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
Dueling is the safe choice, TWF is the aggressive choice.
The handy dispel.
I remember the first time I played this game, I had no idea how the D&D rules worked, 2d6 was beyond my understanding. I also didn't see the point to Dueling so I always used TWF in playthroughs.
But after having played a good deal of D&D games, 2nd and 3rd edition I now better undestand the importance of BAB, AC, DC and number of attacks.
Given the fact that the off-hand weapon does not see much action per turn, for my 4th playthrough I chose to go with Dueling and a Scoundrel for high AC. It's working out fine so far.
One death to Bendak (1 sniper shot + 1 power attack in a row = very dead scoundrel) and three to the Sigh Governor...
A defence of mid twenties or even low thirties is not particularly difficult to hit even midway to two thirds through the game depending on attributes, lightsaber crystals, belts and gloves. Worst case scenario, as in Taris, you use a concussion grenade(s) against the tougher enemies and then unleash flurry attacks for a quick finish.
For me personally, I use two-weapon fighting when I get a double-bladed saber (usually on Tatooine, my first stop from Dantooine) with flurry and Force speed. It's a highly effective combination against any threat and can generally kill most enemies in a single attack later on. Obviously I get the master level of each.
What's more interesting is looking at how valuable the +3 Defense of Master Dueling is in practice, especially against the value of DPS difference between D and TWF. This depends on enemy Attack (to hit) versus your Defense value (ignore the +3 from MD), and compare that against the results from the DPS math. What you will likely find is that TWF offers better DPS unless your chance to hit gets fairly low (like <50% or so). The value of MD's defense is better the higher your overall defense already is, unless it's already high enough that you have 15% or less chance to be hit by your enemies (because in that case, at least the last +1 of its effect does nothing thanks to 5% min chance to hit; this is because if they roll a 20, they will hit you regardless of your defense value. Likewise at the other extreme, your chance to hit them can never exceed 95% because you can roll a 1 and automatically miss, regardless of how low your target's defense is).
The general takeaway, without doing the math, is that Dueling is a lower DPS, higher durability style compared to TWF. Since Dex boosts both defense and (if Dex mod>Str mod), to-hit with lightsabers, Jedi that focus Dex can get the most out of Dueling by being nearly untouchable and hitting very reliably (this also works really well with Critical threats and Crit dependent damage/effects). Moreover, combining that with effects that lower enemy defenses can make the strategy even stronger. TWF, by contrast has less synergy with Critical hits, but also benefits from debuffed enemy defenses helping to overcome any lack of to-hit due to 0/-2 or -2/-2 to-hit from TWF (and this issue is MUCH worse before you get to Master TWF, btw). At the same time, the additional attacks and the fact that Strength gives both to-hit (if Str mod not < Dex mod) and damage to lightsaber attacks means that TWF can get more out of Str focus than Dueling builds, but Str does not bolster defense like Dex does (again this shows why TWF is more DPS over tank, whereas Dueling is more tank over DPS). Flurry and Knight/Master Speed are also a bit more useful to Duelists than to TWFs because TWFs already have 2 attacks instead of 1, which means that the marginal utility of additional attacks is lower for TWFs.
• +1 attack is not 5% to hit. The % to hit is based on the enemy's AC. Hence, +3 attack is NOT 15% to hit.
• Similarly, +1 AC is not -5% to get hit.
1 attack bonus vs 10 AC is 60% chance to hit (d20 roll, 12 out of 20 lead to a hit)
2 attack bonus vs 10 AC is 65% chance to hit (d20 roll, 13 out of 20 lead to a hit)
It's a flat 5%.
If you have a 20% change to hit a foe. With an extra 3 attack bonus you will have a 35% chance to hit.
If you have a 95% change to hit a foe. With an extra 3 attack bonus you still remain at 95%.