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Can we all agree dual wield needs a flat buff? 
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I could simply make 1h weapons more powerful with skills on a global. And 2H would be king of auto attack builds. This might be a gud idea.

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Wed Apr 22, 2015 7:08 pm
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The Legend
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The rogue gains a +100 poison damage buff from the 20pt Widow Strike talent. It's a nice incentive to dual wield but I'm concerned about scaling. Are you saying a +100 elemental damage perk like that is completely eclipsed by elite 2h weapon auto attacks? If so, should that perk deal bonus percent damage instead of flat?

Edit: I'd probably take the talent either way because of the boost to Widow Strike DoT damage.


Last edited by SeismicRend on Wed Apr 22, 2015 10:54 pm, edited 1 time in total.



Wed Apr 22, 2015 10:29 pm
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TadaceAce wrote:
I don't know if the new changes went into effect yet but I did some comparison testing, I did some regular swarm chaining in Nightmare Arcturin

Dainyo Giri / Bone Razor: 2.1k
Claw of Darafur x2: 2.3k
Ragestriker / Bloodletter Lancet: 2.3k


Curse of Ghalentus: 3.9k
Curse of Ghalentus again: 4.1k
Serrated Blade of War: 4.2k
Granite Face Smasher: 3.8k
Runestone Maul: 4.0k

So yeah. Are the new changes live? I'll run the tests again if they weren't here.


Your tests aren't very fair if you're using equipment and talents designed for a 2H build. A 1H build would emphasize +elemental damage and physical damage. And what class were you? SKs heavily skew in favor of 2H damage because of gasping frenzy.

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Wed Apr 22, 2015 11:12 pm
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The Legend
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With dual wield in general I think it will always have problematic scaling from how the dual wield skill mimics the EQ system. Why not make dual wielding have a set chance and remove the scaling DW skill from the game?

I don't have the exact numbers on how DW chance scales, but at early levels you have a very low chance to trigger your offhand hit making DW worthless at the start. That chance gets higher as your skill goes up through leveling. I anticipate a system like that would make balancing DW vs 2H impossible because you would have to pick a single point on the curve when determining the damage to delay ratios of the weapons. All levels outside that point on the curve would be skewed.

I like your idea Maelfyn of DW granting an inherent bonus to skill haste. I think it would a good way to distinguish auto attackers vs. global-cooldown classes.


Last edited by SeismicRend on Wed Apr 22, 2015 11:51 pm, edited 1 time in total.



Wed Apr 22, 2015 11:17 pm
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The Hero

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Warriors are a flurry class too! Don't worry though, I'm leveling up something to test this more right now. :)


Thu Apr 23, 2015 2:23 am
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TadaceAce wrote:
I'm guessing you're Terraith.


Nah that's my rogue.


Thu Apr 23, 2015 3:09 am
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The Legend
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Haha yeah. Forums aren't just a place to vent. I love how much activity and interaction we have here.

Maelfyn, your support of the game convinced me to back your project. I don't know how you find the time to do it but you're doing an awesome job.


Thu Apr 23, 2015 3:27 am
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Thanks bro. I'm trying to do this full-time. Imagine my response times then!

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Thu Apr 23, 2015 3:37 am
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I'll give it some time to marinate. We'll see how the players respond over time. I want both to be viable, but it's pretty tricky to get it right because there are so many moving parts. Like are you truly gearing for 1H, etc? 1H builds would favor skill haste, +to hit damage, and so on.

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Thu Apr 23, 2015 3:10 pm
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In any case I think it should at the very least be viable. That's the goal at least. I'm not aiming for absolutely parity here. Just viability. There's too much variety in this game to aim for parity.

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Thu Apr 23, 2015 3:30 pm
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