Rebalance is out... Expect a lot of backlash.
Also it will definitely need adjustments of entities health values
Tried it out
And earlygame is much more powerful,
The javellins have amazing dmg and with the range, are viable against brown bears(i literally spawned in a world made a javellin and killed a brown bear nearby, no armor, and with some mods which make my life harder)
The club 3 shots any drifter
2 if blackguard
The early game dps seems overly inflated in favor of the player, if using the correct attack type
either my testing is scuffed or bellheads dont resist bullets on their faces anymore
I mean, ive yet to meet someone who can outsmart boolet
nah my testing was scuffed
however bone arrows are almost disgustingly strong
(unless my drops are borked, they're 4 damage no tier which gets multiplied and are piercing damage which is godly for bears)
they're doing as much as steel arrows
Jesus
yeah its not the other bone arrow in the creative menu
they break so often but getting 9-18 damage/hit on bears is juicy (with a recurve)
9-18?
The meteoric iron halberd is two tiers higher than the steel halberd, typo probably. Checked all the other weapons and they look fine.
using a recurve bow i was doing 9 damage on like the limb - 18 damage on the headshot
using floating damage text and hp bar mods to verify how much it was doing
a recurve can hit 18 damage on a headshot assuming the arrow tier is high enough
Recurve should do 8 not 12, I swapped long and recurve accidently
oh shit yeah Longbow is just a x2 damage multiplier
still, bone arrows on whatever should do the 3x is a little nutty
Crossbows take the biggest W since if you use them for hunting then the tier does not matter
Copper bolt in a windlass is basically just as good as a steel bolt for bear hunting
thats what makes the bone arrows so good, since they do about as much as steel (or from what i could tell exactly as much on polar bears)
just by nature of not dealing with the armor
Ranged weapon damage was mostly unchanged, except for all ammunition dealing the same damage, just different damage tier
Hm, ok
Make them break chance 100% or halve the damage?
nah the break chance is fine imo
the fact they break often and are only farmable via bowtorns means there's an actual reason to harvest bowtorns now
maybe it will end up being a bit more balanced when you swap the longbow/recurve mult? havent messed with the bows enough post update to really say how overturned it might be
just kinda went into a superflat and tested some of the stuff
yo maltiez ok if my dev helps out with fixing a little bit of the lag
he said he wanted to fix it up
What lag?
They can make a pull request
@lunar robin
Where is the link for the github
We are having a problem with the sabres causing crashes
on moddb
so is it crashes or lag?
Crashes
Do you have a mod for meteoric steel?
Hmm, I believe so
Our handbook doesn't have the meteoric steel actually
Just the iron
Send full logs with crashes
Sounds good let me force it
Gooootttt it, we will try to see if that fixes the crash
Also, what the hell is this, there is no such item in armory
Find mod that adds it, it causes the crashes
Can Metals
Says it compatible with Armory
Apparently it is not
Hmm okay I'll look into this, thank you for your help
peeps who have tried the update, was my prediction correct that spears are busted now?
im about to load into the game so i'll see about that
what was the update anyways
total weapon damage redesign
wait
weapons are now split into damage tiers
who said that
ehh
those should work same as before
maybe i should check firearms thread
I might be stupid, but damage redesign how exactly? from me just quickly poking around in the creative inventory before work I don't see a lot of changes but I don't know the mod by heart.
only real change I noticed immediately was my steel longsword now doing 4 damage one handed where I think it was 5* before
everything has damage categories now
and does the same damage at every material tier, only changing damage tier
this will be a lot easier to balance
it seems onehanded weapons do 4, hybrids do 4/6, and 2h only do 8
also, when tier isn't met damage is always halved now
so you could say, use a falx for 4 damage or use a spear inefficiently for 3 twohanded
i like that
What happens again if you exceed a tier? Playing a blackguard on my world and that has become more relevant with the other recent ish update that gives me an extra damage tier for slashing
equal or higher 100%, lower 50%
Aha, thought that exceeding the tier got me a damage boost for some reason.
Aight thx for the clarifications
Maybe it would be a good idea to rename damage tier to armor penetration
it will be confusing because only players have armor
It would be more instinctive to me then damage tier is.
