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Old Dec 03, 2005, 10:21 PM // 22:21   #1
Desert Nomad
 
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Default 2 handed swords and axes? Dual Wielding?

OK. here goes my idea. WARNING!!! ALGEBRA INVOLVED.

ok, devona dual wields in the trailer right?

Well, the tech suggests we can do it. and here's my idea on it.

since we are dual wielding, we get a reduction of attack damage, say 33%, or, -X. The single handed weapon's normal dmg is 15-22, or Z. we also get to attack 200% normal rate of fire, say Y, making it look like this (DRoT is the damage ratio over time)
DRoT=Z(-X)+Y.
DRoT=23-28
DPS=17-22

Simply put, we do the same amount of damage in .25 seconds less. but in the same attack speed of a normal sword, we get 6 more damage.


Ok, for the 2h swords and axes, we just divide the base dmg by the diffrence of attack speed between 1 handed weapons and Hammers(.5 seconds) Which looks like this.
DRoT= 30-44(S) 12-56(A)
if we go with 2h weapons, i'd reccomend we cap max dmg at 35...

Thank's for putting up with me!
Retribution X

Last edited by Retribution X; Dec 04, 2005 at 01:14 PM // 13:14..
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Old Dec 05, 2005, 12:37 AM // 00:37   #2
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Feedback Welcome, tell me how much it sux. :|
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Old Dec 05, 2005, 01:00 AM // 01:00   #3
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You mean each hit capped at 35? Or dmg of both capped at35?
Also you Should be able to mix and match. One handed sword with one handed axe for say. Dmg should be reduced with attack speed added would be almostr double. Say almost double bae dmg + x.
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Old Dec 05, 2005, 01:27 AM // 01:27   #4
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35 dmg cap for 2 handed weapons.

i'm talking about 33% dmg reduction per hit, so essentally, 133% dmg in the same amount of time you'd get with a one handed weapon of the same type, you get what i mean?
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Old Dec 05, 2005, 04:38 AM // 04:38   #5
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sorry to say, but reducing the damage so that it would be just slightly better than a single weapon wouldnt be affective. id rather keep my shield, thanks.

and if thats not what you meant: 1.33x damage can be accomplished with a 5e IAS skill and keeping your shield. not worth changing it to this low, as people would just keep the shields. if it was ~1.6 AND you got the double +33% i would go for it. but otherwise, no thanks.

monseir: i can see the eviscerate-exe's strike-final thrust warrior spike being a problem with cross wielding

Last edited by Sentao Nugra; Dec 05, 2005 at 04:42 AM // 04:42..
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Old Dec 05, 2005, 10:43 AM // 10:43   #6
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yeah, but you'd get ~200% damage with that skill.
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Old Dec 05, 2005, 01:41 PM // 13:41   #7
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could add a %chance to block attacks(melee) (~25%), AND add a natural armor mod (which i suggested in another dual wield post) and to fix the cross-wielding simple make it like Lineage 2's dual wield, u don't see a person wielding a dagger and a sword (simple make it so u can dual-wield swords with other swords and axes with other axes) also with the upgrades use the standard cap now (+30hp, +20%enchants, etc) so i could have a +20hp and a +25hp and still only get +30hp, that way it lessens the demand for +30hp upgrades (notes how some of the +30hps go for ~20k) as with armor upgrades same thing, all capped at the max upgrade u can get now...with a natural mod of say...+10armor (ON THE OFF HANDED ONLY) and a +5 armor (all dmgs) upgrade u get the equivalent of a +15armor shield + a ~25% (or less) chance to block the attack (and/or suffer a dmg reduction cause you deflected the majority of the dmg) this "block" still makes (in fact makes them even more so) those skills that cannot be blocked/evaded important
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