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  #11  
Old 05-20-2010, 10:09 AM
Phallax Phallax is offline
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I remember somthing like this, cant remember the details but off hand delay didnt matter it was an off hand check in itself not a weapon delay check
  #12  
Old 05-20-2010, 10:16 AM
guineapig guineapig is offline
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I'm having trouble finding anything to confirm this other than random posts by people on threads which I don't consider to be valid proof. So maybe I'm completely wrong about this one but back on live I was learning this stuff from the raid ranks on my server.
/shrug
I'll keep researching
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  #13  
Old 05-20-2010, 10:17 AM
Akame Akame is offline
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Quote:
Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
This explains why what people were telling me about offhand weapons never sounded right. They keep saying "put the best possible ratio in offhand" which is the same thing any sane person would say to use for the main hand.

I distinctly remember people using the hardest most bad-ass 1-handed weapon they could find into their offhand regardless of the delay but on this server people are doing the opposite.
This was usually explained as a dmg bonus issue. Hardest hitter in the primary because you got a damage bonus in the primary hand, best ratio in the offhand because there was no damage bonus on a weapon in the offhand so you didn't get as much benefit out of the harder hitter of the two being in this hand.

You also wanted the slower weapon in your primary because you could not purchase AA's to make the primary hand swings un-repostable. 5/5 Slippary Attacks AA's made your offhand swings 100% immune to Riposte, so you can swing until kingdom come with your offhand, no additional incoming damage. Slowest hardest hitter gives you the most for your money on the primary hand with the least amount of incoming damage.

We try and mitigate damage as much as possible as tanks, cause that's what we do [You must be logged in to view images. Log in or Register.]
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  #14  
Old 05-20-2010, 10:19 AM
Yoite Yoite is offline
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i think how it worked on live is your dual wield attacks were like a proc off of your main hand swings. On emu, it seems to be two independent swings which are each effected by the weapon delay equipped in that hand.
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  #15  
Old 05-20-2010, 10:31 AM
Skaff Skaff is offline
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I vaguely remember the offhand finally becoming independent after a certain point... but I have no clue when.
  #16  
Old 05-20-2010, 10:39 AM
guineapig guineapig is offline
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Quote:
Originally Posted by Skaff [You must be logged in to view images. Log in or Register.]
I vaguely remember the offhand finally becoming independent after a certain point... but I have no clue when.
This is true, if you look at any current EQ forums they confirm this to be the case.

We just don't know when this change took place exactly and what the formula was before the change.

Personally I don't care either way, I just like doing EQ investigations. [You must be logged in to view images. Log in or Register.]
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  #17  
Old 05-20-2010, 10:43 AM
razorz razorz is offline
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Everytime your main hand hits, you have a chance to dual wield and double attack. This is why there is a "skill" for dual wielding, otherwise you would just train 1 point and it would work. This is also why you dont always swing your offhand, even if it only has an 18 delay while your main has a 22 delay.

It's probably reasonably simple to recode that part of the emu mechanics, if they wanted to do so. It's similar to a dice roll:

Main hand swings roll dice based on dual wield skill, high enough dice roll, offhand swings, another dice roll is done to check if main or offhand are going to double attack as well.
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  #18  
Old 05-20-2010, 10:52 AM
JayFiveAlive JayFiveAlive is offline
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It's definitely true, but yeah I go no source to back it up other than thats how it was when I played during classic.

Usually you wanted a nice fast weapon in mainhand and off hand you wanted highest damage regardless of delay in your offhand. It's good to know that is not the case right now as it really changes my weapon build (as I am sure it does a lot of people). Hopefully we can find a source to prove it and get it changed!
  #19  
Old 05-20-2010, 10:52 AM
Dantes Dantes is offline
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I'll throw in my hat as somebody who remembers this bug existed - although just like everyone else I'm unable to find any old details.
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  #20  
Old 05-20-2010, 10:56 AM
Akame Akame is offline
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The question (or complaint) that I think the original poster is trying to say is, was it a bug? or was it as "intended."

If it was a bug, Rogean has already said they'll be proactively fixing actual bugs in the game ahead of verant schedule because they should have been fixed by verant earlier. If it was working as intended, then we can pay attention to the OP and discuss classic vs not.

Frankly for this argument, I am with "not."
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