Divinity: Original Sin 2

Divinity: Original Sin 2

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dual wield perk investment worth?
playing a rouge with some investment in poly and was wondering if their was a point in time i should consider taking points in dual wielding or if i should just max scoundrel and poly
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Showing 1-15 of 28 comments
Leoscar Sep 5, 2018 @ 9:56pm 
Ahem. Put point FIRST into dual wielding. Then scoundrel. Unless you have a mage always max the weapon skill.
gimmethegepgun Sep 5, 2018 @ 10:07pm 
Weapon skills are additive bonuses alongside attributes and buffs. Warfare (and other elemental skills) and crit damage are multiplicative, which is better. Only take dual wielding if you want the dodge it gives, otherwise hit up Warfare first and then Scoundrel (for damage, anyway. Scoundrel's movement might be of greater value than somewhat increased damage).
Last edited by gimmethegepgun; Sep 5, 2018 @ 10:12pm
yilv Sep 6, 2018 @ 5:22am 
Just to make it clear:

Damage=Weapon Base*(1+(((Int/Ste/Dex)+(Dual/Onehand/Twohand/Ranged)):5)+(any Buffs apply at this point)*(Warfare/Elemental)*Critbonus
Stabbey Sep 6, 2018 @ 6:19am 
If you're building a Rogue around Dodging, that's a perfectly valid method to take, you can get a good amount of Dodge % from equipment, I was up to 50% dodge by level 13.

A Dodge-Rogue should be a Dwarf (5%), take Parry Master (10%), and eventually go for max Dual Wielding (10%). Look for Dodge % on belts and boots (I found 7% each).

A couple points into Aero for Uncanny Dodge, as well as Netherswap, Teleport will help, as will one point into Huntsman for Duck Duck Goose (and maybe Erratic Wisp).
Last edited by Stabbey; Sep 6, 2018 @ 6:20am
Pyromus Sep 6, 2018 @ 8:45am 
Originally posted by Leoscar:
Ahem. Put point FIRST into dual wielding. Then scoundrel. Unless you have a mage always max the weapon skill.
Noooooooooooooo. Only weapon bonus to prioritize before standard combat abilities is 2handed because it's like adding str and scoundrel. Only go into dual weilding if you have scoundrel and warfare maxed out (LW only really) or if you are specifically trying to build for dodge.
Northturtle11 Sep 6, 2018 @ 8:46am 
wait i should take warfare over soundrel?
xanraal Sep 6, 2018 @ 9:06am 
Originally posted by davemytnick33:
Noooooooooooooo. Only weapon bonus to prioritize before standard combat abilities is 2handed because it's like adding str and scoundrel. Only go into dual weilding if you have scoundrel and warfare maxed out (LW only really) or if you are specifically trying to build for dodge.

This is 100% correct as i understand it.

Edstyles Sep 6, 2018 @ 9:55am 
Yes it's worth specially abit later ingame
Qiox Sep 6, 2018 @ 10:48am 
Originally posted by Northturtle11:
wait i should take warfare over soundrel?

Warfare does not scale only your base damage. It scales all other bonuses as well as the base damage. It is the strongest damage skill you can invest into for any melee (str or dex based), as well as bow damage.
Chaoslink Sep 6, 2018 @ 11:25am 
Originally posted by Northturtle11:
wait i should take warfare over soundrel?
A necro mage stacking INT should have more Warfare than any other skill. Same goes for an archer or ANY other physical damage build. Warfare will add more damage per point that *any* other skill. Only put into dual wield if you want the dodge. Otherwise don’t put anything in it and just stack warfare then scoundrel.
Skatters Sep 6, 2018 @ 11:38am 
in Addition to the fantastic damage boost from warfare (a must) it gives your rogue some great CC ability, such as knockdown. If you see "physical" as an element, like fire or water, then Warfare is its corresponding school.
Fendelphi Sep 6, 2018 @ 11:53am 
A thing to consider. A weapon skill increases both physical and elemental damage of said weapon type, while Warfare(or the appropriate magic school) only increase physical(or elemental).

Also, a weapon skill adds something other than raw damage. Dual wield adds more dodge, which means overall less damage taken.

The total damage difference between Warfare and a weapon skill, is about 10%, so it is not like you "Have" to max Warfare. Having 10 dual wield and 2 in warfare will net about the same result as having 10 warfare, while being able to exploit elemental weaknesses and getting the additional dodge.
Last edited by Fendelphi; Sep 6, 2018 @ 12:05pm
Mexi Sep 6, 2018 @ 12:07pm 
Hey guys, using a pryo master of sparks build with 2 1 handers I was wondering if taking dual wield affects damage from the master of sparks proc on mobs or if i should just continue speccing into pyro and int.
gimmethegepgun Sep 6, 2018 @ 12:40pm 
Originally posted by Northturtle11:
wait i should take warfare over soundrel?
For physical damage, yes. Both add a multiplicative 5% damage, which makes them better at increasing damage than attributes or weapon skills (other than 2-handed), but warfare is adding the 5% onto 100% (normal) damage while scoundrel is adding 5% onto the base 150% crit damage. At 10 warfare and 0 scoundrel you'd deal 150% damage normally and 150%*150%=225% damage on crits, while at 0 warfare and 10 scoundrel you'd deal 100% damage normally and 200% damage on crits.
Now if you're using substantial amounts of elemental damage that can crit (so damage added onto weapons, or spells with savage sortilege) the crit damage could get you more, but as a rogue nearly all of your damage will be physical. Scoundrel is definitely your second best option for increasing damage, however, so you'd want to increase it after Warfare is maxed (and, again, the movement may be of some value to you, and obviously ability requirements for your skills means you want a few points regardless)
xanraal Sep 6, 2018 @ 3:49pm 
Ranger was the same, i took the points i wanted for skills and then max out warfare first for the highest damage increase over elevation damage from huntsman, and then switch back to huntsman. In hindsight i didn't check out bow though. Maybe i should have went bow over huntsman even though elevation bonus is pretty sweet. This time i'll check that out.

Rogue same, points in scoundrel as needed for skills then max warfare first before switching back to scoundrel. Then dual wield lastly unless you scpecifically wanted to increase dodge.

Fighter though i went warfare for skills and then maxed out 2 handed for damage output first, then back to warfare. ikr? lol
Last edited by xanraal; Sep 6, 2018 @ 3:53pm
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Date Posted: Sep 5, 2018 @ 9:19pm
Posts: 28