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Two handed vs Two weapon

DraconusDraconus Member Posts: 24
Always believed that by the end of ToB two weapon would be better. However having just finished my first playthrough of EE I've found that the +6 Ravager Halberd is probably better than any two weapon combination especially since Flail of Ages has been nerfed.

I thought my Korgan was pretty much unstoppable and the strongest member of my party bar in my protagonist. However, my Korgan has 5 stars in Axe, 5 stars in Warhammer and 3 stars in Two weapon style. He's equipped with Crom Faeyr and Axe of Unyielding in each hand. My Dorn has 2 star in Halberd and 2 star in two handed style equipped with Ravager +6. When I order them to fight Dorn wins everytime with the Ravager +6. I've done 5 fights with both on greater whirlwind. 4 times Dorn has won and once Dorn and Korgan have killed each other.

I don't remember Ravager +6 in the original game (before EE) was it always there and is it now the best weapon in the game? I can't see any two weapon combination being better than it...?
Post edited by Draconus on
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  • LathlaerLathlaer Member Posts: 475
    edited December 2013
    Because of Greater Whirlwinds a short fight against a boss (or, in your case, against another NPC) a two handed weapon will probably be better (depending on the weapon of course, but two handed has some really kick ass stuff). Doesn't matter if you dual wield or not since your number of attacks will be 10 regardless.

    If you did a test without Whirlwinds, however, the outcome might be different. Especially when fully buffed. There are some specialists on these boards who will tell you how to achieve 8-9 attacks per round consistently over long periods of time (with improved haste, multiple rounds). I suppose even Ravager won't save you then.

    That's speaking pure mechanics.

    I don't like belm or kudane swords nor do I enjoy the concept of taking them for the sake of extra attacks. Thematically I enjoy two handed weapons more. By far - be it halberds or two handed swords.
  • tennisgolfbolltennisgolfboll Member Posts: 457
    Give korgan foa and def of easthaven and he will win 100 times out of a hundred unless ravager has an unsaveable 10% kill chance. Then give korgan foa and hindos doom and he will win 100 times out of a hundred.
  • Dzuk5Dzuk5 Member Posts: 129
    edited December 2013
    Draconus said:

    Always believed that by the end of ToB two weapon would be better. However having just finished my first playthrough of EE I've found that the +6 Ravager Halberd is probably better than any two weapon combination especially since Flail of Ages has been nerfed.

    I thought my Korgan was pretty much unstoppable and the strongest member of my party bar in my protagonist. However, my Korgan has 5 stars in Axe, 5 stars in Warhammer and 3 stars in Two weapon style. He's equipped with Crom Faeyr and Axe of Undying in each hand. My Dorn has 2 star in Halberd and 2 star in two handed style equipped with Ravager +6. When I order them to fight Dorn wins everytime with the Ravager +6. I've done 5 fights with both on greater whirlwind. 4 times Dorn has won and once Dorn and Korgan have killed each other.

    I don't remember Ravager +6 in the original game (before EE) was it always there and is it now the best weapon in the game? I can't see any two weapon combination being better than it...?

    ravenger was always in ToB but it look diferent

    image

    IT is better version of Silver Sword from SoA witch i give to dorn or Sarevoc

    also i think the Axe of the Unyielding +5 in BG2EE is downgraid in bg2 has 10% chance of instat kill. now has 10% but enemy can make save throw sacks;P

    in may opinion SoA two weapon stayl rulzz but in ToB is tie bitwen those profections
  • DraconusDraconus Member Posts: 24
    Thanks for the responses guys.

    tennisgolfboll - excuse my ignorance but was is def of easthaven?
  • tennisgolfbolltennisgolfboll Member Posts: 457
    Flail that gives 20% melee dmg resist.

    Does not dorn auto kill korgan as ravager has 10% no save death effect?

    If so def of east wont help but hindos doom and foa will still come out untop
  • tennisgolfbolltennisgolfboll Member Posts: 457
    And FoA wasnt nerfed. What do you mean?
  • tennisgolfbolltennisgolfboll Member Posts: 457
    Finally the greatest adv of two weps is early and mid game. Still better in tob but by much less.
  • DraconusDraconus Member Posts: 24
    I thought Flail of Ages stops haste now??
  • tennisgolfbolltennisgolfboll Member Posts: 457
    Didnt it always do that? If not that was a bug. Yeah that sucks but by the time you get +5 you should have a ton of whirlwinds
  • tennisgolfbolltennisgolfboll Member Posts: 457
    Besides bugs are baaad.
  • DrayenDrayen Member Posts: 127
    two weapon is definitely better, for greater whirlwind though, you remove the advantage of dual wielding since your APR is set to 10. For greater whirlwind, you just want the highest damage mainhand weapon you can get, in that situation, your offhand is only good for the additional benefit it can give, such as flail of easthaven.
  • tennisgolfbolltennisgolfboll Member Posts: 457
    FoA is a single handed weapon and its slow effect so niccccceeeeeee. It will still deal more dmg than two hands cuz of its elemental dmg
  • LathlaerLathlaer Member Posts: 475
    @tennisgolfboll
    I've seen a Dev saying that the Free Action effect always stopped haste and they chose not to change it in EE. What they did change is Keldorn's armor which initially allowed haste effect but that was a bug.
  • RealReal Member Posts: 68
    edited December 2013
    Before you actually get whirlwind, wielding two weapons tends to be superior than wielding a one-handed weapon, simply due to the extra 2 attacks per round conferred by wielding belm/scarlet etc in the offhand. And if you're going to be doing things like throwing improve haste on your fighters, then this gap becomes even more ridiculous as it doubles your base APR.

