Let's talk about Dual Wielding...
Idk.
Seems like physical DW users can "have their cake and eat it too". They have access to higher dps 1handers. They have more DW dps nodes. Hell they have them all. Every single DW node that increases damage is physical in nature. They got the 20% more buff. On top of all that, if they still feel they need a dps boost, they have access to all the same DPS options that ele users have. The can use auras (wrath/anger) that elemental users have. And Oh, they can use Hatred, which pure elemental users can't use(well they can, just wont do much). Of course not many specs can pull off all those aura's simultaneously, but some can and the trend is growing, not shrinking. Maybe I'm just bitter. I have good characters. Physical 1her, 2her, dw, st, trapper, caster, summoner etc etc. Hell, I've dual wielded this dagger and it does 10x what a top tier elemental dual wield build does: The disparity in logic between these 2 playstyles frustrates me, and I don't know why lol. The buff was so underwhelming to me. I really thought that some really cool mechanic was going to be added. Or several lol. But they choose to buff one very specific variation of DW character damage output. Not DW casters. Not DW elemental users. Just DW physical. To me, if I would have announced that I was going to buff a certain mechanic, I would have at least tried to throw in something that was at least more "global" to any and all characters that DW, regardless of damage type. This buff just felt like an afterthought. I guess it's because I find good pure elemental weapons (200-250dps), that, in my mind should make good builds. Time and time again I go back to pure physical weapons because they: Do more damage Have better passives (this is for DW or otherwise) Have more/better support gem options Leech. Totatally different topic lol Have better weapon choices etc, etc Anyway, my rant is over for now, I've got people coming over for a bbq. I need a PoE break I think, I'll check back on Sunday guys. GL to all you Racers! "The Eye of Ra appears against you, His force is powerful against you. She devours you, she punishes you In this her name 'Devouring Flame." -Anubis Hotep Last edited by Wadjet#3943 on Jun 7, 2014, 5:21:53 AM
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"Reave is supposed to be for dual wield (not exclusively, but primarily). It was designed around being best when you have the multiplicative attack bonus that dual wield provides. | |
" What attack speed weapons have you been using for elemental DW? In general you really want a 2+ attack speed weapon for it, even if such a weapon has lower dps on it than a slower one. "Nothing happened." - CharanJaydemyr, TheWretch
Sayya's Item Filter (updated for Ritual!) - http://www.pathofexile.com/forum/view-thread/1260712 |
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Ok since it is on topic, there is a question that is bugging me.
If I dual wield an axe and a claw. I use the skill Heavy Strike. Is the attack speed based solely on the axe? The tool tip appears to average the attack speed between the weapons, while the wiki says this is a tool tip bug. <3 Free Tibet <3
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" The wiki is correct. "Nothing happened." - CharanJaydemyr, TheWretch
Sayya's Item Filter (updated for Ritual!) - http://www.pathofexile.com/forum/view-thread/1260712 |
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"I think 15/15/15 would be better than the current 10/20/15. Would that kind of small attack speed increase be viable? I don't think dual-wielders would necessarily want a full 25%-30% attack speed anyway. At least not the ones which are anywhere close to having mana sustainment issues. I'm just trying to get a small attack speed increase nudge in there, for Reave's benefit. Also, 15/15/15 is super easy for new players to remember. :) When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 7, 2014, 1:17:22 AM
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" Source = GGG a long time ago Math = armor / (damage per hit x12)+armor = %mitigation Your math is off and misleading. Let me walk you through this A physical build will have 95% effectiveness *minimum* on any monster. Multiplied by mpd, that is 141% effectiveness. That is one gem slot. On a lot of monsters, you can have as much as 40% resists easily to a specific element, any level any map. Packs of monsters with fire or cold or light res or resists all. That means your damage is 60% to start with, wanna use a pen gem, then that is 95%, put in WED you now have 150%, same as above for which you sacrificed 2 gem slots for instead of 1 which is very impactful and considerable. Wanna drive it higher than this, you curse, but you can also curse with vuln for physical builds. It is not always as easy as 40% resist, you cannot curse all monsters in the game, maps have no curse and 75% fire / cold / light res in them. And to begin with, physical damage can get more or less the same base range but with much easier % increase (WED is simply not that abundant in the tree, and it is not a common spawn on gear, much like chaos res) Now all this text is sexy and fluffy and cute, and you think flat