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Putting two hands on a weapon

Posted: Sun Jan 04, 2015 1:23 am
by Atarlost
I would like for a one handed (not dagger or mindstar) weapon wielded with nothing in the off hand to be considered to be wielded in two hands for the purpose of enabling talents that require two handed weapons. Even if there's no other benefit to doing so it gives two handed builds the advantage of being less reliant on lucky drops since twice as many item types are useful for the weapon slot.

Re: Putting two hands on a weapon

Posted: Sun Jan 04, 2015 2:02 am
by Red
I'd say adjust the stat mods to be two handed. So instead of using 100% Strength, it bumps up to 120% to represent your second hand letting you use a little more oomph in your blows.

Re: Putting two hands on a weapon

Posted: Sun Jan 04, 2015 7:17 am
by Atarlost
Red wrote:I'd say adjust the stat mods to be two handed. So instead of using 100% Strength, it bumps up to 120% to represent your second hand letting you use a little more oomph in your blows.
Maybe, but even if you don't do this it's an improvement when you're finding good one handed artifacts but not two handed. Stat multiplier isn't everything. I think a more modest proposal is less likely to be rejected as potential cheese.

Re: Putting two hands on a weapon

Posted: Sun Jan 04, 2015 7:30 am
by Red
An extra 20% stat mod on a one handed weapon, without a shield or offhand to augment the damage, is going to be worse than any equivalent set up. A two-hander or dual-wielding set up will deal more damage, and a shield set-up will be more survivable (and possibly deal more damage with stuff like Assault). Obviously you'd be going to two hands on a one-handed weapon only if it's superior to any two-handed weapon you have, but a good one-hand artifact is still sub-optimal for a two-handed build. The 120% stat mod is just to bridge that gap a little.

If there are any cheesy T5 artifacts I don't know about that are ojectively superior than any two-hander if they get that extra 20%, then it should stay at 100%, but to my knowledge nothing like that exists.

Re: Putting two hands on a weapon

Posted: Sun Jan 04, 2015 8:29 am
by Atarlost
Red wrote:An extra 20% stat mod on a one handed weapon, without a shield or offhand to augment the damage, is going to be worse than any equivalent set up. A two-hander or dual-wielding set up will deal more damage, and a shield set-up will be more survivable (and possibly deal more damage with stuff like Assault). Obviously you'd be going to two hands on a one-handed weapon only if it's superior to any two-handed weapon you have, but a good one-hand artifact is still sub-optimal for a two-handed build. The 120% stat mod is just to bridge that gap a little.

If there are any cheesy T5 artifacts I don't know about that are ojectively superior than any two-hander if they get that extra 20%, then it should stay at 100%, but to my knowledge nothing like that exists.
I want this for games when I don't get good two handed artifacts. A good one handed orange or gold is better than most two handed blues or purples or salmons of the same tier. Morrigor is arguably better than some two handed artifacts a tier higher.

20% strength is peanuts compared to having a coherently designed tier 4 gold instead of a tier 2 gold or tier 4 purple or salmon.

I'd rather ask less and get the change than not get the change.