Are +Attacks weapons automatically better?
panamakid
Member Posts: 13
Some time ago I found Belm +2. I already had some other +3 weapon, so I didn't think it would be profitable to swap them. Then I've read that it's always better to use a +APR weapon if I have one. What would you say to a new player about it? To hook the topic to some details: now I use Celestial Fury as my right hand weapon. Is it better to use in the offhand another Katana +2 or something of similar level, or a newly found Short Sword with much weaker damage but +1 APR?
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As far as your specific question it comes down to whether or not you're proficient at all with Short Swords - yes, you'll get the extra attack on your mainhand weapon with a +apr weapon, but you'll very rarely hit with your offhand weapon (due to the thaco penalty for 0 proficiency)- which basically negates the extra attack you're getting from a DPS standpoint unless you've got something super sexy in your main hand (since the offhand weapon itself is an extra attack) that will out dps anything you could have in your off-hand.
tl;dr it's worth it so long as you have something *really* good in your mainhand or if you already have short sword proficiency HOWEVER you may want to keep a more powerful item handy in case you run into certain resistances or if you've put tons of pips/points into a specific weapon.
Thanks for the replies!
- Celestial Fury and a Katana +2: X attacks with Celestial Fury, 1 attack with the Katana +2.
- Celestial Fury and Kundane: X+1 attacks with Celestial Fury, 1 attack with Kundane.
An attack with Celestial Fury is better than an attack with a Katana +2, so the second option is unambiguously better, even if every single attack with Kundane misses.
The Equalizer might be situationally worth equipping in the offhand, but only for its immunities. You're definitely going to do less damage that way. Similarly, unless you're fighting something with slashing resistance (or finishing off trolls), Jaheira will do significantly less damage with Blackblood than she would with Belm.
But if you say have 4-5 pips in Katana, and you've got a +2 katana in your mainhand and a +1 katana in your off-hand, and find a +apr weapon, you'd be better off sticking with the +1 katana in the offhand imo.
As far as Belm goes vs Blackblood - you will definitely want to keep blackblood around because of the acid damage and the +3 enchantment, but belm would be better as an "all purpose murderin' weapon" with blackblood used as your special murderin' item lol.
a) 3 APR with Katana +2 and 1 APR with Katana +1
b) 4 APR with Katana +2 and 1 APR with Kundane
These are directly comparable, and the second option is better. There's no tradeoff.
The discussion about belm/kundane in offhand is a fairly old but optimal method to play the game. Belm/Kundane are mediocre weapons by itself, but provides extra attack bonuses to your mainhand when they are wielded in your offhand.
Essentialy belm/kundane dualwield with a strong weapon like CelestialFury and throw in a few other bonuses from weapon specialization, fighter level bonuses and gauntlet/haste, then you have a character who can hit 4 times per round (6 seconds).
However, if you are not a fighter-like class (not barbarian/fighter/paladin etc), then dual-wielding may not be a great idea anyway, since your thac0 is pretty crap (exception for swashbucklers), and dual-wielding just adds to this penalty.
If you ARE a fighter-like class, then just keep in mind that in late game (or mid game if you are playing solo or with a tiny party), HLA skills like whirlwind will set your attacks to 10 for a round, meaning that the advantage of dual-wielding is no longer as prevalent anymore.
Some people may argue that improved haste+improved criticial still makes it stronger than simple whirlwind, but honestly, improved critical is pointless since you can't crit against most mobs you'd have trouble with in tob.
because now that extra damage, hits separately, so it doesn't get calculated into your critical hit
but I guess with that being said, even if you non critical it still does do 3 more damage to chaotic evil baddies as opposed to any other +3 weapons, but when I critical hit, I like seeing that 50+ number when I do, it just makes the feel goods feel so much better, unlike the equalizer, you will almost never see that 50+, it will usually be something like 38,6 instead
1- Blades can put 2 pips in DW.
2- Clerics can put only 1 pip in DW, but they can rise their STR with their divine spells, up to 25STR (bonus +7 thaco and +14 dmg) and this more then offset the penalty making them good dual welders.
3- There are situations when there is no attack roll and thaco becomes irrelevant like when the enemy is stunned or in a Time Stop. In those situations everybody can DW.
I confused it with the 2 pips that rangers get for free
In more then half of my runs I have a blade in the party, once I even had 2 of them in the party, Haer Dalis and Imoen (eekeepered), so I know quite well that kit, must have been a moment of blackout in my brain because I was really convinced when I wrote 2 instead of 3