Fighting Style: Dual Wield level 1 unbalance
Posted: Mon Aug 07, 2017 4:34 pm
Technically, this isn't a bug, since the skill is doing exactly what it says it does, but I think it is pretty clearly not intended behavior. I haven't seen any other forum posts about it, so I'm making one.
the skill Fighting Style: Dual Wield level 1 is strangely exploitable to make high AP single-handed weapons have a net reduction in cost. Since the skill calculates your AP requirements by taking the AP cost of your primary weapon, then adding 1/2 of your secondary weapon (side matters), then one can have a QSD in their primary hand, and a very high AP weapon in the off-hand, and get a net reduction in AP that isn't even possible with level two of the skill. For instance:
QSD in primary hand + Olwyn's curse in the offhand.
Two bugs are created here:
1) because the QSD is my primary weapon, I get a base AP cost of 3. Olwyn's curse has a base AP cost of 8, but since it is in my offhand, it is halved to 4, making my total AP cost 7. Adding a JoF reduces that to 6, and 2 points of Combat Speed means I get two swings on Olwyn's curse, which is not possible under ANY other configuration. Yes, I have to eat some AD and AC reduction from the offhand weapon, because of only 1 level of specialization, but still.
The same effect can be seen with an Iron warhammer in the offhand, or the Heavy Iron Club. These are weapons that should never get 2 swings, but can this way.
2) the game doesn't calculate your swings right anymore. I had 11 AP, using the QSD and Olwyn's curse in this formation, just to test that it was in fact working this way. I was able to verify that I only consumed 6 AP, and left me with 5. Further, the system didn't realize that I couldn't take another swing, and thus did not automatically end my turn, forcing me to manually end my own turn each time.
I think the skill should be changed to be the higher weapon's cost plus 1/2 of the lower weapon's cost, instead of depending on which hand an item is equipped in. This isn't a huge issue now, since no one in their right mind would use a QSD and Olwyn's curse at 1/2 effectiveness, just so that they could get a 2nd swing out of it, but I'm pretty sure it is still a "bug" in that it isn't working in a way that makes any sense, and if there are future 1 handed weapons with extremely high AP cost that might be worth the sacrifices to get the 2nd swing...
the skill Fighting Style: Dual Wield level 1 is strangely exploitable to make high AP single-handed weapons have a net reduction in cost. Since the skill calculates your AP requirements by taking the AP cost of your primary weapon, then adding 1/2 of your secondary weapon (side matters), then one can have a QSD in their primary hand, and a very high AP weapon in the off-hand, and get a net reduction in AP that isn't even possible with level two of the skill. For instance:
QSD in primary hand + Olwyn's curse in the offhand.
Two bugs are created here:
1) because the QSD is my primary weapon, I get a base AP cost of 3. Olwyn's curse has a base AP cost of 8, but since it is in my offhand, it is halved to 4, making my total AP cost 7. Adding a JoF reduces that to 6, and 2 points of Combat Speed means I get two swings on Olwyn's curse, which is not possible under ANY other configuration. Yes, I have to eat some AD and AC reduction from the offhand weapon, because of only 1 level of specialization, but still.
The same effect can be seen with an Iron warhammer in the offhand, or the Heavy Iron Club. These are weapons that should never get 2 swings, but can this way.
2) the game doesn't calculate your swings right anymore. I had 11 AP, using the QSD and Olwyn's curse in this formation, just to test that it was in fact working this way. I was able to verify that I only consumed 6 AP, and left me with 5. Further, the system didn't realize that I couldn't take another swing, and thus did not automatically end my turn, forcing me to manually end my own turn each time.
I think the skill should be changed to be the higher weapon's cost plus 1/2 of the lower weapon's cost, instead of depending on which hand an item is equipped in. This isn't a huge issue now, since no one in their right mind would use a QSD and Olwyn's curse at 1/2 effectiveness, just so that they could get a 2nd swing out of it, but I'm pretty sure it is still a "bug" in that it isn't working in a way that makes any sense, and if there are future 1 handed weapons with extremely high AP cost that might be worth the sacrifices to get the 2nd swing...