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View Full Version : Low Level Pally 1 vs 2 Handed


Irishblooded
11-18-2019, 12:14 PM
Hello everyone,

Long time listener, first time caller.

First time playing pally, and don't remember if there was nerfs in classic or not. But when you are in that level 1 - 15 range playing a pally. We all have crap weapons. Just curious if anyone has any feedback on better to be 1 handed with a shield or 2 handed with like forged 2 weapon.

Feed back super appreciated

Grimstrike
11-18-2019, 12:18 PM
Sword and board for groups and 2h for solo.

Barantor
11-18-2019, 12:19 PM
You'll want to keep your skills up in both because you'll run into weapons that use everything at one point or another.

Grimstrike
11-18-2019, 12:21 PM
The weapons to go for early on:
Bullsmasher
Shining Star of Light
Thunder Staff
Groflah's Stoutbite
Bloodforge Hammer
Deepwater Harpoon
Man-o-War
Screaming Mace
Minotaur battleaxe

cd288
11-18-2019, 12:29 PM
As someone else said, it's generally good to keep your skill up in both if you can in order to give yourself some flexibility. However, for Pallys 1HS will probably be your go to the vast majority of the time. Since you have snap aggro spells, you don't really need a 2HS for the extra damage to help with threat generation in the way a Warrior does pre-dual wield. Better off having the extra AC and any stat boosts from a shield.

bum3
11-18-2019, 01:32 PM
If you're killing oranges/reds consistently in a group.. sword and board it. If you are destroying blues/evens.. 2h it.

gkmarino
11-18-2019, 02:44 PM
Use best ratio, adjust accordingly.
If fighting NPCs that are casters use 1H+Shield to interrupt heals/nukes/debuffs. Also strafe slide to use bash from their rear 180 arc, has better chance of landing.
If group has ENC haste and NPCs are not casters I recommend using 2H.
I usually prefer 2H as the ratio's are mostly better in classic, especially vs. blue/even cons. 1H tends to fair better vs. yellow/red+.

When you unlock the lvl 10 or lvl 20 dmg caps your 2H may see more potential.

Damage Caps
levels 1-9 - damage cap is 20 - (I used Bullsmasher & T. Halberd)
levels 10-19 - damage cap is 28 - (I used DWHarpoon)
levels 20-29 - damage cap is 60 - (I used DWHarpoon)
levels 30+ - damage cap is lifted, can do 2x weapon damage or more based on class - (I use Ghoulbane)

Side Note: On my 60 WAR I've landed a 1018 damage crippling blow on a Droga Goblin and i've landed a 987 crippling blow on Derakor the Vindicator. Not a Paladin but 2Hs are fun.

Danth
11-18-2019, 02:52 PM
At teens levels you'll most likely use whatever magic weapon you can obtain. Later on you'll most likely end up using 1HS (ghoulbane), 2HS (deepwater harpoon, etc), or 2HB (man-o-war). 1HB is not used much until hateplane, and piercing is not generally used much until Velious.

I do not feel it's critical to keep weapon skills current. If you obtain a weapon you're unskilled for you can max it out relatively quickly in a group. The group won't care or likely even notice since they aren't inviting you for your damage anyway. Carrying around a bunch of (usually heavy) weapons for skill-up purposes when weight and carry capacity are real problems is not desirable.

Damage caps do not work exactly like the above poster suggests. You are not actually hard-capped to those damage values (ie, my level 16 Shadow Knight on "Teal" hit for 30). The way it works on melee classes is from levels 1-9 you are capped to the equivalent of a 10-damage weapon, during the teens it's the equivalent of a 14-damage weapon, and during the 20's you get the equivalent of a 30-damage weapons. There are few 30+ damage weapons in this game era so that last one is usually a nonfactor. The distinction is slight but it's something to be aware of. This tends to favor 1H somewhat at lower levels--especially 1-9--because it's difficult to get full performance out of 2H prior to level 20 and especially prior to level 10.

