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Combat Events: Skills

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framer
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Combat Events: Skills Empty Combat Events: Skills

Post by Helfdane Mon Oct 22, 2018 10:26 pm

Why is 2h skill never a factor in combat events? It seems that all that matters is having two daggers equipped. Nothing else seems to matter.
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Post by Lord Arogandor Tue Oct 23, 2018 3:20 pm

I agree with that Helfdane. As soon I have time I'll try to add the effect of 2 handed fighting. We can only hope this get's done before the halloween starts.
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Post by Helfdane Thu Oct 25, 2018 6:54 am

Two Handed Fighting: Increases the chance to double weapon dmg.

Is that the bonus?

Also, I notice that if you have a two handed weapon, you only show your skills once under Your Combat Equipment, but it lists twice with 1h weapons. Are these skills multiplied only for 1h weapons? If you get 1 more damage per combat skill point, will someone using two daggers with 20 skill in dagger fighting get 40 damage, whereas somebody wielding an crude axe with 20 axe fighting skill would only get 20 damage?
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Post by framer Thu Oct 25, 2018 12:32 pm

I'm also curious about that second question.

And some additional skills I was wondering about:
Do the Melee (+0.5 dmg per hit) and Dual Wielding (+0.83% to hit with your offhand) skills keep their regular effects during the event?
Do Piercing/Crushing/Slashing have any effect?

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Post by Lord Arogandor Thu Oct 25, 2018 1:15 pm

When having 2 single handed weapons equipped, you use both of them constantly.
So your damage is based on weapon A(incl skills) + weapon B(incl skills) which is a huge difference with 2 handed weapons where you only have a chance to double your damage.


This current system as just described will still be changed for the event in 2 days. Just like having a 2handed weapon, there will be a chance (based on your Dual Wielding) to use your additional weapon/shield. Which should bring more balance between the 2handed fighters and the fighters using dual wielding.


Melee, Piercing, Crushing & Slashing have no effect during the event.
Dual Wielding will now have effect, similar like the two handed fighting.
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Post by Helfdane Sat Oct 27, 2018 1:56 am


Melee, Piercing, Crushing & Slashing have no effect during the event.
Dual Wielding will now have effect, similar like the two handed fighting.

Primary combat Skills: Increases your damage by 1 for each point.


Secondary combat Skills: Increases your damage by 1 for each point.

Your Combat Equipment:
Right Hand: Bandalf's Staff
Staff Fighting: 23.000 +5
Parry: 1.000 
Crushing: 1.000 


Crushing has no effect?? Does Parry increase damage by 1?
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Post by Cpt_Coot Sat Oct 27, 2018 7:02 am

dang, should change the help file to say slashing, crushing, and piercing have no effect... always thought they counted since they show up in the event text.  Guess I'm spending a good chunk of 1st day stamina re-racking combat skills into cleaving, a skill which has no effect.

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Post by Lord Arogandor Sat Oct 27, 2018 9:53 am

Dear Seekers, I updated the fighting script for the event:


1) Seekers equipped with 2 weapons (including shields) will use always their right weapon + have a chance* to use their additional weapon. This is different from previous combat event where you always used both hands.
2) Seekers using a two handed weapon have a chance to double their damage of that weapon, the chance* this happens increased compared with previous combat event.
3) Each weapon/shield has a possible 4 skills attached:
- The primary skill (displayed on the weapon itself being Sword Fighting, Dagger Fighting,...)
- Secondary skill (also displayed on the weapon itself being Backstabbing, Killing Blow, Parry,...)
- Damage Type (Slashing, Piercing or Crushing) now also displayed on the weapons
- Combat Type (Melee or Ranged) now also displayed on the weapons.


Each of those 4 skills add up on a weapon.
So for example a normal dagger uses the Dagger Fighting, Backstabbing, Piercing & Melee Skills of a Seeker to count the damage.
My earlier statement here that the Melee, Ranged, Slashing,.... have no effect is no longer valid.


* The chances
- you will double your damage with Two Handed Weapons is : 10% base + 0.4% for each point on the Two Handed Fighting Skill.
- you will use your left hand is 10% + 04% for each point on the Dual Wielding Skill.


I hope this adds a little more liberty when picking your weapon and ads some more balance.


Last edited by Lord Arogandor on Mon Oct 29, 2018 5:28 pm; edited 1 time in total
Lord Arogandor
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Post by Cpt_Coot Sat Oct 27, 2018 11:28 am

That does sound more balanced, thanks aro. Wish I wouldn't have reset most of them already with pralines I've I read this this morning Razz

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Post by Helfdane Sun Oct 28, 2018 7:44 pm

Whenever I "Use Two Hands!" the damage doesn't seem to be any more. It states that my Weapon Damage is doubled. So, it changes from 1-2, to 2-4?
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Post by framer Sun Oct 28, 2018 8:24 pm

Seems to be the same for Dual Wielding procs, don't notice a difference with my regular attacks there (criticals clearly double the damage and first strike adds an additional hit).

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Post by Cae Indru Fri Nov 02, 2018 6:44 pm

For me is clear that Dual Wielding is not activated in this Halloween Event because:
- I didn't notice any damage increase when dual wielding was triggered
- my second weapon didn't suffered any condition loss and i did around 150.000 damage using the same weapon.

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Post by Mena32 Mon Nov 26, 2018 1:28 pm

daggers also have very low base damage compared to two handed weapons. now they get double damage on top of that?. seems i gotta switch to 2handed weapons... i very much dislike being forced into 1 combat style and 1 armour style because its (overpowered)

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Post by AxineeHearth Wed Dec 05, 2018 11:58 am

What's annoying is that 2h weapons are kings when killing critters in the realm (I do 50 % more damage with my 2h axe vs my more expensive grail carnifex axe), while 1h weapons rule events.


That means I have to spend lots of stamina (and bronze) to change between the two setups before and after events. Some skills do also not give any bonuses during events, like charging. But charging is pretty useful otherwise. I wish for a solution where we are not forced to change setup before events.

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Post by Helfdane Wed Dec 05, 2018 5:24 pm

I agree completely.
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