Fencer Archive
Thread: How do you anticipate duel wield to function?
- Duel wield contiunes our speed but reduces our accuracy, increases dps, reduces some defense, slight increase on HAM costs
- We are only allowed a dagger or vibroblade as a secondary provided our first is of the sword line. the above penaltys/benifits follow over.
- 2 of any type of weapon in our repetaure (i'm so bad at spelling), HAM from both items takes effect from specials (thus making lower end specials usefull to masters), ability to counter attack/block attacks.
- HAM costs don't change, Dmg slightly increased (vs an average of both weapons), attack speed is effectevly lowered to symbolize the effect of a duel wield and graphics just show us using 2 weapons, dramatic reduction in defenses other than dodge.
So what do you guys think? what opinions do you have on this matter and how do you see it comming into effect?
HAM effect for both weapons take effect
25-35% increase in Damage
Any 2 of the same weapon
25-35% decrease in Accuracy not in speed
---- Just opinions
More DPS, Higher Damage
Lowered Defenses (i.e. lower dodge, ranged defense, etc.)
Keep melee def at same level (who really wants to stick a hand in the middle of a swirling blade of death that a true master dual-wielding fencer would be while fighting) In fact, melee def should increase LOL
Allow any two One-handed weapon (and/or blasters depending on what prof you are using and how the Devs set up the system for dual weapons)
add up both HAM costs and subtract 10% from total ham costs...this would increase it, but not terribly so.
This could be further refined by having a Secondary Two-Weapon Accuracy bonus. This would be low at the bottom of a tree, but increase towards Master. Perhaps include a Primary Two-Weapon Accuracy Penalty, which would apply to your primary weapon as you wield two weapons, which would decrease to -0 at master. These bonuses would go into the CombatXP tree.
This would
- Simplify the code and the decision making: you know which weapon gets the specials, and you know what the HAM cost is.
- Allows refinement of the DPS by adjusting the penalty on the second weapon
- Allow the players to easily understand what is going on, and be able to assess the advantages/disadvantages of using a second weapon. (Example: I get +X to hit with the second weapon, but a -Y to hit with my primary weapon.)
- Does not require re-animating the specials.
VemaGara wrote:
I'd vote for normal attacks for each weapon, but with an accuracy penalty to the second weapon. Specials only apply to the primary weapon.
This could be further refined by having a Secondary Two-Weapon Accuracy bonus. This would be low at the bottom of a tree, but increase towards Master. Perhaps include a Primary Two-Weapon Accuracy Penalty, which would apply to your primary weapon as you wield two weapons, which would decrease to -0 at master. These bonuses would go into the CombatXP tree.
This would
- Simplify the code and the decision making: you know which weapon gets the specials, and you know what the HAM cost is.
- Allows refinement of the DPS by adjusting the penalty on the second weapon
- Allow the players to easily understand what is going on, and be able to assess the advantages/disadvantages of using a second weapon. (Example: I get +X to hit with the second weapon, but a -Y to hit with my primary weapon.)
- Does not require re-animating the specials.
that sounds good however don't you think that even as a master and wielding 2 weapons of equal size unless of dagger or vibroblade classifictaion would be difficult? a -0 seems too good to me to be honest. Having a new bonus go into effect would be interesting, what about re-organizing the skill tree for fencer to fit this in along with specials for it? Maybe 2 specials spred during the ranking and another 2-3 when you master? Thus making master even more appealing.
Also the specials will have to be reanimated anyways i'd assume due to the fact your stance would be a bit differant when holding two weapons as well as adding in teh second weapon all together.
We discussed this a while back, before we even knew that there would be dual-wielding.
Many ways to implement the system were proposed, but the best seemed to be the idea that some pairs of weapons offered more defense, while other pairs were more defensive. Some would increase attack rate, while others would decrease it. People here came up with many different ideas:
1) You pick any two existing weapons. This would be easy and allow you to choose special loot or loot crafted weapons, and would allow you to mix damage types. I don't like the idea of wielding twin pairs of any of the current weapons except maybe the swords or the vibroblade.
2) Specific pairs of weapons would be considered a single item, like a pair of gloves or boots. So a crafter uses a single schematic to produce a pair of weapons that can't be separated, it sits in your inventory or is traded as a single item, but looks like two weapons when equipped. This seems like it would be easy to implement. They would not necessarily need to be identical-- it could be two larger, matched swords, it could be a pair of fighting sticks, or it could be dagger and sword. Again, it's not standard across the board whether the pairs are faster, more defensive, or more damaging in nature-- it would vary in a logical way that matched the design.
3) Specific secondary weapons would be introduced, each with different properties. A larger blade, a dagger, etc. A separate unit with its own schematic, or looted as a separate piece, you can wield it in addtion to the primary weapon you have equipped, and therefore mix up damage types or special properties. I believe this was Raphayl's idea, her thinking was that different secondary weapons gave different bonuses and penalties.