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
It's definitely not a "must have" talent.
At least that's my experience with melee fighting.
You sum the damage on critical scores and purpose of hitting as one.
If the pistols are identical.
This has other side effects on machine pistols with spread of fire where you sum the damage but reduce the spread of fire and recoil by(rounded) half.
6 bullets from 1 pistol become 3 + 3
3-5 *3 = 9-15 *2 = 18-30
6-10*3 where each shot is a twice shot 3 times.
Recoil 15 ≈20/2 = 10
+ 1 AP still stand
Range is the same
Sniper rifle will still kill everything at distance but so does your machine guns in close range.
Less bullets reduced the RNG by 50%
Because you are shooting with two machine pistols at once. Have anyone a clue how fast these things are shooting?
You reduced the time to hold the button twinfold.
Advantage? Everything that increase critical damage is increased from 3 to 6
200%
But you still have to stand X meter away and fire the guns at people in cover and the amount of bullets in the cartridge is the same.
This is your disadvantage. You shoot less bullets at target but you consume bullets 2x times.
What this does is converting autopistols into pistols and increase raw damage.
For dual weapon you increase buffs on items by 2
Parry 10%= 20%
No damage buff.
But it stack on bleeding from axes dealing bleeding 2.0
Dual wield also works best if you have an offhand that benefits from your mainhand IE your mainhand applies venom and your offhand does mega bonus dmg to venom targets.
Still seems less effective than force Attacks of Opportunity tho which seems to be the best way to play offensive tanks, or just Siphon 300 life per attack with Heinrich.
That can work too and is very similar to how they expect tou to play Ulfar, though you can also accomplish this with weapon swapping and powers to use 2 handed weapons 1 square away instead of dual wielding.
Arch Militant is well designed to dual wield a Gun and Melee weapon as the Versatility ability stacks rather quickly when using different 1h weapons.
Assassin does ok with it too but its more about applying status with one hand and doing dmg with the other.
Because the attack limit gets reset when you activate wildfire. (for example if you have 0 cost wildfire, you can shoot normally for 2AP, activate wildfire for 0AP shot, then shoot normally again for 2AP)
So grab some actually good weapons instead of watered down 1hand weapons. Actually you just need one gun and the free/lowcost reload skill.
Might be a bug but hey it works. (also wildfire is available every time arch militant gets a "no attack allowed" turns)
It works just as well with alternating single and burst shot.
there is even 2 pieces of gear that both add +1 to rate of fire. so dual weapons can make sense in that case;
especially if you are going soldier into master tact. you can do insane dmg. but if dont build for it you will have to respec.
Argenta does not need it, she gets a lot of attacks each round, in my case like 7-9. Heinrik or Abelard benefit from it, though. So it depends on what you did with your companions. It is also a consideration if you have "until end of turn" abilities which buff an extra attack.