Can we get damage represented by dice rolls and ap? Something like 2d3 4 etc
To add rng into the game
Damage range could be representative of damage multipliers on player model
That's a terrible idea both for balance consistency and player experience
It wouldn't be confusing at all
I disagree
People are already reporting that entities have a different HP value than what they really do because "X animal takes Y hits to kill", it would be a mess
Plus I have no idea what positive thing it would add
Rng isn't inherently good
Hi guys I have issues hitting some stuff with vanilla spear, like chicken etc, how should I do it i watched some videos but im new
The values in the spreadsheet for enemy/weapon balancing doesn't take into account entity resistances, right? It assumes optimal damage? So a brown bear will, in the best case scenario, take 8 hits to kill with a 2h melee weapon?
way easier in co
We all came to a conclusion that it wasn't co's fault but wrong assumption
I use combat overhaul
vanilla has an arbitrary frame on which the raycast in the middle of your screen activates
here it's active for the entire thrust
in co, just angle it right
or shorten it if you really are in a bad position
m2+scroll
shorten is for shorter range right ?
but why i cant really see my weapon when i aim d own, shouldnt it follow my camera view ?
do you have ifp enabled
then restart the game
That's not the mod you're thinking of, it only makes falling meteorites appear, not change meteoric iron.
Ah, yeah
8 for top strike, 6 for side strikes
should say that on the tin
π€·ββοΈ
Technically I can flood the item description with each attack stats
Would it be helpful? I doubt that
quarterstaff is probably the most buffed weapon from this update regardless
it used to have low damage and low tier
great as a cheap self defense weapon
now it's an actual considerable combat option
It had same tier as other weapons, and same damage as 1.5h weapons
Reads pretty substantial - itβs good to have more reasons for using it, though.
maltiez, do you have a link for me to read up on damage and armor calculations of co?
are halberds battle axes or spears?
is quarterstaff a spear?
Im asking bcs im the sweatshop smith that needs to smith gear for everyone on my server and idk what to smith for whom
pinned message
yes it is a spear that has been used so many times it's become a stump
where can I find pinned messages? sry im unc
so, good for a hunter and the class buff
no it's not a spear
what class is proficient in staffs? the malefactor?
glockmaker
malefactor can do - oh
ill check that once everyone is assembled again, tyvm
and halberds are its own thing too then?
yes, only halberds
what are they designed for? also clockmakers
hunter has the prof for them
cool, made my hunter a voulge
can I do the same with claymores?
and the thrust attack does piercing
built one but realized I cant swing at all in caves
and thats usually where I fight
no greatswords have a parry instead
arming sword is like a shortsword for people who can use directional attacks
Torch seems to be viable
There's a thrusting attack.
does the thrust do pierce damage with a sword or is it still slashing?
also, how do I know what type of damage the enemies use and what tiers of armor they wear?
By looking at them and reading info on the top
if the weapon doesn't say it has that damage type, it doesn't
thx guys
since the repeater can only take flint and copper bolts, could its tier be increased to 3?
so that it's not stuck on a tier of 1
I will look into it, I will probably allow all bolts to be used with it
Damage tier is a base game term
the other crossbows feel a lot more powerful now
partly due to the pretty rounded numbers
windlass headshot 50.0 damage π
It is yes. was more so reaction to somebody saying it should be something else (meaning something else in the base game)
blow their head smoove off
Headshots make stuff complicated... But I dont want to remove them
i'd rather headshots give the target a massive movespeed penalty for a couple seconds
exceeding a certain power
the problem i see with that is low movespeeds look extremely janky with movement animations
as they don't have speed scale or anything
i think headshots are fairly balanced if we're going for realism
theres also the second chance mechanic
player headshots and entity headshots are different
ohh
to a player that would be 80 damage
also an observation
after playing clockmaker reloads feel a lot more satisfying when going back to normal speed
the animations really lose their weight at hyperspeed
could tune down headshot damage multi perhaps
give clockmaker increased reload speed after killing/hitting/headshot?
I would say that I dislike weapon proficiencies as they are, it just really cuts out option if you go by what deals the most dps with current class
too arcadey
Is there any real reason to use different directional attacks except for when it gives you a different damage type?
