In other words, each weapon gets an attack, the second with reduced AP for the Dual-wield skill.

This is assuming that the weapons are limited to medium weight 4-5AP (shortswords, some swords, etc.) and to light weight 2-3AP (daggers, foils, etc.).
IMO nce idea, but owerpovered. I suggest the second weapon gets only 50% off the damage and when using double handed weapons you get +50% to damage..DarkSavant13 wrote:I would have the weapons do their normal damage, with the second weapon 1/2 it's AP cost in the attack. So, say you have two weapons with both weapons having 4 AP, it would actually take 6 AP to attack (before adjustments). The formula would be something like this... wAP+(wAP•.5)=dwAP
In other words, each weapon gets an attack, the second with reduced AP for the Dual-wield skill.
This is assuming that the weapons are limited to medium weight 4-5AP (shortswords, some swords, etc.) and to light weight 2-3AP (daggers, foils, etc.).
In my opinion, from dual-wielding blades myself, weapons will do the same damage in each hand. There has to be some advantage to having dual-weapons, otherwise no one will want to use it, especially with the negatives inflicted by the first two levels of the skill. The only REAL advantage to having Dual-wield is that the second weapon attack costs 1/2 the AP cost. This is a skill that can cost quite a good number of skill points total, if you count the required skills for each Dual-wield level. For that price, the payoff must be worth it.Sarumar wrote:IMO nce idea, but owerpovered. I suggest the second weapon gets only 50% off the damage and when using double handed weapons you get +50% to damage..DarkSavant13 wrote:I would have the weapons do their normal damage, with the second weapon 1/2 it's AP cost in the attack. So, say you have two weapons with both weapons having 4 AP, it would actually take 6 AP to attack (before adjustments). The formula would be something like this... wAP+(wAP•.5)=dwAP
In other words, each weapon gets an attack, the second with reduced AP for the Dual-wield skill.
This is assuming that the weapons are limited to medium weight 4-5AP (shortswords, some swords, etc.) and to light weight 2-3AP (daggers, foils, etc.).
+1 nice one again, but IMO overpowered too. I can buy those ideas if modifications to damage is only weapon damage *xx and possible bace AD and AD given by items are not included. And i still like to decreace damamage done by offhand weapon.DarkSavant13 wrote:In my opinion, from dual-wielding blades myself, weapons will do the same damage in each hand. There has to be some advantage to having dual-weapons, otherwise no one will want to use it, especially with the negatives inflicted by the first two levels of the skill. The only REAL advantage to having Dual-wield is that the second weapon attack costs 1/2 the AP cost. This is a skill that can cost quite a good number of skill points total, if you count the required skills for each Dual-wield level. For that price, the payoff must be worth it.Sarumar wrote:IMO nce idea, but owerpovered. I suggest the second weapon gets only 50% off the damage and when using double handed weapons you get +50% to damage..DarkSavant13 wrote:I would have the weapons do their normal damage, with the second weapon 1/2 it's AP cost in the attack. So, say you have two weapons with both weapons having 4 AP, it would actually take 6 AP to attack (before adjustments). The formula would be something like this... wAP+(wAP•.5)=dwAP
In other words, each weapon gets an attack, the second with reduced AP for the Dual-wield skill.
This is assuming that the weapons are limited to medium weight 4-5AP (shortswords, some swords, etc.) and to light weight 2-3AP (daggers, foils, etc.).
As for Two-handed fighting (swinging a large sword with both hands), that is a whole other ball of wax that require an entirely different skill. That skill should add to damage. It should also lower the AP of the weapon, since the constant use of two hands and the practice, causes someone used to wielding with two hands to increase the strength and speed acquired. This is also speaking from experience as I had a guy beat me down quickly with a bastard sword in a display of strength and speed I had never seen before. Knocked me out, lol.
For the Two-handed skill I figure it should be something like this...
Two-handed skill:
Lvl1: -2AP x1.5AD, Your attacks are much slower but you do more damage. Requires level 10 and Hard Hit Lvl1.
Lvl2: -1AP x1.75AD, Your attacks are slightly slower but you do much more damage. Requires level 20 and Cleave Lvl2.
Lvl3: x2AD, Requires level 30 and More Criticals 5
Lvl4: +1AP x2.5, You have become an expert in Two-handed fighting. Requires level 40 and Evasion Lvl4.
Lvl5: +2AP x3AD, You have become a master at fighting with two-handed weapons. Requires level 50 and Internal Bleeding.
The added AP is to show the speed lost and gained during training with a two-handed weapon. As for the amount of damage, I'm counting on the new content coming out for those over level 40, which is supposed to be much harder. In a way, the Two-handed skill is the opposite of the Dual-wield skill. Dual-wield is a quick moving skill with lighter weapons and the damage is caused by the Speed of the hits. Two-handed skill has damage from slow but powerful hits. Even though the "speed" of Two-handed increases, it is still much slower than Dual-wield. Hopefully, even though at first glance Two-handed may seem more powerful because of the damage, but I think they are pretty much equal.
Both skills are costly skill-point wise, but would be worth it in the end.Also, the exta AD is pure, before any modification, then tacked on at the end.
Wyrmspawn wrote:In my point of view, dual wield should not be limited to light weapons at all. Dual wielding can be about more than finesse. If you have enough brute strength, you can dual wield axes, hammers, swords, etc. I think that even heavy weapons like broadswords can be lifted by one hand, if the character is strong enough. Like, this skill table I put below:
1 skill point into dual wield: may dual wield weapons like daggers, second hand minus 50% to positive effects.
2 skill points into dual wield: may dual wield weapons like daggers, second hand minus 50% to positive and negative effects.
Skill points into dual wield and 1 skill point into hard hit: may dual wield shortswords.
Skill points into dual wield and 2 skill points into hard hit: may dual wield clubs and swords.
Skill points into dual wield and 3 skill points into hard hit: May dual wield axes
Skill points into dual wield and 4 skill points into hard hit: May dual wield longswords
and maybe
Skill points into dual wield, hard hit, and new skill, herculean strength?: May dual wield broadswords and two-handed weapons
+1 to this idea, I really like it.Wyrmspawn wrote: -Invulnerability: Gives you a chance (5% to 15%?), when equipped with a shield, to negate an enemy's successful attack, allowing you to escape damage.
I like this idea!DarkSavant13 wrote:+1 to this idea, I really like it.Wyrmspawn wrote: -Invulnerability: Gives you a chance (5% to 15%?), when equipped with a shield, to negate an enemy's successful attack, allowing you to escape damage.
Don't know that I would call it "Invulnerability", maybe something as simple as "Shield Block" since it seems like something we should have anyway. Maybe add it into the combat formula, if the character is carrying a shield, instead of making it a skill.