    The competition becomes much more even once you get whirlwind since it sets APR to 10 regardless of what your base APR is. However, as others mentioned, improved haste means that dual wielders can also achieve similar number of APR without using whirlwind and it lasts longer too. Moreover, they can simultaneously take advantage of the critical strike HLA (although at that stage of the game, this just means killing nameless mobs faster since most bosses are immune to critical hits) and weapons such as DoF increases your beefiness like no other two-handers.

    Having said all of that though, I still prefer two-handers over dual-wielding. I hate prebuffing each of my fighters individually with improved haste and would rather have my mage just cast normal haste to save time and speed up the entire party. I also like keeping ranged weapons on my fighters (be it throwing weapons or bows) and wielding two-handers means easily switching between quick slots without having to manually equip and unequip the offhand weapons which dual/shield wielders would have to do.

    So is two-weapons superior to two-handers? Yesh. Especially with improved haste. But I'll have my character wield Lilacor, Carsomyr, Dragon's Breath, Impaler etc anyday over this silliness:

    image
  • The funny thing is, depending on the save vs. poison of your target, Flail of Ages alone still does more damage than Ravager during whirlwind. Part of the problem two-handers have is, contrary to what you might expect, they aren't actually more damaging than one-handed weapons to any significant degree. You give up all the potential uses for that second hand for not very much in return.
  • tennisgolfbolltennisgolfboll Member Posts: 457
    Save vs poison on FoA? It just deals elemental damage no saves, resistance works ofc
  • DraconusDraconus Member Posts: 24
    edited December 2013
    A lot of people have said that Greater Whirlwind really makes the off hand weapon a bit pointless aside from weapons like Defender of Westhaven with 20% reists, Yamoto with +1 AC or weapons with an extra attack. If this is the case is sword and shield style a good option for when you get a lot of greater whirlwinds, given that some of the better shields give you +5 AC?
  • @tennisgolfboll I'm referring to the extra damage on Ravager if the target fails a save vs. poison.

    @Draconus The problem with the "better" shields is that AC becomes irrelevant in the late game as enemy THAC0 gets super high. That's why people bring up the Defender of Easthaven: 20% physical resist is a lot more useful than AC against a late game melee monster that's going to hit you regardless.
  • DraconusDraconus Member Posts: 24
    I see, I should really know this already, but does AC only affect your chances of being hit or does it also affect how much damage you take?
  • LathlaerLathlaer Member Posts: 475
    No, AC only affects your chances of being hit. No damage reduction.

    You might want to take shield only if you are interested in additional effects which are granted by some of them. Shield of Harmony comes to mind with immunity to charm, confusion, domination and hold. That alone might be useful.

    Still, there is little point in investing points in the style: it only affects your AC against missile weapons. Weak if you ask me.
  • Dzuk5Dzuk5 Member Posts: 129
    edited December 2013
    Draconus said:

    I see, I should really know this already, but does AC only affect your chances of being hit or does it also affect how much damage you take?


    only chances. dmg reducers are:
    fail of easthaven 20%
    cleric spell armor of faith 5%-25%
    worior HLA 40%
    Jan jansen armor 25%(only jansen use)
    classes Barb 10% on 11 lvl and 20% on 19 ; Dwarfdef. skill 50% plus every 5LVL 5% to max 20%
    Haer'dalis his deavils res 15%

    and some more i thant remmber all of them.
  • DraconusDraconus Member Posts: 24
    Thanks for clearing that up Dzuk and Lathlaer - I hope this doesn't amount to heresy but isn't it a bit silly that a tank with the best full plate or dragon scale in the game takes the same damage as a mage wearing a robe?
  • kryptixkryptix Member Posts: 741
    Draconus said:

    Thanks for clearing that up Dzuk and Lathlaer - I hope this doesn't amount to heresy but isn't it a bit silly that a tank with the best full plate or dragon scale in the game takes the same damage as a mage wearing a robe?