If you turn on weapon terrain collisions in the CO settings it can make things more fun in enclosed spaces. Also frustrating, but it comes with the territory.
Yes, exactly, 75% of the reason I can't live without this mod, lol.
if i want to edit values like the aim or hunger debuff where must i do it? here or somewhere else
armory_1.8.3.zip\assets\armory\itemtypes\armor
combatoverhaul_0.12.7.zip\assets\combatoverhaul\patches
i am trying to edit this completed one
this seems like it is the individual pieces
@fallow surge apologies for the ping but do you know how or where i can edit the values specifically for the completed chain body armor instead of individual pieces?
The patches for the full armor sets are in the base Combat Overhaul mod (not in the CO Armory mod), they are in the "armor" file in the patches folder
like here? i didn't find an armor file
oh, nevermind just did
i looked at itemtypes last time
didnt see patches, thank you
No problem, ask in #mods-general if you need some pointers on making a json patch
that's for combat overhaul thats why I send for both mods the path
ah you found it good
yes, i did. thank you regardless
I noticed that you rebalanced a lot of things. Is there a summary or something so I can glance at all the balancing changes? or will I have to diff the jsons myself?
Seeing this in the logs
12.1.2026 15:35:26 [Warning] [Overhaul lib] [HarmonyPatches] (game:chicken-hen) Listed colliders that were not found in shape: Body, leg right, leg left, thighs right, thighs left, throat
12.1.2026 15:35:33 [Warning] [Overhaul lib] [HarmonyPatches] (game:drifter-tainted) Listed colliders that were not found in shape: R lower arm
There's a mod on the mod db that already does this as a patch, meaning it's not gonna be deleted every single time you update co and coa.
i found the one that removes hunger but it isn't updated so i think i might have to painstakingly update the other values one by one
but i did get it working for the chain, which i wanted most, thankfully
anyone figured out why combat overhual crashes when picking up a bow from Nyda villiage?
I have tried to narrow it down, but it does not appear consistent
Im not a PC person, and I dont know how to read logs, its like greek. however, this is what I got from chat GPT. https://chatgpt.com/share/6965a96e-c73c-800c-a940-a9845b958063
im addiing this,. idk how long it lasts. but it contains all the crashlogs
and it shows me disabling things and then adding the new crashlog into it
Unfortunatly, I have had to give up. It seems like my methodology has an error of somekind. I ended with narrowing it to three. activated all 1 after the ohter. all seemed to work. And then it dident the next time i tried. each time I created a new world to find the excat same bow (guard tower main gate first floor)
The mod made this fight a lot more fun
definitely leaps and bounds above its vanilla iteration but it's still the same fight under the hood
would need much more fundamental change to be good
someone made a mod to make armorer kits for this mod cheaper lol
how can it get any cheaper than 0.25 ingots
real wish there was more to it
enclosed room + immobile boss means the fight is always going to be a snooze fest
has anyone solved the issue of longbows crashing the game?
or do you guys, just avoid picking them up?
Just dont steal from villagers, also it should be protected and you should no be able to pick it up
Also yeah, guys, have you solved it?
holy shit!
hei! do you know if its a valid strat to just not steal from villagers?!
its the first bugged item I found, which means that I could avoid it potentially and still use CO.
or are there other items?
I swear if I have been trying to solve a problem that I have created and fixated on for days xd
I will cringe hard
Still, it ought not crash the game?
honestly thats, beyond my understanding. I thought that I would eventurally and inveitably get a longbow and lose my world again
but if its limited to simply dont steal. that I can do
It just have "readerVariant": 1 attribute for some reason, and you cant get that in normal gameplay, so lib had not accounted for that
ah, well, then. Simple enough.
It's not a normal longbow, Andre.
