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
Two-handed on the other hand is essentially 2x the damage of one-handed from the start. After you max Warfare, raising the Two-Handed ability will increase your overall damage more than what raising Dual Wield will.
Thats really sad to hear IMO because i think dual wield looks so much cooler than a 2hand weapon but since im playing tactician the damage gap might be too big
It would be cool if dual wielding would scale with 1handed, as it is essentially that, so in return to doing less damage you would still have the option to swap out the offhand for a shield if needed and still get the benefits from one-handed
is a comparison on youtube where a fellow compares them at high level and two handed does more damage outright isn't any real comparison. HOWEVER! DW gets more dodge thus is a bit more defensive... so both are viable one just happens to be better for raw numbers.
Seriously, the whole point of dual wielding instead of using a shield is for damage anyway.
Yes and no, because this is only the case if the dodge actually procs, if it doesnt you get the same damage
Im not talking about full maxed endgame chars with like 90% dodge im talking about the progression phase where you will most likely have 10-20% dodge at best.
alright thanks, i might not specialize in either and just swap out for whatever is the best weapon i get at that point :)
Points in 2H give you 5% damage and 5% crit multiplier. This is the most generous damage scaling in the game.
On top of that warfare scales better than anything due to physical having no resists and because it affects base damage.
HIgh strength+high warfare+ a handful of points in 2H= one shot pretty much everything.
Now granted I think they just nerfed Anathema so that it breaks with weapon attacks but still 2H is stupidly broken compared to everything else.
You mean specifically for Warrior types, and only at end game. Two-Handed builds lag way behind Scoundrel builds for over two-thirds of the game and don't even start becoming close to equal until late Act 3. Rangers are better than anything from start to finish too aside from cases where you need to kill a boss before it gets a turn (which a Rogue can do no problem).
http://divinityoriginalsin2.wiki.fextralife.com/Runes
Stock up on Mystical Frames. They are easily the best frame type. They give you +Warfare or +Two-Handed to armor, and +Dual Wielding or Two-Handed for weapons (although +%damage + WITS is superior).
i suggest to use dual wield and max warfare and dual wield skill
don't forget about wits and other buffs for critical chance
dual wield is amazing
Rangers only do big damage when they have the highground AND have lots of points invested in huntsman+warfare. I have tested this in DM mode and you come out ahead only when you have more than 20 points in huntsman. The problem with rangers is that bows do less base damage than 2H weapons.
Please look again at 2H scaling. For each point you get 5% damage and 5% crit. This is on top of the 5% base damage you get per point in warfare.
I am currently in act 2 and my warrior has something like 1500 base damage. On top of this he is using a 50% damage cleave axe. So I can jump in front of my warrior with my caster (using huntsman skill), neither swap someone to his location, then teleport another guy to his location. Then on my warriors turn he does a regular swing and hits 5 people. If someone walks away he can get an attack of opportunity and hit all those people off his turn (and teleport the guy who left right back before swinging).
Rogues may be better in act 1 but they are not better in act 2 as health pools get big.
Only come out ahead with twenty in Huntsman? Uh okay. How about you actually test these things by playing the game, and not setting up DM dummies where a Warrior starts placed right next to whatever they want to hit? Throughout the game Rangers end up doing more total damage, as well as taking out most enemies faster simply because of all of the AP they can spend on actually using skills instead of having to move. On the fights they can't get the high ground bonus, their damage will obviously be worse, but until very late game they will still be better than a Warrior, even flat footed. You have no idea what you're talking about. Best case scenario doesn't equal 90% of the game.
It's stupid too that you bother even bringing up how Rangers "need" Warfare, but act like the fact that Warriors need it just as much is somehow an advantage for Warriors.
Both put 10 into Warfare before anything else other than the two in Huntsman a Ranger needs. After that, the Ranger boosts Huntsman/Ranged while the Warrior focuses on Two-Handed. Also, each point in Huntsman adds more damage (when elevated) than Two-Handed. Two-Handed is additive, while Huntsman and Warfare are multiplicative.
Your Warrior also doesn't have 1500 base damage in Act 2 unless it's a Lone Wolf build. You also aren't hitting "five people" when almost all encounters are setup in which enemies only come in pairs of two typically, and only when fights drag out do you start seeing them clump up into groups of three or more. You literally have no idea what you're talking about. Rogues (until the Chicken nerf anyway) could take out any single non boss enemy in the game on their first turn and eventually you would stop using that combo anyway because better burst damage (outright killing) options open up.
Steam screenshots are a thing too...