will take some time before I can test ingame, but from looking at the code (and my brain won't let me understand a lot of it right now), you should do more stun dmg, but not as much as an npc with the same weapon
Code:
bool flag = damageRate > 0f;
if (flag)
{
float num = Mathf.Ceil(Mathf.Abs((float)(__instance.maxFaint - __instance.faint)) / 2f);
damageRate *= ((attacker.npcID <= 1) ? 1.5f : 2f);
bool flag2 = Random.Range(0f, (float)__instance.maxFaint) < num;
if (flag2)
{
damageRate *= 1.5f;
}
damageRate = Mathf.Ceil(damageRate);
}
which, Iirc (big I) feeds a higher value into
public void StunDamage(CommonStates attacker, float damageRate, bool grapple = false)
I have to admit, I have absolutely no clue what the thing with num and flag2 does... or why it's floats everywhere, but everything has a mathf.ceil()...