I'd just keep playing and see if you have problems with any others.
im such a :::::: Noob... I can not belive how much effort I have put into solving this nonexisting issue
i geuss il reupdate all the mods again. I have been reverting backwards to see if that would solve the issue xd
not really, a bullethell could work really well in a situation like this
enclosed rooms have a lot of gameplay potential, even with a crippled target
my least favorite kind of gameplay, but some people love them
they just didn't do anything that would make the fight work
eidolon feels like they made a placeholder prototype for a boss and then gave up
erel at least, as much as it's hated, has some merit and functions as a bossfight
reminds me of classic monster hunter, even if not in a good way
I never got to the boss fights as I was to scared to jump into eidolons hole or erel whoever is the first location :"D. So they don't have a gimmick like Ender Dragon in Mc? Would that not compliment it more to have a gimmick mechanic than just straight forward bonk bonk? It be interesting to use some machine which keeps it alive and destroy it while he spawns either some creatures or shoot stuff.
Didn't play any of those so I don't know if something like this is already implemented, but vanilla combat is just eh so having gimmick mechancis just fits more?
Maybe it didnβt need to be anything else/more interesting and the important thing was just having the location βout of the doorβ for players to explore/see.
Not that it matters much for CO though - letβs not dwell on it
I think there might have been a discussion held with this change in mind ~2 days ago, but was this made to also accommodate for a WIP patch that will aim to balance melee weapons?
Iβm curious more than anything - the change itself isnβt super significant anyway
It makes it easier to balance and also to explain to ppl how it works
The purpose of 75% was to make it easier on players, but it seems there is no need in it
π
Ever fought the Dragun in Enter the Gungeon? Plenty of potential
@fallow surge not sure if you want feedback on Vanity Slots here or a new channel for it, but it seems to be looking for PlayerLib on shutdown ('dispose'') which is erroring out.
... I will make a channel for vanity slots
Does Sneaking do anything to effect the steady aim stat (as in sneaking will steady your aim)? I always do that instinctually but its that actually a thing in CO?
nope
May be it should
Would be nice if standing still also gave a small buff to healing effectiveness as well (as in makes application time faster)
Will suggest it for vanilla
Hey, my world had the following patching errors, and just wanted to make sure if this gonna break something eventually:
13.1.2026 16:40:37 [Error] Patch 3 (target: game:itemtypes/wearable/seraph/armor-hide.json) in combatoverhaul:patches/armor-hide.json failed because supplied path /attributes/statModifiers is invalid: The json path /attributes/statModifiers was not found. Could traverse until /attributes, but then 'statModifiers' does not exist.
Some other mods tries to patch it too, remove this mod, it will add stats to armor that it is not meant to have
Is there a way for me to know which mods are patching a specific file?
Will look later
im using poleaxe
You can batch unzip all mods, open mods folder in VSCode and use search function to find file that patches this file
Oh nice, thank you!
Couldn't it be easier to look through the cache unpack folder, or am I wrong?
@fallow surge Many of our players have been receiving the same crash, wanted to know your input
Make sure it is related first
This is just an exception in vanilla code
hei, is there a ideal order of installation
currently, I have collected all other mods. I have ensured they function. no crashes, warrnings etc
now its Attribute Rendering Library, Extra Firearms [FORK], Overhaul lib, Combat Overhaul: Armory, Combat Overhaul, Swords, Firearms, Crossbows
There is no special order, you just drop mods into folder, and start the game, thats all.
I have redone everything due to CO, and ARL breaking
okay, im taking every measure to make sure im not messing it up again
is something wrong with my game or is this just how CO works? the bow appears to have no sound when you draw back an arrow. it still makes a sound when shooting, though
It is how real life works
on a wooden bow you can often hear the straining of the wood, but its quiet compared to the vanilla sounds yeah
If your wooden bow makes such sounds, it means, that this bow's life is over, and you should not use it, unless you want wood shards in your eyes.
i said strain not like the wood splintering and breaking lmao
modern bows dont have that problem and some wood types are flexible enough to not hear it, but like
a historical english longbow for example of yew wood, you can hear it
not like we're using proper conditioning on something like the crude bow either lol
Even modern compound bows make some noise muted as it is
Itβs not as loud as the arrow sliding against the stave but yeah
I never heard a bow make a sound when drawn
May be for some old bow in a completely silent room, may be
Do you shoot bows?
