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-That said, I REALLY like how the dagger feels now. Throwing it feels perfect(previously was very wonky and inconsistent), and it is much easier to pierce with the dagger than any other weapon. Depending on how they handle the blade damage through the physics engine it could be as simple as applying the dagger's model for damage to other weapons and simply scaling that damage up/down depending on weight/type of blade.
Note: I was digging through the JSON files and noticed a parameter for "knockout" on body limb objects. What exactly does this parameter do? Will it disable an arm/leg preventing use without loss of the limb? Like if a clubbed an NPC in the leg would they be hobbled but still able to move/attack?
-It also appears that you can change the ""penetrationToughness": 0.30000001192092898" value in the JSON file. That should lower the threshold needed, but because it's a non-weapon specific value would change it for all weapons.