If the sword is perfectly and ideally stiff, the energy released at impact with
be the same 1cm from the fulcrum and 10m from the fulcrum.
The speed is higher at the tip, but the inertia is lower, and vice versa close to the fulcrum. The energy is the same.
Without knowing how the physics of an armor hit works, a hit closer to the fulcrum would have more of a "push" effect, and the tip more of a "cut" effect.
Something about the fibers in the armor having time to adjust to the sudden pressure because of their mass and inertia?
If that feature is going in then polearms would get a significant disadvantage which is ok if compensated correctly. I'd set the blunt damage for hilt hits of head-heavy polearms rather low(15b-ish) so getting into infight is really bad for them. In compensation I'd make it so that polearms suffer less from the turn limit than 2h because of the wider grip that gives more control over the weapon.
If 2h axes get the hilt hit thingy too than they'd need a buff. I'd really like to have an additional damage type(like pierce-cut or blunt-cut) for them so they don't have to use the same (drawn) cut damage type of gaytana or scimibah.
Paul, long weapons are overused and OP for too many reasons already. They should be more clumsy, and the QQ'ing DGS duelists should go for something more suitable for dueling like longswords.
"QQ Combat is so slow, everything is so nerfed!!" -Said the guy who brings a giant-ass sword to EU3..
Fast, intense dueling combat is perfectly possible in cRPG already, problem is they all insist on using DGS and wearing Kuyak+ to do it.