I did
Both historical long bows and historical composite ones
Though all under 64 pounds
On release - yes, on draw - no
Though on release string makes all the noise
Itβs usually caused by the string rubbing against the notches on the staves, and at worst the stave is splintering and dying
Anyway, there is no reason to have stereotypical laud gamy screeching sound
Yeah theyβre supposed to be quiet, bows making sounds is usually a signal something is wrong
Hi all, AIA if I'm in the wrong spot. I keep getting a crash report that is pointing to overhaul lib. My experience to read and understand code is minimal at best, so I'm not exactly sure what I'm looking for here. Is it this mod or something else?
remove [email protected]
thank you for the quick response π
Compat mod that is not compatible with the mod it adds compat with...
does armor take extra durability damage if the incoming attack is higher tier than the armor itself?
you mean a line of archers doesn't make a sound like a creaking door?
hollywood lied again!
It always takes durability damage equal to incomming damage distributed over all layers
I hope they actually update it
will there be an update in the future where damage values for one handed version of weapons like longsword and spear will be shown?
you can just read you know...
is there a spreadsheet for the resistances and hp of mobs?
we know there's a pinned one for their dmg and your armor but that's not what we're looking for
There's also their HP in there
really? didnt see it at all but also our UI for sheets is bugged
ah found it
now we just need their resistances
im blind im sowwy
hey, is here the right place to ask about the changes to aiming system, or should i rather ask in bullseye thread?
here's good
also, there haven't been any changes to the system to my knowledge
just weapon stats
unless you mean the system as a whole
i wanted to ask if there's a way to increase aiming skil, by progressing, instead of just decreasing the config
no
RPG system is out of scope of this series of mods
also, it seems like most of combat overhaul: armory armours locked behind clothier skill, wanted to confirm if that's true
none are locked
armory mostly separates existing armor into pieces
Where did you get this information?
i wanted to craft myself some under-armour (gambeson) and all of it's versions require item that only clother can make
i don't...
First of all, gambeson is not "most of armors", then everyone can make kits
two crafts, one default, one tailor
tailor can make it with a bronze nail, everyone else needs iron
ohh
ok, that explains it
many other armours required the kits, which i thought are clothier exclusive
i stand corrected
only underarmor
2 jerkin sets and 2 gambeson sets
i like co's system more, especially post rebalance
btw, what is middle-only armour?
Chainmail
no, non-metal version?
wdym? Why you need non-metal version?
im poor :3
technically scale as its middle and outer layer
You can make leather armor (not jerkin) for outer layer, if you have problems with metals
i have bear hide armour for outer layer for now
I mean there no middle armour excpet chain or armor taking outer and middle. There is also not much choice if you don't want to wear metall? I mean it's either laminar wood / bear / jerkin / hide / gambeson for early game if you dont wanna use any metal
You could just go in sp and creative and check it out yourself^^
Thats all you can get then, go get metals
it's not like i'm not trying π
i already found tin and iron deposits
Or get gears and buy from traders?
but still only surface copper
you could just buy blackguard armor parts
if you have luxury trader i think he also sells forlorn
it's damaged but still good protection
but if you have tin?
why not make tinbronze and iron?
like worst case you just pan 20 nuggets make copper and then tinbronze
nah, i have tin bronze, but i dont want to rush the iron anyway
??? Then this whole ordeal is pointless?
Make leather armor?
You got a saw
bronze chain is good
Or that how usefull is scale anyway never used it but is it worth getting over brigandine tho?
significantly lighter and cheap as an all rounder
I see mh I guess if you dont have much leather mhh you do save yourself the chainmail I guess it's a good thing to do as a bridge between tinbronze and iron
chain armor is really cheap btw
chains have a different recipe from vanilla
they give you 4 at once
i mean, its not like i dont want metal armour, i just dont have materials for it currently
so get your smithing slave ready or if you don't have one work metal for a few minutes
interesting ore gen is brutal sometimes xddd
12 ingots for full set
you can def make a helmet or pants
:')
so what do you not have any material
oh smithingplus
how is it brutal if you just gotta find 1 vein and your settled for life
that'll let you ride out quite a bit
Just get the iron
just go get a tiny bit of cassiterite and you'll never run out
and be done or just dont cry that you dont have enough tinbronze
you gotta find it first
thats very easy
compared to vanilla but hey
just get iron and get your armor this no need to do anything else tbh
or next time you play just reduce the ore gen if you dont want to "rush" it
For that you have world gen settings
but he plays with interesting ore gen which throws trillion of ore at your face.
