
Chthon wrote:Another, not-so-good thought that comes to mind is that this renders the DPS display on weapons pretty much useless. Unless you've got zero focus or as much focus as strength, a direct comparison of the DPS values shown on weapons is going to be really misleading whenever the weapons being compared have different amounts of magical damage.Dual wielding - if you dual wield, each weapon attacks at its own rate, so if you have a very slow weapon in one hand and a fast one in the other, then overall, you're going to get an averaged DPS between the two, but each one should attack at its given rate. If you performed 10 strikes w/ a slow weapon, then 10 strikes w/ a fast weapon, vs dual wielding a slow weapon and a fast weapon for 20 strikes, you should have equivalent DPS ( if no execute was involved ). With Execute, you'll sometimes get a strike with both weapons at once for double DPS, effectively, which is great advantage to dual wielding.
The underlined sentence is impossible. If each weapon were attacking at its own rate, then your final DPS would be the sum of the DPS from each weapon, not the average.
Consider also that no one in their right mind would ever dual wield if they knew they were getting the average DPS.* The average of your best sword in your right hand and your second best sword in your left hand is always going to be lower than your best sword in your right hand and nothing at all in your left hand. Even if you have two copies of your best sword, dual wielding would still be always worse than using a shield, since the shield benefits you while the average of the same sword twice is no better than just one copy. (Minor exception if the sword has a really, really awesome mod that will carry over across hands so that it doubles up.)Skills that inflict DPS do just that - take the DPS value of the weapon instead of the direct damage. We generally do this when the rate of attack of the skill is not modified by your weapon's speed, but still uses its damage, to keep things balanced.

Jthayn wrote:That raises another question, however, if its not final does that mean that skin tone may move to its own separate slider depending on if you have time?
I don't make these decisions and of course nothing is final but i'm going to say super highly unlikely. We tried to give a few variants per skin tone but the faces are painted the on the skins. So as of right now to make it so you could match skin tones we would have to repaint each face for each new skin tone... Which would be a fair amount of work. More likely we would prefer make new skin and face variants instead to give more variety as opposed to color shifting art. Plus one of the things we tried to do was actually paint our new skins with more ethnic diversity than many games offer, in that I think we were pretty successful and not overly stereotypical or generic like many games now days.it's by no means perfect, but we want to give people more choices they can identify with, and compared to tl1 I think people will be happy with the new options.
That would be nice to have them seperate. I hate to admit, but I get jumpy if I can't get customizations right for my character.


Jthayn wrote:That raises another question, however, if its not final does that mean that skin tone may move to its own separate slider depending on if you have time?
jamesL wrote: I can't stop watching this video![]()
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Max's eyes just look so big
and at 0:28, Max's turns and looks at the "co host"
it's just so silly
jamesL wrote:since skills take the DPS value of weapons then how is the DPS value on weapons rendered useless ?
the more DPS a weapon has, the more damage a skill does, so comparing weapon DPS essentially compares skill damage
why is the underlined sentence impossible ?
why isn't it the average ?
don't you alternate hands when you dual wield ? so you're hitting with one weapon 1/2 the time and the other weapon the other 1/2
so if the R handed weapon does 100 DPS and the L handed weapon does 200 DPS and each weapon strikes once per second, then in 2 seconds you've striked once with each weapon, for a total of 300 / 2 seconds or an average of 150 per second ? not a sum of 300 right ? or am I misunderstanding something ?
in the video http://www.youtube.com/watch?v=MpXQO76bjrY around 5:47, Max said when you dual wield you have a chance to do an Exceute attack, where you attack with both weapons at once, so that would be a sum and an advantage to dual wielding

Chthon wrote:So....
The "really, really right way" to implement dual wielding is to let each arm swing totally independently (no forcing alternation), thereby removing the idle periods.
(imagine one char is 0.2s, | is animation start, # is animation time )
W1(1.0)----|#--|#--|#--|#--|#--|#--|#--|#--|#-
W2(1.2)-----|#---|#---|#---|#---|#---|#---|#---
W1(1.4)-------|#-----|#-----|#-----|#-----|#-----|#-----|#-----|#-----|#-----
W2(3) ---------------|##------------|##------------|##------------|##------------
Unless execute does so much damage that it makes up for missing half the DPS you're supposed to have, it won't fix the problem. Even then, execute costs points in focus. You shouldn't have to sink resources to get back something you should have had in the first place.
ThomasJ wrote:Other than the release date, do we have a feature that has yet been unannounced ?


