xani wrote:Dualwielding fist weapons, say brass knuckes.... dude attacking me with sword..... nope, cant find a way to parry with it.
There are situations where you can parry with your wedding ring, so...
xani wrote:Dualwielding fist weapons, say brass knuckes.... dude attacking me with sword..... nope, cant find a way to parry with it.

travisbaldree wrote:Also, I'm never really going to be able to combat an assumption that dual wielding 'has' to mean that you attack twice as fast. It's a game system/balance decision, and we went this way for lots of reasons - I guarantee we combed over everything in the combat model and rebuilt it, and it wasn't an errant decision not to make you do constant double-attacks with dual-wielding.

travisbaldree wrote:Also, I'm never really going to be able to combat an assumption that dual wielding 'has' to mean that you attack twice as fast. It's a game system/balance decision, and we went this way for lots of reasons - I guarantee we combed over everything in the combat model and rebuilt it, and it wasn't an errant decision not to make you do constant double-attacks with dual-wielding.
Chthon wrote:effectiveness(2nd 1H) = effectiveness(2H) - effectiveness(1st 1H) = effectiveness(shield)
Chthon wrote:Having each weapon attack at full speed is required by realism, but this is a video game so we don't have to care about realism.
Chthon wrote:So, I surprise myself with the conclusion that the second 1H does not necessarily need to add as much to your overall effectiveness as the first 1H. Instead, it only needs to add as much effectiveness as a shield adds or as much as the difference between a (first) 1H and a 2H. I haven't seen anything yet showing how useful a shield is, and no hard stats on a 2H weapon. So, I have to admit the possibility that maybe shields really suck, and maybe the (actual) DPS on 2H weapons is only marginally better than 1H. If those are both true in fact, then it would be OK for the second weapon in a dual wield setup to contribute very little.
Let me hedge that by saying that they would have to be really sucky for things to work out like that, since the benefits for dual wielding are sounding pretty miniscule right now (and even negative if you're not careful about avoiding a significant DPS difference between your weapons).

xani wrote:Chthon wrote:Having each weapon attack at full speed is required by realism, but this is a video game so we don't have to care about realism.
Realism, what realism ? In what army soldiers were dualwielding weapons ?




Torchlight 2 has a much more complicated combat model than the first did ( under the hood ) and there's a lot more variety to how weapons work, and a lot more differentiating factors.
I guarantee we combed over everything in the combat model and rebuilt it
Theorycraft is only as useful as the number of people and concepts that can apply it. This requires that specific circumstances regarding the experiments and, hence, the overall theory be disclosed. Many of the spreadsheets that analyze rotations, for instance, do not advise the reader that the results may be contingent upon a particular UI placement, or that the players involved use hotkeys, rather than mouse-clicks, both of which can dramatically influence the numbers. The can create inflated views of importance on particular builds or practices, without the proper fundamental backing for which to properly interpret the results.
Theorycrafting Pitfalls
In immature theories, random factors may not be considered. This often results in overly naive models and inaccurate formulae and calculations.
If a given theory does not involve any idea of probability, then the model is unreliable due to its overly simplistic approach.
Overly linear theories are not often reflective of the published game mechanics. This can lead to poor understanding and false assumptions.
Relational Conflicts
Players, believing they have an equal (or better) understanding of the game and its mechanics, may argue that the authors do not know how what they are doing, or how they have built the game, affects the players.
Developers and Story-writers must constantly adjust their game to account for meta-gamers and exploiters. This is because the game shares a wider audience than the aforementioned group and their insights can create a negative experience for those who are not in the same realm.
Theorycraft is only as useful as the number of people and concepts that can apply it.
Players, believing they have an equal (or better) understanding of the game and its mechanics, may argue that the authors do not know how what they are doing, or how they have built the game, affects the players.




wolfmane wrote:Players, believing they have an equal (or better) understanding of the game and its mechanics, may argue that the authors do not know how what they are doing, or how they have built the game, affects the players.
I want dual wielding to be good as well but the argumentative theorycrafting isn't doing anyone any good.







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