Which is per se fine if you use reduced nuggets count etc
no idea never used that
average ore vein size
enough for a lifetime many times
seems like normal vs to me
nah not really
Either way vanilla with 100% ore deposits is to much too arguably
So best way to go against ore progression is to tweak ore gen on world creation and reduce nuggets for each quality of ore
poor = 1 medium = 2 = rich = 3 bountifull = 4
yes I like the mod for the more advanterous mining projects
but you gotta tweak the amount which you can
so those huge mines are more spread and less Op
Cool way to play and make outposts for each big Mine
Get the xray mod and interesting ore gen and play around with it
Make the reed and fur gambeson
All you need is bones for the sewing kit
And 4 flax fibers
Thouse are not all veins by caves?
Dont tell me these are ore veins...
What mod does this?
Those are ores which spawn in a loose connectional network not defined by caves their inside solid rock https://mods.vintagestory.at/interestingoregen
It tweaks cave in mechanics now better than it used to do so lol, you could break the grond and the ceiiling comes down. Now it works similiar to vanilla cave ins with the change that fallen rock is "gravel" imitating shattered rocks.
It is by margin a lot more ore than vanilla I am pretty sure at least. So it's really necessary if you want to have a more balanced gameplay experience reduced ore drops / reduced nuggets based on quality. The nice thing is also those veins generate with mixed quality or mixed metal types within another metal. Makes it a little spicier
Just like irl some ores are found together with other ones.
It is the same ore in vanilla, but isntead of you looking only in the area with the most veins, the major veins incorporate the ores of all veins, making it much larger and morr accessible, i recomend reduxing ore gen tbh
It is not the same ore amount just go into the blockvoverlay in vanilla you'd miss 1 vein but with this mod you find all.
and it's a lot more accessible
Exactly what i said
but just compare it to vanilla with blockeroverlay it is at least 3x the amount
well your main statement is it's the same as vanilla which is inherently wrong.
As you stated I was wrong that this mod makes it a lot more ore
The same amount
I am sleepy
I doubt it still as it has different layers of ore and mixed ores
it can't be the same by defintion as it is 1 vein vs vanilla multiples veins
Well go test it then
which first you have to find and get
I did
and when I compare what I see number wise and what I know I would get in vanilla and find
it's a huge difference
Fair
So in vanilla finding 1 ore vein is like a god gift but it also depends on worldgen settings I never played 100% always 20%
All vanilla ore generates in flat discs
and by comparision if lowered both to low values the interesting veins are bigger as it's just 1 vein by the logic unlike the vanilla ones where 1 vein disc is just one chance
Interesting ore gen applies βveins/tubesβ which isnβt as terribly realistic
Iron vanilla ore can generate in clumps of 2.5k blocks so idk if the interesting veins are actually bigger
Can up to but interesting ore gen spawns by margin a lot more
it's by design
another preview from the mod itself but you get my drift?
It's all centralized and inherintly a lot more than vanilla ore gen
in vanilla you'd have something similiar to the top left of the image
isn't this #1260976245374582886?
combat overhaul is an anagram of ore discussion
Maltiez asked what mod it is
also it's the context of the guy before talking about which armor etc
No, this is Patrick
Isnt it an instrument?
Aleo
How could i configure a specific armor debuffs or a set of armors, i disagree with the philosophy thwt brigandine is as heavy and as emcubering as plate and would like to change it,
Go into the patches/files and change the stats.
Can use the already existing patch mods if you're on the version of co that's compatible with them, iuno if they would still be after the armour/damage tier redefinitions.
The current patch mods also change stuff i dont want to change
Though, could probably still get them and use them as the core of the patch, and just change to new values.
Open them, rip out what you don't want.
Im looking into patchmqking to start modding so i dont mind
There's just json patches for most of that.
If not all.
It's much faster to delete than to copy-paste -> change or add everything from nothing.
Notepad.
Notepad ++.
Vi, vim, neovim.
Emacs.
Nano.
Any modern ide.
I was using a shitty browser page to just adjust some stuff qnd it gave me aids
Other options are, of course, available.
