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Old 01-12-2017, 10:18 AM   #17
vicky_molokh
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Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: KYOS - getting rid of thrust and swing damage

I think that in the context of KYOSish LogST, it would make sense to have logarithmic damage (e.g. "a gun twice as dangerous as the previous one enjoys a +1d damage increase relative to it"). Without it, the abolishing of thr/sw looks weird. After all, the initial idea of the split was that Swing is the faster progression of damage. Which for some reason was ignored in the table at very-high ST.
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