two-weapon style game mechanics
MakeAthkatlaGrtAgain
Member Posts: 132
Baldur's Gate 1 and 2 and the manuals and the wiki and all text in game and all the FAQs are vague about two-weapon style.
Now Star Wars Knights of The Old Republic 1 and 2 (albeit are 3rd edition) have stuff on two-weapon style:
1) You get two attacks at the same time.
2) The bonus from your strength applies more to the primary weapon than to the offhand weapon. The bonus also is even larger if you use a two-handed sabers instead of two sabers but BG1 and 2 don't have weapons with blades on both ends so the point is that the strength bonus in theory would be different for the one in the offhand or not apply.
3) There are special abilities that give you more attacks per round and fighting forms ("force forms") that give you more attacks per round. The BG equivalent I guess is haste and greater attacks per round from weapon master. Well in the KoToR games, the extra attacks always copied the damage from the primary weapon and the special effects like stun from it.
Now I'm not sure if the strength bonus is any different at all for 2E.
But I wonder especially if the bonus attacks per round always use the weapon in the primary hand and never the offhand.
And can it at least be confirmed that two weapons do give me extra attacks? I originally played the BG games before KoToR and I always saw two weapons as just "why? you lose the chance for a shield." But the KoToR FAQs are all about how dual-wielding is way better (and it is in those games.
Now Star Wars Knights of The Old Republic 1 and 2 (albeit are 3rd edition) have stuff on two-weapon style:
1) You get two attacks at the same time.
2) The bonus from your strength applies more to the primary weapon than to the offhand weapon. The bonus also is even larger if you use a two-handed sabers instead of two sabers but BG1 and 2 don't have weapons with blades on both ends so the point is that the strength bonus in theory would be different for the one in the offhand or not apply.
3) There are special abilities that give you more attacks per round and fighting forms ("force forms") that give you more attacks per round. The BG equivalent I guess is haste and greater attacks per round from weapon master. Well in the KoToR games, the extra attacks always copied the damage from the primary weapon and the special effects like stun from it.
Now I'm not sure if the strength bonus is any different at all for 2E.
But I wonder especially if the bonus attacks per round always use the weapon in the primary hand and never the offhand.
And can it at least be confirmed that two weapons do give me extra attacks? I originally played the BG games before KoToR and I always saw two weapons as just "why? you lose the chance for a shield." But the KoToR FAQs are all about how dual-wielding is way better (and it is in those games.
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Comments
bonus attacks always use the primary weapon
using the offhand gives you a single extra attack with the offhand. if you equip in the offhand a weapon that inherently gives a bonus attack (there are several of those) you will gain two extra attacks from the offhand, but the first will be performed by the main hand. this is a good thing because the bonus attack weapons by themselves are much weaker than the best single handed weapons, which you want in your main hand.
if you use haste, you will always just gain an extra attack for the main hand. if you use improved haste, your number of attacks is doubled and you might gain as many as four additional attacks by using the offhand. three of those will be performed by the main hand. a cap on the number of attacks without the improved haste effect is 5 (so with lvl 3 haste also 5), and with it it's 10.
it's impossible to have 10 attacks with a two handed weapon short of using a certain short-lasting ability. 7 attacks is a usual peak number of attacks for guys using those (with improved haste). the difference between 7 and 10 attacks is not monumental.
there is the aforementioned high level ability that makes everyone automatically do 10 attacks for a single round. this sounds great on paper, but there is a much better ability that makes all your hits critical, and you can't have both on at the same time. so with two weapons you can have both 10 attacks (all the time more or less) and all crits (often, most of the time when it counts) and with 2h weapons you can have either ~7 attacks and all crits or 10 attacks and ~1 crits... dual wielding is therefore considered the ultimate powergaming style
and critical strike does have one flaw; enemies immune to critical hits, although if you use improved haste with critical stirke, then that is quite the combo indeed
although with that being said, i haven't used critical strike in around 14 years i would say, for some reason i find greater whirlwind more useful and critical strike not necessary although i play unmodded games on insane difficulty with double damage on, so i don't know if that has a big effect on critical strike's usefullness
then the EEs came out and they used the proper weapon proficiency table from vanilla BG1 ( with the correct fixes) and brought that table over to BG1EE and BG2EE, although in IWDEE they still kept the 5 points of proficiency gives an extra full attack per round as apposed to an extra half attack per round
Second, since BG2 and the EEs are also not the same implementation, that would not be the normal definition of 'consistent'.
The fact that Grand Mastery is not consistent throughout the IE series is the inconsistency between the Grand Mastery mechanical implementations.
Since you are wrong you should probably take your own advice.