Turns out our armor calculations were incorrect in two ways, for one we were using the attackers armor value when calculation a damage reduction instead of the person wearing the armor, and for two the actual damage blocking value was off by 30 percent due to some changes to how protection value is calculated vs the original spreadsheet design.
Fixed a bug where if an NPC killed another npc they would return to their starting place and then pull their weapon back out.
Fixed a misconfigured grip script causing weapons to pass through each other significantly
Realized we were missing haptic effects for a bunch of things so created and implemented haptic effects for Spell charging, Weapon hit fails, Weapon hits, Weapon parries, shield blocks.
Modified the intensity of the holster haptic effect
Implemented the haptic effect for nocking the arrow, drawing the bow string , and firing and arrow.
Added a spell destroy delay of 30 seconds to make sure a spell thrown into the air wont go on forever.
Adjusted the angle of the projectile spell throwing, seems much better now.
Significantly reduced the references in the inventory component
Fought a bunch of the NPCs in the endless arena to test the time to kill and ended up reducing the possible max health pool because enemies were way too spongy.