When you dual wield you get a 15% attack speed bonus, but you also alternate between weapons. This means if you have two of the exact same weapons dual wielding will do 15% more damage than 1hand and shield, or a 2hander of the same dps.
viewtopic.php?f=30&t=22619&p=205426&hilit=focus#p205426Dual wielding - if you dual wield, each weapon attacks at its own rate, so if you have a very slow weapon in one hand and a fast one in the other, then overall, you're going to get an averaged DPS between the two, but each one should attack at its given rate. If you performed 10 strikes w/ a slow weapon, then 10 strikes w/ a fast weapon, vs dual wielding a slow weapon and a fast weapon for 20 strikes, you should have equivalent DPS ( if no execute was involved ). With Execute, you'll sometimes get a strike with both weapons at once for double DPS, effectively, which is great advantage to dual wielding.
ThomasJ wrote:Other than the release date, do we have a feature that has yet been unannounced ?
That depends how in comparision 2H weapons will be, if they will be plain 2xDPS then y, if less maybe not


wolfmane wrote:That depends how in comparision 2H weapons will be, if they will be plain 2xDPS then y, if less maybe not
Keep in mind that there are additional mechanics involved to create differences in weapon selection. The Execution attack (attacking with both weapons at the same time) is a parallel to the AOE Splash Damage properties that two handed weapons have. This complicates attempts to calculate and compare 2h damage versus 1h or dual wield damage output.
Whatever the case I hope that we can get some more clarification on the dual wield and execute subject.
I think he meant that Focus, as a stat, increases the chance to perform an execute attack. I also think there were hints that there were some Berserker skills that increased Execute chance.


xani wrote:Chthon wrote:So....
The "really, really right way" to implement dual wielding is to let each arm swing totally independently (no forcing alternation), thereby removing the idle periods.
Somewhere there is character animator that after reading that wants to harm you very badly
Unless execute does so much damage that it makes up for missing half the DPS you're supposed to have, it won't fix the problem. Even then, execute costs points in focus. You shouldn't have to sink resources to get back something you should have had in the first place.
That depends how in comparision 2H weapons will be, if they will be plain 2xDPS then y, if less maybe not
jamesL wrote:maybe you're right that a "correct" implementation of dual wielding would be one where each hand acts as if it were "singly wielding" so that if one weapon normally did 3 hits per second and another weapon normally did 4 hits per second, then when you dual wield you do 7 hits per second
but I just don't think that's how its going to work
even in Diablo 3 they're doing some funky thinks with dual wielding
Where did you read that Execute is going to cost Focus ?
do we know much about enchanting ?
wolfmane wrote:Keep in mind that there are additional mechanics involved to create differences in weapon selection. The Execution attack (attacking with both weapons at the same time) is a parallel to the AOE Splash Damage properties that two handed weapons have. This complicates attempts to calculate and compare 2h damage versus 1h or dual wield damage output.
Whatever the case I hope that we can get some more clarification on the dual wield and execute subject.
Chthon wrote:xani wrote:Chthon wrote:So....
The "really, really right way" to implement dual wielding is to let each arm swing totally independently (no forcing alternation), thereby removing the idle periods.
Somewhere there is character animator that after reading that wants to harm you very badly
I don't doubt it. Nonetheless, that is still the correct answer in terms of realism (to the limited extent that's important) and balance.
Trotim wrote:Sorry if this has already been mentioned but there needs to be a more distinct effect when your charge bar is filled and activates. Likewise while charge is active there needs to be an obvious way to see when it will end, probably simply the meter slowly going back down.
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