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Dual wielding

Unstructured ideas, requests and suggestions for the development of the game.
DarkSavant13
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Re: Dual wielding

Post by DarkSavant13 »

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.).
Sarumar
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Re: Dual wielding

Post by Sarumar »

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.).
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..
Sarumar
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DarkSavant13
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Re: Dual wielding

Post by DarkSavant13 »

Sarumar wrote:
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.).
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..
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. ;)

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. :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.
Sarumar
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Re: Dual wielding

Post by Sarumar »

DarkSavant13 wrote:
Sarumar wrote:
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.).
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..
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. ;)

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. :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.
+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.
Sarumar
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Wyrmspawn
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Re: Dual wielding

Post by Wyrmspawn »

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
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duallifes
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Re: Dual wielding

Post by duallifes »

I am not keen on this Dual wielding... all posts about it are only making dual wielding way better than anything currently in game.
Nobody would use single weapon or shield anymore. I think if dual wielding ever is implemented, it should add flavor, not making it better than anything else.

Balance is very important, because whats the point of using differend kind of weapons if weapons XX are much better than anything else.
Balance draws differend kind of players, make them find fun in the game. Its not fun to "roleplay" if your style of playing is much weaker than other. Unless if you especially want it so. That the lvl 1 quest for...
"Sleeping by the side of night, holding your hands tight, dreamind of a dream made me so blind. You are just an illusion, you cant be real. Still I gave my heart for you to steal."
DarkSavant13
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Re: Dual wielding

Post by DarkSavant13 »

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

What about adding the skill "Brute Strength"?

Brute Strength: Allows you to Dual-wield heavy, 6-7 AP, weapons. Requirement: Lvl 50, Combat Speed Lvl2, Cleave Lvl3, Enduring Body Lvl3, Concussion, and Dual-wield Lvl5.
Wyrmspawn
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Re: Dual wielding

Post by Wyrmspawn »

The cost for dual wielding is also an important, issue, I suppose. Most posts mention lowered defense, which doesn't make sense at all. I think instead of lowering the effectiveness of dual wielding, we should increase the effectiveness of shields and double-handed weapons. I remember creating my first character, a defensive player. Never achieved much greatness :cry: .

Such as add shield skills, like the following stuff I came up with below:

-Shield adaption: allows you to adapt to a fighting style with a shield. All negative effects of the shield disappear.
-Retaliation: Gives you a chance(10% to 50%, =10 on every lv?), to give yourself one action point for every succesful block when equipped with a shield.
-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.
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DarkSavant13
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Re: Dual wielding

Post by DarkSavant13 »

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.
+1 to this idea, I really like it. :D

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. ;)
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Re: Dual wielding

Post by Pyrizzle »

DarkSavant13 wrote:
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.
+1 to this idea, I really like it. :D

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. ;)
I like this idea!

Maybe a Critical Block? Would work simular to a Crit Hit but instead would block some or all of an attack from an NPC
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