One of the many complaints about combat is how much damage some of the unarmed moves do. Here is an example of how unarmed attacks do more damage at mid range openings than their much slower weapon based attacks (1000str, 250q sword, 50% opening):
uppercut = 30 * sqrt(1000 str /10) * power(50% opening,2) = 75 damage * 30% penetration = 22.5 damage to opponent
fullcircle = 100% damage * 125 * sqrt(sqrt(250q * 1000 str)/10) * power(50% opening,2) = 220.1 damage * 5% penetration = 11.05 damage to opponent
quick barrage = 25% damage * 125 * sqrt(sqrt(250q * 1000 str)/10) * power(50% opening,2) = 220.1 damage * 5% penetration = 2.76 damage to opponent
what if instead we changed penetration to be based on the base damage of the attack? not caring about the person strength at all? the full damage would still be based on str, but not the penetration part.
uppercut = 30 * power(50% opening,2) = 7.5 damage to opponent
fullcircle = 100% damage *125 * power(50% opening,2) = 31.25 damage to opponent
quick barrage = 25% damage * 125 * power(50% opening,2) = 7.81 damage to opponent
This nerfs unarmed pretty hard, so I would give unarmed a 2.5 multiplier for penetration damage. like below, or simply increase unarmed base damage.
uppercut = 30 * power(50% opening,2) * 2.5 = 18.75 damage to opponent
juggular = 40 * power(50% opening,2) * 2.5 = 25 damage to opponent
Also a lot of people do not like combat at the moment, please consider adding your 1 handed axe (not hatchet) and 2 handed sword models into the game. These will add quite a lot of new dimensions to combat that do not exist at the moment.