Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And they're lighter, so maybe there's something to that, at least for Fairy players or those trying to keep below the Heavy Armor threshold.
Plus, I guess if your DEX is your strongest stat, it could be desirable.
You can also use bow as side weapon to further train your dex
but well this is my first char ever so
A rubyness wazaki in my chest has +4 damage and +32 hit and 20% pen no enchantment, similar 5x multiplier but much less damage. Amazing for an offhand dual wield.
The material and quality make all the difference. Dual Wielding and melee in general has a very rough time hitting things above LVL 50 nefia without debuffs. They're fine you just haven't gotten enough experience with them. Unironically the higher HIT bonuses of smaller short swords pairs well with katanas which have a nice middle ground of penetration that can range around 25% with the Muramasa going to 60%.
A claymore I have does +16 damage and +2 hit, but after lvl 50 good luck hitting anything compared to having the luck dagger or the wazaki with or without 2handing it.
Generally speaking late game you run Weapon+Shield if you find a really good shield. Otherwise you only want to be 2 handing because of hit chance/multiplier. Dual wielding and melee in general is in a rough spot because a well leveled mage doesn't care about hit chance, which means the only limiter is damage scaling as opposed to all the other melee calculations. Magic scales based on stats and level, no hit rolls . . . just resistance checks. Cast failure as a dedicated mage should be a none factor
Play the character you want to play. I started off wanting to play a monk with fist weapons, but 200 hours of no fist weapons is unfun . . . so bad rng pushed me into swords, dual, and shields.
Keep in mind the game might show you 150% hit, but thats before each individual enemy state and specific combat calculations........... Having 200-300% hit might miss most of the time deep in the void
None of the weapons are really bad in general except I think Martial Arts if you make it your focus, but I'm not sure of that really.
Their dice count and face values don't work like normal. What they actually do is, the dice count is added to the dice count of Unarmed attacks, the face value used for calculating the attacks becomes the weapons' face value plus half of the face value of Unarmed attacks, and armor pen is the weapon's armor pen plus Unarmed attacks' pen.
This is why they have terrible-looking stats, because they're doing something completely different.
That said, I haven't had much luck using the archetype myself compared to yeeting copious amounts of ice arrows like my magic character, but that character is still relatively new so will need to give it more time before I give it a proper personal assessment.