[Q] Dual Wield - [Answered]

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Re: [Q] Dual Wield - [Answered]

Post by Pyrizzle »

sorrow wrote:Well what I'm getting at is duel weild 2 poisonous daggers would be better then non poisonous daggers
Not necessarily true good sir. The status effect of weak poisoning only lowers the effected NPCs HP by 1 each turn, that is barely an effect at all.

Honestly what would have a better effect on your build in the long run?

(x2) 50% chance of Weak Poisoning
or
an extra 10% BC (Will be even more with Pro skills)
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Re: [Q] Dual Wield - [Answered]

Post by sorrow »

You get both 2x50% weak poison and 10% to AC due to the dagger Havering the 45% AC over the others 40% ac

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Re: [Q] Dual Wield - [Answered]

Post by Pyrizzle »

i forgot about the extra 5% AC, but that doesn't make much of a difference to me or tip the scales.

An extra 10% BC is a greater boost than 10% AC any day.
(10 AC = 2 level ups, 10 BC = 3.333 level ups)

Keep in mind that more times than not the NPC will be dead before the status effect could take place or that the only time i becomes super effective is when the NPC only has 1 HP left after your turn is over.
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Re: [Q] Dual Wield - [Answered]

Post by sorrow »

True but can be very useful on bosses

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Re: [Q] Dual Wield - [Answered]

Post by Pyrizzle »

Even with bosses there are not too many that would survive the 1st round.... even fewer would survive a second one.

Which brings me to my next question: How many NPCs really last more than 1 round or two?
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Re: [Q] Dual Wield - [Answered]

Post by sorrow »

Depends on what Lvl you face these bosses. If your saru then one round. For some others 2-3 rounds. Up to maybe 10 rounds (I think that's how many rounds I needed for the hira'zinn at Lvl 70) ans then there are some players who can't even win a boss fight yet

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Re: [Q] Dual Wield - [Answered]

Post by fiernaq »

Mino wrote:Nice comparison, but unless there's a glitch, you shouldn't be able to get 2 DotSP since it's a boss drop.
Yup, I just grabbed three items I was familiar with from the equipment list. The point was about the numbers rather than the items themselves. I'm not even sure if I have a DotSP although if it's a <7.0 boss drop then I probably do have it somewhere.
Pyrizzle wrote:Which brings me to my next question: How many NPCs really last more than 1 round or two?
Not many. Obviously there are some monsters such as the ones on the way to Remgard that have hundreds of HP and those occasionally take more than one round but for the most part I make it my goal to kill everything I face in one round. It's the only reason my build actually works.
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Re: [Q] Dual Wield - [Answered]

Post by Pyrizzle »

fiernaq wrote:
Pyrizzle wrote:Which brings me to my next question: How many NPCs really last more than 1 round or two?
Not many. Obviously there are some monsters such as the ones on the way to Remgard that have hundreds of HP and those occasionally take more than one round but for the most part I make it my goal to kill everything I face in one round. It's the only reason my build actually works.
That is usually my main goal as well, and unless the NPC you are fighting ends up with one HP Weak Poison is not going to have an effect.

I love the idea of being able to inflict nasty status effects upon NPCs, but there are not many nasty status effects to inflict at this time.
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Re: [Q] Dual Wield - [Answered]

Post by rijackson741 »

I don't think the effects themselves are the problem, rather it's the way they are implemented. At this point in the game I can also kill almost anything in one or two rounds (Level 47, AC 216%, AD 30-46, attack cost 3), but that wasn't always the case. I played a lot of the game using attack and flee tactics. With such tactics Weak poison or Bleeding wound could, in principle, be useful. Attack, and if you inflict the effect flee and hide in the shadows while your opponent loses HP (and, possibly, at the same time you gain HP). The problem is that by the time you can get a weapon that inflicts these effects they are almost useless. The Blackwater poisoned dagger inflicts Weak poison for 5 rounds. Great. So it takes 5 rounds for the monster to lose 5HP. By the time you can get the dagger that is one step away from useless. The Barbed dagger and Serpent's fang are the same, and the Spiked club of bleeding is even worse. But if they did 5x effect for 5 rounds, maybe they might be a lot more appealing. Hiding in the shadows while the monster loses 25HP and you gain 5HP would be a good strategy at some points in the game.

IMO, the other problem with these effects, and all other Actor effects, is that they do not scale with level. So even if the effects are useful early on in the game, they will eventually become worthless. One solution to this would be to scale the effect with level in a way similar to the damage scaling discussed here: http://andorstrail.com/viewtopic.php?f=4&t=4096. I think a much better way would be to have ever better weapons available as the player progresses through the game. Out with the old and in with the new!
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Re: [Q] Dual Wield - [Answered]

Post by Pyrizzle »

Sorry, that was kinda what i was trying to say.

Excellent suggestions, maybe something like a skill (Apothecary) that allows you to either add an status effect of raise the effects of a status effect on a weapon.

Being able to make the status effects more effective would keep the items useful for longer.

Even being able to inflict Weak Poison x5 (5 rounds) would be a big improvement in comparison to Weak Poison x1 (5 rounds)
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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