We have never given a detailed explanation of the throwing sweet spot and I would like time to do that now. For explanation purposes the attacker and defender will be at equal skill with no HCI or DCI. The sweet spot mechanic is defined as “Distance from target affects the damage and accuracy of the thrown weapon”. Let’s take a look at accuracy first, based on the range of the weapon a final hit chance modifier can scale between 50% when in close quarters and 105% at the optimum sweet spot. The close quarter penalty can be negated by having high dexterity or throwing skill equal to or higher to Grandmaster.
So for example a player attacking an enemy with a 50% chance to hit in the most optimum sweet spot will actually have a 52.5% final hit chance. So in terms of adjusting Gargoyle hit chance increase cap from 50 to 45, before if a player attacked a target with 45 DCI they would have a base final hit chance of 52 % which can be modified by the optimum sweet spot to 54%.
In terms of how damage scales for the sweet spot mechanic it’s similar to how hit chance is calculated. Based on the range of the weapon a final damage modifier can scale between 50% the farther away you are from the target and 105% at the optimum sweet spot. The damage penalty can be negated by high strength but also scales based on your current stamina versus total stamina.