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>> No.12784158 [View]
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12784158

I did some playing around in Elosnack with the Dual Wielding levels to get a general idea of how the penalty scales.

Unfortunately there were no cool exploits or anything. While the penalty does go directly into negative multipliers, you can't use them on negative accuracy weapons (IE something with a huge penalty such as god weapons or something heavy) to invert them into accurate weapons.

For anyone interested though, I do have a general grasp of the formula used for the dual wield skill: A-(M-1)(A÷[1+S÷10] rounded down), where A = Main hand accuracy for the weapon in question, M = that weapon's melee number from the character sheet, and S = Dual Wield skill.

For instance, at 0 Dual Wield skill your base off-hand penalty will be 100% of your weapon's total accuracy. That means a 1000% accuracy main hand weapon will become 0% in the off hand, as the penalty is calculated as (A÷1)=A, and become -1000% in the third, -2000% in the fourth, and so on.

If you raise Dual Wield to 10, your base penalty will become 50% of your weapon's total accuracy. If you raise it to 20, it will become 33%. At 30 it will be 25%, and it will continue following that pattern.

This coincides interestingly with multi-wielding, as it means roughly every 10 skill levels another hand will become usable. That is to say, their cumulative accuracy multiplier will be greater than 0. Because the Dual Wield penalty is multiplicative, it doesn't matter how much +accuracy you stack on a hand that has 0% or negative accuracy, as it will only be inverted or nullified. IE: At level 0, your off hand will be 0% accuracy. At level 10, it will be your 3rd hand. At level 20, it will be your 4th.

There is some margin of error, especially at fractions that involve decimals. (IE 33% instead of 33.33%) Elona likes to round these down and it causes a pretty noticeable acceleration at 110+ dual wield skill. (Or maybe it's just hardcoded that way by the devs.)

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