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Re: Dual wield

Posted: Fri Mar 31, 2017 6:27 pm
by Antison
Zukero wrote: Fri Mar 31, 2017 8:07 am It's not your imagination. Dual wield has issues in v0.7.1. Not all stats from the offhand are applied.
This is now fixed.
Odd that I did not notice this bug or hear more about it. What is the bug exactly? Does it affect all weapons?

Re: Dual wield

Posted: Fri Mar 31, 2017 9:03 pm
by Zukero
IIRC, only AP, AC BC and AD are applied. Crits and actor conditions aren't.

Re: Dual wield

Posted: Fri Mar 31, 2017 11:12 pm
by Antison
Zukero wrote: Fri Mar 31, 2017 9:03 pm IIRC, only AP, AC BC and AD are applied. Crits and actor conditions aren't.
I have a DoSP in the off-hand and it's functioning as advertised.

Re: Dual wield

Posted: Sat Apr 01, 2017 8:14 am
by Zukero
Checked the code. HP, DR, and all AP-related stats aren't applied from off-hand in v0.7.1

Re: Dual wield

Posted: Sat Apr 01, 2017 11:07 am
by Antison
Zukero wrote: Sat Apr 01, 2017 8:14 am Checked the code. HP, DR, and all AP-related stats aren't applied from off-hand in v0.7.1
Wow. I can't believe that I never noticed that.

Re: Dual wield

Posted: Sat Apr 01, 2017 3:36 pm
by Schmmiiirc
I had another play with this this afternoon and took note of what was happening, with the BSS in the main hand and DotSP in the off-hand I was landing no Critical hits at all, but plenty when it was around the other way.

Re: Dual wield

Posted: Tue Apr 18, 2017 10:27 pm
by Urbain
I just started a new build this weekend and decided to prep for dual wield. IRL I actually do fence with my main weapon and training being Italian rapier (“You are using Bonetti’s defence against me, huh?”; “I thought it fitting considering the rocky terrain.”; "Naturally, you must expect me to attack with Capoferro!"; “Naturally. But I find that Thibault cancels out Capoferro.”; “Unless your enemy has studied his Agrippa!” [does great big somersault] “Which I have!”) .

I can also swing a mean side-sword and long sword. However I will be building this new guy based on what ideas I can "bring over" from my own rapier training. So how do I create a character that is good at parrying? What would represent an off-hand parry or is that even possible? How do I represent improved footwork or reduced reaction times? Can I get much more detailed than that? Cuts? Pommel hits? Measure and control?

Anyway, this should be interesting. I'll definitely be putting a lot of numbers into AD and AC but BC will certainly come in handy, especially since I'll be using little to no armor. This will be a build with speed and deadly accuracy in mind. Get in and get out. Plus a little bit of flash. It's too bad our sprite looks like a barbarian. It'd be great to have a fop :)

Re: Dual wield

Posted: Wed Apr 19, 2017 2:07 am
by rijackson741
The only things I can think of
Parry = weapon block chance
Reduced reaction time = Combat speed
Maybe also crits

So a rapier in the main hand and a dagger with crits in the off hand?

Re: Dual wield

Posted: Wed Apr 19, 2017 3:35 am
by Urbain
I like the crits dagger in the off hand.

The more I think about this, the more BC becomes an important part. The first thing we work on is "Don't get hit". And then we continue to work on it. For every attack there's a defense and your blade is your protection. Cavazione, contra-cavatione; thrust, parry; cut, gather or deflect.

Weapon block chance is definitely in the mix as is combat speed. Are there any armor pieces that may help with CS? I'll explore the light armor upgrades the the (unspellable) crystals too.

Re: Dual wield

Posted: Wed Apr 19, 2017 6:35 am
by rijackson741
Urbain wrote: Wed Apr 19, 2017 3:35 am Are there any armor pieces that may help with CS?
No. It is only from skills. You can have CS 2 to increase your available action points, and one necklace to decrease your attack cost. That's all.