1) From the chat, what if some monsters COULD pray?
2) Mass applies to the weapon damage calculation. Does the mass of your gauntlets apply to your unarmed melee damage? 'cause it should.
3) I recall that some monsters are "HP-gated". (This may have been changed? I don't keep up on changelogs.) This has caused strategic consternation in the past. Can this be changed to an overall "stat-value" gate? I.e. if your total stats are greater than some number, then the stronger monsters spawn? If so, I suggest that only your raw stat value should be counted, that is not counting the bonus from your Gauntlets of Strength or penalty from your plate armor.
4) This one is out on a limb, it's a bit wild and game-altering. The suggestion is giving weapon skills unique effects, which become more effective with higher skill. They would be present at any level including 0, but unlikely to proc until you gain a couple levels in the associated skill. My initial idea was for kicks: granting a chance to kick any time you make another attack. The chance would be doubled for unarmed attacks and halved for bite attacks, and would increase with skill level. Other ideas I had were giving blunt weapons a knockback effect (like kicks), giving small blades a critical strike effect, and giving unarmed strikes a chance to attack again.
2) Mass applies to the weapon damage calculation. Does the mass of your gauntlets apply to your unarmed melee damage? 'cause it should.
3) I recall that some monsters are "HP-gated". (This may have been changed? I don't keep up on changelogs.) This has caused strategic consternation in the past. Can this be changed to an overall "stat-value" gate? I.e. if your total stats are greater than some number, then the stronger monsters spawn? If so, I suggest that only your raw stat value should be counted, that is not counting the bonus from your Gauntlets of Strength or penalty from your plate armor.
4) This one is out on a limb, it's a bit wild and game-altering. The suggestion is giving weapon skills unique effects, which become more effective with higher skill. They would be present at any level including 0, but unlikely to proc until you gain a couple levels in the associated skill. My initial idea was for kicks: granting a chance to kick any time you make another attack. The chance would be doubled for unarmed attacks and halved for bite attacks, and would increase with skill level. Other ideas I had were giving blunt weapons a knockback effect (like kicks), giving small blades a critical strike effect, and giving unarmed strikes a chance to attack again.