Context; I’m trying to make a mod that balances the game’s difficulty scaling by adjusting the stats of various weapons, armors, and monsters (how does a tank drone with 300 max melee damage sound?). To that end, I had to calculate the Damage Per Moves of most of the end-game melee weapons to figure out how they perform with end-game gear on.
I just took their base damage and Moves Per Attack, and added 70 to the Moves Per Attack. That 70 comes from the encumbrance of: 1 fitted heavy survivor suit + 1 fitted survivor trenchcoat + 1 survivor rucksack + 1 fitted heavy survivor gloves. 50 encumbrance on the torso, 20 on the hands, +70 movement points to attack. Fairly typical end-game gear and encumbrance.
So the longsword for example without gear is 48 damage / 139 moves = 0.35. With 70 extra moves to attack that becomes 48 / (139+70) = 0.23.
I’m using this info to balance the mod to the best of my abilities, and I figured some people here wouldn’t mind having this information at hand as well. Note that this data doesn’t take account of misses, critical hits, Quick Strike, techniques, martial arts, diamond coating, etc. It is literally just Damage / (Moves per attack + 70). I believe Rapid Strike multiplies DPM by 1.32 with or without encumbrance.
D/M is the weapon’s base damage per move, (with encumbrance is in parentheses next to it).
Notable info:
[ul][li]Slow weapons with high damage scale better with high encumbrance than fast weapons with weaker hits.[/li]
[li]Japanese swords are still OP AF, even more so with Niten.[/li]
[li]Chainsaw weapons probably still suck.[/li]
[li]Survivor naginata doesn’t suck as much as its dpm implies. It has 4 techniques attached to it, including Rapid Strike.[/li][/ul]