I use notepad++, it is good enough and fast enough, doesn't nag me about updates, accounts, has ability to open files in different tabs and do multi-document operations.
Okay
Thank you very much
Also, if you're not already, use 7zip for the archives, not winrar or windows explorer.
It lets you update files when they're still inside the archive without repacking.
Caveats, however:
You have to keep the folder with the file you're changing open until you save the file.
You have to close the whole editor, not just the tab inside it (tested with notepad++ and vscode, maybe there's something that works with just the tab change).
Is the steel poleaxe classified as an axe by mistake?
It's functionally the same as a halberd
Except that you can block with it instead of being able to adjust grip length
if we're gonna change it then it should just be given it's own role as a polearm
you wanna make hunter even stronger?
You wanna make malefactor even weaker?
malefactor is good
outside of combat, yes
less damage to head, sling (actually good), clubs/maces, axes
those are actually the ones that don't matter
malefactor's default perks are laughably negligible
the only things worth noting is sometimes you get two shrooms instead of one and have a chance to pick up vessels
If that's the reasoning behind it then it makes sense, but it's an inconsistent classification
is it more pole than an axe? or is it more axe than a pole? that is the question
poleAXE being axe is inconsistent?
and so, politics were invented
there is no polearm proficiency
sensible, then.
With a spike on the tip, hammer on one side and blade on the other, it's most definitely more halberd than axe
considering polearm proficiency isn't a thing
First of all, halberd and poleaxe irl are used very differently
Different grip and different way of handling, so there is zero reason to mark poleaxe as halberd
Then it is axe with spike and hammer, seems like axe proficiency is perfectly fine
So?
I mean, I know exactly what is the reason here, just by chance, but just sending crashlog with words "crash log" is not a report. You need to at least provide context
well, I was crafting a chest. Had other crashes like those, at seemly random moments while doing random things like walking or placing blocks
I cannot see any kind of pattern
isn't it the meteoricsteelcompat mod again?
Openning handbook?
Yes
is there a list of imcompatible mods/stuff to avoid somewhere else ?
Kemono isnt compatible with much anyways 
I started watching my client-log in a powershell window while I play to see if I could find the cause of some occasional client-side hitching and weridness (probably from other mods).
In doing so, noticed there are a couple repeating lines about CO's colliders -- but everything seems fine (and doesn't seem related to the lag spikes I see). One mentions drifter arms, and I've encountered drifters since without any issues. So, if it's a bug seems to be a minor one.
using simple crossbow makes me wanna use javelins instead
it's understandably underwhelming, but with javelins being a much more viable alternative for midrange piercing damage it's outclassed
i'm at iron and waiting for my traders to give me a trade for the composite prod lmao
so i tried to make it work with iron bolts
but then again, it is just a simple bow with wood and a bone tied to it
that gets outclassed fast too
I constantly forget about the traders
don't even think to check them when I'm trying to produce something
It is meant for stone age only
I tend to avoid drifters and haven't done much caving yet so I'd need to start farming stuff to sell them to generate gears
ye olde war club is good enough for the surface varieties
and the caveman shields which are very strong for their tier
yeah, I can kill them easily enough
I'd still argue that's basically what a halberd is but fair enough, i'll just change the proficiency in my own game and be done with it
just haven't made much of an effort
doesn't the halberd have a hook where the hammer is on a regular poleaxe?
that's what I remember from D&D anyway, lol
usually yes, but that's mostly because the halberd is forged in one piece while the poleaxe has the benefit of modularity
Poleaxe is short polearm used in primarily with wide middle grip in close combat with elements of grappling, halberd is long polearm used in formations with short end grip with tactics "slash and thrust". These two weapons are very different. I have no idea why one can consider poleaxe a halberd
blame dark souls
any long stick with a blade at the end is a halberd
sorry to chat here, seems there is no post about tools animation. Will it get updates for shovel and pros pick? thanks
Nope, at least not in near future
I tried making animation for shovel - I cant make it look good
okay, thanks!
reminds me imma try the tool anims mod again
Someone should make a kemono compat with everything just to troll kemono dev
Thats a huge amount of work for "just to troll"
But you can try
Will go in my "maybe one day when i feel like starting it" bins
how would that be a troll?
rather than just a lot of unpaid labor
I have drastically improved the appeal of your mod. Take that!
