HA has extra penalties I can't entirely see. What I do see is that HA has an extra wpf penalty that is reminiscent of the PD penalty. The actual accuracy/damage penalties probably lie elsewhere. My HT with 4HA deals 80% damage of what I would deal on foot, which is a little different from what we know from the game mechanics thread. There are a bunch of little additions like that scattered throughout the code.
26 cut is similar to 20 pierce surprisingly. I also think that 26 cut would receive a slightly better speed bonus since the raw damage for 20 pierce is so low. An utterly terrible option that is now simply bad isn't going to change much.
@NTWa
I apologize myself. I decided to respond a few hours later from when I read it and made an error somewhere.
My problem is:
penalty = - Math.round((Math.max(14 * ps - Math.pow(1.5,ps), 0)) * 10) / 10
wpf - (max(14*PD -(1.35^PD)-35,0))
My PD. Bow's difficulty. Bow's difficulty +4.
Which one is the red word?
That first formula looks like it's from the calc. The original programmer left it as "ps," but that is indeed power draw.
I think the most accurate rendition of the formula is (assuming the error with the max is fixed):
old: wpf - (max(14*PD -(1.5^min(PD,10)),0))
new: wpf - (max(14*PD -(1.35^min(PD,10))-35,0))
I don't think it's PD+4 of your bow's difficulty, but just maxes at 10 with the exponential.
@Tovi: It's still PT*11. I would've definitely liked having no penalty at PT 1 and 2, but a more lenient curve I was told was too skewed towards strength throwers.