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I picked it and killed another two bandits. The got pursued by 5 cumans, thought I am dead, but nope. 2 stabs in the armored cuman to kill and 1 slash to kill light armor one. Also backpedal+stabbing works too good.
Then I returned and started to kill heavy armored bandits. They dropped gorgeus breast plates and greaves. After 3 kills I felt smth wrong, it should not be easy like that and I left the ruins.
Will test it in fighting, about damage reduction seems like solution
https://www.nexusmods.com/kingdomcomedeliverance/mods/1088?tab=files
As an experiment one time I became a demigod inside of Skalitz, eventually getting hold of a halberd and plundering/terrorising the entire town. When the Cumans arrived I slaughtered them to a man, and their filthy heathen horses. Yep those are OP weapons. They're not implemented properly though - you can't store them or 'sheathe' them, although perhaps that reflects reality. Or perhaps the devs didn't want us playing with these weapons as they 're just too OP.
I thing the same logic goes with polearms. They can be used on a place for devastation, but cannot be stored. Anyway it's pretty stupid.
I am sure halfsworded Longsword is much more dangerous tool than a Billhook.
I will try to edit the mod and half the damages, so polearms will be still viable because of length. But there will be a reason to pick an offhand weapon in close range combat.
How to:
1 - open (use 7zip vs .pak)
Steam/steamapps/common/KingdomComeDeliverance/mods/PolearmPerfectBlock/data/PolearmUtility.pak/Libs/Tables/item/
2 - in melee_weapon__PPB.xml edit "attack" value or mulitpliers next to it to change the dmg
3 - in weapon__PPB.xml edit "defense" value to change the def
I didn't risk to modify attack itself, because it's probably scaled from strenght and I like it. So I've changed multipliers themselves and decreased the dmg for 40%
And defence is lowered for 30%