So is this the dual-wielding fixes we've been waiting for?
" I was under the impression that each weapon's hit is calculated individually against armor. It certainly feels that way. If i am wrong please correct me! |
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True, it's calculated individually.
As far as I know it's same for misses, crits, etc., as well. This is a buff © 2016
The Experts ™ 2017 |
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" Ah, ok. I don't miss or crit :D |
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" I may be wrong on the part about calculating individually for armor, but I know that if you have the same accuracy and crit chance with both weapons, you'll either hit with both or miss with both, and if one crits the other will too, unless they evade your crits, which I'm not sure how that part works. This is simply due to the way cth and crit work to begin with, it's not specific to dual strike or cleave. Either way, cleave is a bit too powerful relative to other skills, as is dual strike. |
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I dont see why Dual wield is bad.
I usually leveled with MS + ST two handed first, just today leveled with dual Claw (yes, claws, not even daggers or onehanded swords). I went through a lot quicker, even without upgrading my claws too often (because im like, not finding any rare claws...). Point is, attack speed is more important than may seem on first sight, and claws already give an implicit survivability option anyways, so its not true you need a shield to be survivable. Ohh, and as far as i see it, resists are easily capped through your basic set of armors and rings anyways. anyways, back to the dw. 10% inc attack speed means it scales better with flat damage increases, and the 20% inc phys damage aint bad either. over a shield, it always, 100% always is a damage increase, doesnt matter if its phys inc or weapon damage inc, the defenses you get from a shield, are way easier to get on your basic gear than flat or % dmg increases and a DW char doesnt at all have to be fragile. Certainly not when you use claws. Talking just about Dual Strike and Cleave is bs btw, using normal melee skills like Molten strike (which scales off of Phys damage anyways) or even Spectral throw (you throw a lot quicker, scale it up with wrath and anger and those bonusses will have 10% inc effect. or use flat phys increasers on your gear, which even gets 20% more increased. Flat phys has 110%*120%=132% effect on dual wield, compared to two-handers. We did not even talk about all the stronger DW nodes out there, compared to the non-dps related shield nodes out there. And if you want to go perfect perfect, and complain about main hand doing more than your off-hand, in end-endgame scaling, why not just mirror your main hand? Lets say you actually threw in Eternal-exalts to get that perfect dagger and dont want to get a worse off-hand? then, you can certainly afford mirroring it, and ditching your shield. Res are availlable plenty if you have that kind of currency, and thus its better to use a second copy of your dagger having global crit chance, global crit multi, Flat Phys, Inc Phys, inc Crit and inc att speed (all local). Then, suddenly not only you will have a free 20% phys inc and 10% att inc but also increased crits... Ign: Leary_AscendedNecro
Twitchtv: leary93 Youtube: https://www.youtube.com/channel/UCfzgUpVcv6wzrs5TwKZaGJQ |
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" because if you have a very good one hander you deal ENOUGH damage. so why would you need even more damage if you deal already enough of it? on the other hand you cannot have enough defences in poe so shield is always better if you mind dying btw - spectral throw nor molten strike are not 'melee'. these are 'ranged skills with damage based on melee weapon damage'. these trivialize lot of content because they do not need that much defences unlike 'pure melee' stuff like dual strike/double strike. current 'damage buff' solves nothing for DW. few % more damage for a price of a shield? no way. |
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" Which is why I love the idea of dual strike crit builds (2 week race build). Disregarding accuracy, a 50% chance to crit is a 75% chance one of the weapons will crit on a swing. A 75% chance to crit is a 93.75% chance that one weapon will crit. How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934
IGN: TheHammer |
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" You must have missed my earlier post where I mentioned it doesn't work the way you think. It's the same reason multistrike and power charge on crit is bad: crit and hit chance are calculated per attack, not per hit. |
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" Let me elaborate: The problem is that most skills actually don't do anything special with dual wielding. They just alternate weapons or only use the main hand. This can actually be a disadvantage if you have 1 weapon that is much stronger than the other. The main incentive to use dual wield is the dual strike skill. The dual wield bonus 10% more attack speed is almost irrelevant. A stat stick is cool, but here is an end game problem: crown of eyes will always be stronger than dual wielding because of the spell damage roll on shield + pain atonement scaling. Another thing in the current meta is that aegis and saffels are the main reason why melee is successful. Also, won't dual strike with 2 real weapons be better than having a stat stick? Lastly, with these dual wield changes there is even less incentive to go 2-handed weapon builds. 2 handed weapon builds (except bow) already do not a lot of damage and have low survivability. Dual wield offers lots of block. The thing what GGG should do is give more incentives to use dual wield. Which means skills that interact with dual wielding and not just alternate weapons or use main hand. i use a secret account because i am a politician that doesnt want the NSA to know i play poe.
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I agree that crown of eyes and a spell damage focused shield will be stronger than just about everything out there, but I imagine GGG aren't letting a less-than-1% group of builds determine balance for the rest of us.
I agree that if you're just looking for lots of damage with an aoe for groups, DS and splash or Cleave are still the go-to solutions using two really strong weapons. The change however opened a lot more options for skills that don't just try to do lots of damage. A few that I can think of off the top of my head: Glacial Hammer Puncture Ground slam Leap slam Okay that's all I can think of, probably one or two more out there though. Deciding between an incompatible offhand as a stat stick or a shield just became interesting for these skills. As for why you would want a stat stick, think of it this way: if I had a mirror-worthy dagger that I am using puncture with, and I give myself a white hammer in the offhand, that's already effectively the same as if I were to mirror my dagger and put it in the offhand when it comes to local stats. So any global stats on my offhand are purely an upside to using two copies of the same weapon. I can see wanting to use two weapons if there were global mods you wanted to double up on however (like global crit chance or spell damage), but in general using a stat stick for the above skills is all offensive upside. IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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