![]() |
#11
|
||||
|
![]() Quote:
| |||
|
#12
|
||||
|
![]() Quote:
| |||
|
#13
|
|||
|
![]() I don't understand the previous post.
| ||
|
#14
|
|||
|
![]() I was getting theoretical. I'd say parse them to find out for certain.
| ||
|
#15
|
|||
|
![]() Dual wield checks occur whenever offhand delay is recycled. It is unrated to primary hand delay. That is the reason why sometimes you will see a combat round that seems to be offhand only. Double attack for offhand works the same way ^^
| ||
|
#16
|
||||
|
![]() Quote:
| |||
|
#17
|
|||
|
![]() I'm talking about double attack firing off of a successful dual wield. It starts at 150 skill.
| ||
|
#18
|
|||
|
![]() Which is one of the reasons why dual wielding sucks until higher level. That and damage bonus being non-existent or weak.
__________________
Green
Tofusin - Monk <Force of Will> Manowarr - Druid Blue Tofusin - 60 Monk <BDA> Shiroe - 60 Enchanter Manowarr - 60 Druid | ||
|
#19
|
||||
|
![]() Quote:
If you were saying you would use the JM mainhand to get more frequent dbl atks on your mainhand that makes sense if you want to see more frequent atks, but since the base dps is not better, you'd just be eating more Dmg shield/riposte while building hate more quickly ^^ In other words if x !> y, then 2x is still !> 2y ^^ | |||
|
#20
|
||||
|
![]() Quote:
I have always been under the impression that the damage calculation was a combination of your damage bonus + variable damage. Variable damage is calculated based on several factors including your weapon damage, target AC, and your dice to come up with a number between 1 and X, where X is the maximum variable damage from the weapon. So say I have a damage bonus of 5 and two weapons that gives variable damage between 1 and 20. My MH will hit between DB + VD = 5 + (1 to 20) = 6 to 25. This is why MH weapon hits will never hit for less than Damage Bonus + 1. The same weapon in my off hand will hit only from 1 to 20. | |||
|
![]() |
|
|