Danth

gkmarino
11-18-2019, 03:41 PM
Damage caps do not work exactly like the above poster suggests. Oh so the damage caps do not work as listed in the Game_Mechanics on the WIKI... LOL. So okay, there are some more details, such as STR bonus, MH bonus... is that really necessary for this discussion of low level weapon choice? No MH bonus is not really important until higher levels 28+. STR bonus applies to both weapon choices at all times...

https://wiki.project1999.com/Game_Mechanics#Melee_Combat_and_Damage


MH Bonus

The dmg*2 formula for autoattack is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage:

Role of STR

As for str, you will notice more effects at later level. It does increase my max damage when I go from 180 (unbuffed) to about 250 (shaman buff). In the end, my main hand 10/21 has a max damage of about 45, so from the formula:

(2*10)+8 = 28
I have an extra 17 damage, I would think that it is all coming from str bonus at my level? Not sure.

The other effect of str is that it raises your ATK (about 1 ATK for 1 str) and the more ATK you have, the more likely you will get high hits.

Two-Handed Weapons

[Main hand bonus] for two handed weapons is a higher value than for 1H that is also based on the weapon delay. See http://lucy.allakhazam.com/dmgbonus.html
Note that the above (live) table is likely incorrect for p1999. The 2H damage bonus was made "classic" (unknown details, ref).

Legidias
11-18-2019, 04:41 PM
Bullsmasher is like the best ratio DPS youll have until deepwater harpoon or other end-game (classic) items. 6/20 is no joke and smokes most magic weapons. 1HB + shield gets you better DPS than most any other set up (plus, shield and bash).

Danth
11-18-2019, 04:54 PM
Oh so the damage caps do not work as listed in the Game_Mechanics on the WIKI... LOL.

Correct, it doesn't. Many players refer to it that way because it's the damage they see in combat spam, but as far as the game itself cares it's effectively capping raw weapon damage, not final damage dealt. That's why I bring up the clarification: I'm not trying to pick on you, rather I'm trying to forestall the "why do I hit for more than that?" -type questions.

------------------------------------------

Bullsmasher is really good, but not a lot of Paladins can use it--only Dwarves. Also it's not magic and Paladins tend to like fighting undead so it's somewhat limited in that respect. Its ratio is too good to pass up for those who can use it, but the Paladin who uses it might find himself well-advised to keep a summoned Hammer of Wrath handy for those magic opponents.

The above serves as a reminder: No need to carry a weapon to train 1HB with even if you want to keep your skills current--just summon a hammer if you want to train 1HB.

Danth

Grimstrike
11-18-2019, 07:18 PM
It is a wiki, so you can and should edit it if you both feel that strongly about clarifying what was previously documented.

gkmarino
11-18-2019, 07:38 PM
I'm pretty sure he just referencing damage bonuses from STR. While the basic damage caps are correct to my knowledge.

Evia
11-18-2019, 07:53 PM
Just a heads up to any Paladins out there on green/teal, do the Deepwater harpoon quest as soon as you’re in Freeport. The wiki makes it seem like the quest is way harder than it really is. You can totally hail lock the final turn in person WITHOUT death pretty easily despite what the wiki will have you believe. Awesome weapon that you can use until you get ghoulbane or soulfire.

Grimstrike
11-18-2019, 08:52 PM
Just a heads up to any Paladins out there on green/teal, do the Deepwater harpoon quest as soon as you’re in Freeport. The wiki makes it seem like the quest is way harder than it really is. You can totally hail lock the final turn in person WITHOUT death pretty easily despite what the wiki will have you believe. Awesome weapon that you can use until you get ghoulbane or soulfire.

This can be done by a lvl1, sure. Please note that there are skeletons that path through that area and they will surely bend you over (they don't aggro her) while you are spamming 'hail'. It takes what, 5-6 straight minutes of locking her in place with well timed 'hails' to keep her from running to fight the gargoyles and spectres?

jacob54311
11-18-2019, 11:13 PM
This can be done by a lvl1, sure. Please note that there are skeletons that path through that area and they will surely bend you over (they don't aggro her) while you are spamming 'hail'. It takes what, 5-6 straight minutes of locking her in place with well timed 'hails' to keep her from running to fight the gargoyles and spectres?

Might be easy for some. I'd probably mess up and mistime a "hail" or run into some skellies, then have my body stuck there.