I think something along the lines that he has refused to do it, so i just think he has beef with CO, so it would be funny to make both work together
Bell Ram
*from a steel weapon
GET OUT OF MY HEADGETOUTOFMYHEADGETOUTOFMYHEAD
typo?
yes
idk whats causing me to insta crash :c
its gotta be a conflict, but i dont know what mod is causing it. in creative i typed in mete- and then crash. idk if its meteoric iron is beautiful, idk if its meteoric steel, or some other armor or weapons mod, but it happens when i look up all recepies for armor, leather, and i guess meteoric
It's seems to be once again meteoricsteelcompat which seems to be incompatible
i just typed st and it crashed
meteoric steel compat?
do i have to uninstall meteoric steel? :C
All I know is that it's incompatible with Combat Overhaul Armory
the compat is not compating
i forgor that the meteoric steel and the meteoric steel compatibilaty mod are different mods
eyuh...
sad..
@royal spindle
i looked at the vs mod page for it and they said it was okay to ping them
yeah it looks like combat overhaul updated and moved some files around
haven't had time to fix it yet
fixed the crashes, update will go up tonight probably, fixing a few other things and finishing support for some forgotten armory sets
SWEEEETT! YOURE LEGEND
@fallow surge We are noticing that Clients are getting cpu Pegged with CO when They are taking damage or another player is taking damage.
Process to replicate :
- Equip Steel armour set, Chain and Gambison.
- Jump in a pit of Bed of nails or anything that constantly issues damage.
- Watch 1 logical Core max out on your CPU.
- Server will be unfazed.
If there is a better way to report this issue, do let me know. I tried going to your Github https://github.com/maltiez2/CombatOverhaul but there is no issues page.
Send client-main logs after reproducing the issue
Also it is probably cause of retesselation, and with PML retesselation is more costly, and with CO you have more stuff to retesselate cuase you have more items on you
Though, it needs to be measured
Had one other person jump in a pit as well Was able to get down to 7fps in this test but in our earlier test we had it seconds per frame with roughly 10 people in a pit.
Update all mods to latest version, and then try to reproduce again
And I mean all mods (may be except for worldgen)
Ill do it with minimum mods, Primative survival and CO.
(primative just so i can have the bed of nails)
you've got client mods registering network channels the server doesn't know what to do with and a VOIP system talking about 'source Invalid Name'
just a hunch, but malfunctioning VOIP can generate a lot of traffic than can make other stuff fall over that's trying to use the same port
Try lava or boiling water if you need a vanilla method
Doing it in a single player world I was only able to cap out at 23% CPU with just CO using Boiling water. but not sure if boiling water used armour since it took no damage?
Correct Doing it agian with Bed of Nails I get pegged up to 66% with 1 person.
test with bed'o'nails then
Agian 66% CPU with one person in bed of nails. Frame rate spikes down to sub 15.
Now do exactly the same but without CO
dont forget to restart the game
Alright will do.
NO CO, Bed of Nails test : CPU Max was 31%, Frame rate spikes much-less frequent as low as 36fps,
Ok, I will look into it more closely
I have noticed this as well. Playing a UPNP server with some friends & my 7800x3d is getting 1 core heavy load with a noticeable increase during a temporal storm when we were out fighting
What does the new "knightly" weapon proficiency do? I do not see any class give a bonus to it
probably human mod
Be nice if successful parrying set the opponents attack on a slight delay
Enemies already have attack cool-downs, and parrying already improves your defence against all parts of body that can be attacked, so what would that be for?
Player attack speeds are augmented by affinity.
I don't see the point in stunlocking/delaying the attack of enemies if the player already have faster attack speed most of the time 
Usually a shield or longsword/greatsword block is (was) good to just deny most drifter attacks anyways
Oh PvP? Yeah CO isn't made for PvP
Thats very odd.
Iβd assumed you were typing about PvE, so fair. IDK what Maltiezβs take is on PvP, so I will leave it there.
Maltiez has repeteadly said PvP is out of scope
just because co accounts for pvp doesn't mean it's balanced for it