Slings' damage is no longer affected by quality. Consider this a stop-gap measure until we have time to implement a more convincing fix.
Now, my understanding was that the max damage for a sling would now be 60. Thus, I was pretty surprised when I hit something for over 60 damage. I decided to try SCIENCE! Recording the damage of all hits, I got the following data.
Q10 sling, 23 marksmanship:
Mean 32.4, StErr 1.7, N=32
Q19 sling, 23 marksmanship:
Mean 38.6, StErr 2.9, N=32
Q10 sling, 29 marksmanship:
mean 31.2, StErr 2.8, N=11
Q19 sling, 29 marksmanship:
mean 45.3, StErr 2.5, N=12
I'm using StErr to mean standard error of the mean. For those unfamiliar with stats, that means there's roughly a 70% chance that the true mean lies within one StErr of the observed mean. I calculated it using (Standard deviation of the data)/sqrt(N).
Obviously, with N this low, I can't draw any strong conclusions, but that doesn't look like damage being unaffected by quality to me. What it /looks/ like, if those means are pretty close to right, is damage being influenced by marksmanship, capped by quality the same way as aiming speed is. Can anyone else add their experience to this?
More info on experiment (i'd spoiler this if i could, but it needs to be available):
All recorded shots were on aurochsen. Misses were not recorded, and the fullness of the aim bar was not controlled. My attributes were:
str 49
agi 24
int 21
con 36
per 32
cha 19
dex 31
psy 10
during most of the experiment. I started with slightly lower attributes (maybe 1 lower on any given attribute). This could account for some of the difference between the 23 marksmanship and 29 marksmanship levels, if it has an effect, but it shouldn't be causing difference between the q10 and q19 slings, because i took that data together. The stats were as shown for the entirety of data collection with 29 marksmanship.