ele supports are stronger than mpd (BTW using a flat support = THREE gem slots now compared to one used up by just mpd, kinda keeps proving my point), but try out a pure ele cleave / reave / cyclone / dbl strike build and a phys version and come talk to me after that :) I compared merc phys reave to ele reave, i never use hatred or added fire btw ... the former cleared much faster. " We know hatred and added fire scale proportional to physical increases too. And if they cant balance around them because they are op, then they need to find an alternative solution than to keep gimping actual elemental builds. You need a high pds wpn to scale hatred and added fire, I consider them an extra to pure phys builds and therefore part of them, if we make exception for 100 auras lowlife builds with mirrored daggers that can use a high pdmg weapon with hatred added fire wrath and anger all combined, I think the initial point of discussion was: We are comparing pure phys builds (and their scaling with hatred / added fire put aside for now) to pure ele builds (wrath / anger / x-x ele on weapon and gear) like ele cleave / cyclone / reave. The FACT that there is barely a single guide to such builds that were fun and viable / competitive a long time speaks volumes to how bad they do at endgame in terms of deeps. And how badly ggg seemingly wants to keep nerfing them. I do not think you know what double dip really means. If it reads 20% more overall dmg, there will be no 2x 20% multiplier stage as you are stating. It will not read '20% more phys, 20% more ele dmg' and take effect twice with hatred and added fire. Plus, that still leaves out non physical weapon builds. ('pure ele') " (So I want to preface that I do not want to address this directly to Mark, in fear it will look like I am antagonising a developer, so I will try my best to make it look like a general reply, as if someone else had written it:) How so? I wonder sometimes, do the devs and testers play this game? Did they ever look up the word 'incentive'? The facts and results show otherwise, it was clearly not designed well for dw or to incentivise it while using the skill known as reave. Dual wielding has too low % more aspd, low % block and it is simply not feasible to max it with the limited number of skill points, and now even this physical more boost is not enough. Somebody mentioned dual wield should be 'not as much damage as 2 handers, not as much ehp as 1h / shield users' - and in fact it is not, but badly so. It is not a good enough medium between the two of them. OP's summary is very well written and emphasizes my points, dual wield gives some but it is just that ... some, but still *not enough*. Outside of dual strike, dual wield would not even exist in the playerbase's minds as an option. Hint hint, every dual wield skill that was 'designed around promoting its use in dual wield' needs to swing both weapons, *without* having their damage effectiveness butchered to high hell like you did with cleave. I think you should introduce a skill or 2 like this, and then slowly tweak it patch after patch. I am no developer, but I cannot see reason as to why skills should / could not be microbalanced patch after patch instead of 'this patch it is skill y's turn, we have this one shot at it, and if it doesnt work, we will get back to it in another 10 patches' (someone correct me if i am wrong) We keep telling you it (dual wielding bar dual strike) is mediocre at best, coming up with solutions - yet every 5 to 10 patches there is a small change to dual wield that does absolutely nothing for it, if not throw it further into the gutter (read: cleave situation). Watching ele cleave die made me a saaaad pandaaa. Last edited by ancalagon3000#6581 on Jun 7, 2014, 3:03:28 AM
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Here we go again... a skill being primarily for DW yet the only bonus is stacking AoE 10% faster.
We've already been through this, lets follow that logic, let me mention few DW skills: - Heavy Strike, more knockbacks - Cyclone, more spell procs in CoC builds, LGoH effectiveness upped by 10% - Leap Slam, faster movement speed - Ground Slam, more stuns ... Every melee skill is primarily for DW? Last edited by tinko92#6447 on Jun 7, 2014, 3:49:35 AM
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" I am still waiting for some kind of source that says what monster armour is currently. Wiki has no source. If we had any source it should be pretty easy to know how much life each monster in the game has. You are late on the double dipping discussion. In order for it to work, GGG would have to add a new modifier; which we do not know why they did not. You can keep comparing pure damage types to each other, I will continue mixing damage types. There are combinations of skills and off hands that arise when every dual wield skill does not use both weapons simultaneously. Use your imagination. <3 Free Tibet <3
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" The wiki links to VDoom's post, which has a link to a stream where Neon throws out top-end toughest monster armour numbers. Last edited by Vipermagi#0984 on Jun 7, 2014, 7:19:13 AM
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