    The theory, is that AC factors this in because even the best armor has gaps etc you can hit for full damage, therefore, in theory, Mage robe AC 10 vs super plate -3, for a 20 thac0, the difference is a hit on a 10 vs a hit on a 20 so 50% vs 5%.

    Ie avoidance factors it all in because a hit that doesn't penetrate armor is counted the same as a miss.
  • tennisgolfbolltennisgolfboll Member Posts: 457
    Is ravagers 10% instant death really unsaveable?
  • DraconusDraconus Member Posts: 24
    Yep and its pretty damn stacked. With greater whirlwind my Dorn goes throw any other party member very very quickly. A fighter with 5 stars in Halberd instead of Dorn's 2 would be absolutely lethal. Although with greater whirlwind the bonus attack, thac0 or damage doesn't make much difference as even after 5 attack in greater whirlwind there is a 50/50 chance they will be dead. I suppose there is a reason why you can only get it towards the end of ToB.

  • tennisgolfbolltennisgolfboll Member Posts: 457
    Ok.

    As for the plate vs robe its totally crazy. But then again summoning a zoo, raising someone from the dead 100 times when you are a medium level cleric even if a year has passed etc is aswell.

    Ac works well enough as a game mechanic
  • LathlaerLathlaer Member Posts: 475
    edited December 2013
    I do believe that Vorpal Strikes go through Stoneskins and Protection from Magic Weapons (also Mantles), so there is that. I could be wrong, though.
  • ryuken87ryuken87 Member Posts: 563
    Goes through Stoneskin, won't go through anything it can't hit. E.g. Silver sword goes through Mantle, is blocked by Improved Mantle, Ravager will go through both but *all* are blocked by PfMW (unless there's some non-magical vorpal hit in the game somewhere).
  • kaffekoppenkaffekoppen Member Posts: 377
    Draconus said:

    Yep and its pretty damn stacked. With greater whirlwind my Dorn goes throw any other party member very very quickly. A fighter with 5 stars in Halberd instead of Dorn's 2 would be absolutely lethal. Although with greater whirlwind the bonus attack, thac0 or damage doesn't make much difference as even after 5 attack in greater whirlwind there is a 50/50 chance they will be dead.

    Not quite, and I apologize in advance for being pedantic. Let's assume that you use GWW and all 10 attacks connect (even though no matter what, 1 in 20 will not hit). The odds of *surviving* the decapitation effect are (9/10)^10 = 35%. So the chance of decapitation is actually 65% for all 10 attacks. If you only had 5 attacks, it's only 41%.

    That's not to say the Ravager is bad. A 65% chance of decapitation in one round is very, very good. Even if that doesn't happen, you're still doing tons of damage.
    Lathlaer said:


    I don't like belm or kudane swords nor do I enjoy the concept of taking them for the sake of extra attacks. Thematically I enjoy two handed weapons more. By far - be it halberds or two handed swords.

    I'm glad to have read that. Maybe I'm not the only one slightly annoyed by those game-changers after all. I find them cheesy and entirely unnecessary in a design sense since DW is already amazing without them.
  • PantalionPantalion Member Posts: 2,137
    Methinks this is less a case of "Two-Handed Beats Two-Weapon" and more a case of "attacking ten times in a row with an unsaveable 10% kill chance is probably going to kill someone". From there you're actually looking at a slight advantage to the Two-Hander since that's ten opportunities to vorpal, instead of 8.

    As you increase your sample size of GWW versus GWW, it should overall work out at around 63 victories for Dorn versus 37 for Korgan, based on the simple mathematics of 8 to 10 chances per round.

    The key advantage, however, for Two Weapon Fighting is that it doesn't need to use Whirlwind attack to hit 10 attacks per round.

    2 Attacks from Fighter + 1 from Grand Mastery + 1 from Two-Weapon Fighting + 1 from Belm = 5 Attacks per round.

    2 Attacks from Blackguard + 1/2 from Specialisation = 2 1/2 Attacks per round.

    With the 10% lethality axe you've four chances to vorpal every round normally, versus two and a half for the Ravager +6.

    Instead of Whirlwinds, which last one round, TWFers use Critical Strike, automatically hitting, and critting, with every attack. They also ask the party mage to Improved Haste them.

    This works out to 10 Attacks for the TWFer under Improved Haste that lasts multiple rounds, versus a paltry 5 for the Ravager. Combined with Critical Strike, that's x20 attack equivalents, which even with only 21 Strength = ~300 damage minimum. Offhanding Crom Faeyr instead that's only 8 attacks, x16 damage and 330 odd damage for the round, and still 6 attempts to Decapitate versus Dorn's 5.

    So for N rounds per day, Dorn has the edge over Korgan (unless he actually drops his offhand and has a pip in Single Weapon Style), where N is his number of GWWs. The rest of the time, Korgan is king.

    At least until a Mage comes along and kills them both.
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