loftar wrote:Well, part of the reasoning was that, generally, axes do much less grievous damage than do swords, so part of it was just bringing the B12 a bit more in line with the other axes.
If it is as you say that the 10% difference between cutblade and B12 makes a big difference, then I might be fine with that as it is. Again, the intention isn't to make non-rage characters immortal, only to make it harder to kill them deterministically, and B12 axes were what was reported to us as being the cause of that being the case.
Maybe you could raise the Hirdsman sword from 40% to 45%, leave the cutblade at 50% and raise b12 to 40%? At 30% even if you hit someone for 1shp less than their max hhp say 999 out of 1000 it will only do 300hhp and then if you hit them for way over their max health again its 600hhp + concussion which I believe is 20% max. So with the best RNG it's still impossible to kill someone with a b12. At 40% it'd be POSSIBLE, but EXTREMELY UNLIKELY, but possible and unlikely is better than impossible. Also deterministically killing was very hard, because knowing their health is a guessing game, typically noobs were impossible to kill as someone with a lot higher stats and on equalish stats you would need to do near 100 opening hits which is really hard if the person is using defenses properly. Anyways if you do this the b12 will at least be lower than the swords! Also I think saying part of it is to bring the b12 in line with the other axes seems odd considering the other axes aren't BATTLE AXES or even weapons. They aren't even classified as weapons in the crafting menu's they're under TOOLS.