I've been pretty bored but reticent to start a new fort while waiting on new version/new mod releases, so I decided to actually took a look at the old "Fear the Night RAWS" because you mentioned them, and saw where the original numbers came from.
The general template was
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:1000]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:x:10000:1]
With x being whatever the respective weakness was, which was equivalent to x10 bonus when you look at how both interact with each other.
I can see why you changed it, taking 1/1000th damage from everything but their weakness was a bit ridiculous.
You probably have much more experience with RAWS and modding and balance than I do.
But with that being said I've been doing some testing but would caution against swinging the pendulum too far the other way.
From looking at it both adventure mode and Arena anything over x10 basically makes basic blows to the upper body cause pulping through armor no matter your strength.
This kinda sucks for roleplaying as a night-creature hunter in adventure mode because it makes fights with even the really strong night creatures feel really anticlimactic.
figuring it might be helpful I made a few templates and tested them out.
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:10]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:x:100:1]
Makes the large weaknesses feel earned as it becomes difficult but not impossible to do damage with conventional weapons
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:3]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:x:10:1]
The standard in vanilla feels very fair, but makes the weakness sort of an afterthought
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:5]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:x:25:1]
Feels like a good balance, werecreatures felt pretty resilient but not impossible to take down with conventional weapons. Weapons and thrown objects of the weakness material felt effective but didn't just laser through armor and limbs in the sort of silly way x10 tended to cause. I could see a dedicated night-creature hunter adventure mode character kitting themselves out in silver to gain an edge without it seeming too cheesy and making the fights too easy.
Typing this out has given me an idea for an adventurer class:
Night-Creature hunter,
- summon silver ammunition
- sense creatures the way vampires can
- maybe create a pool of some sort of syndrome inducing liquid that you could drop weapons into in order to poison them?