dtgreene: My understanding is that this has been shown to be false; dual wielding past 100 does have an effect.
Interesting!
If so, since the point of Dual Weapons is mitigating the penalty, Dual Weapons at +100 probably does nothing for the primary hand since the penalty is completely eliminated at 100. But if the math holds for the off-hand, this would mean that your off-hand skill could get up to 56.5% of normal instead of only 50%. Nice, though not a huge difference.
dtgreene: I believe Lightning Strike can only activate if you made a melee attack the previous round, so if you want this to trigger, you need to keep fighting in melee (and not, say, spend a turn casting a spell).
Yes, that's true.
After a bit of research it seems that you start at level one with a 7% chance of lightning strikes and this increases based on level until 20 where you have 12% which is the max. It's just a random chance.
FYI Even though I get lightning strikes normally with my dual wield samurai, I have never seen it with the off-hand weapon.
drpetrov: * Rangers and Gadgeteers should use missile weapons almost exclusively. There is no disadvantage to using missile weapons when you are in melee range.
dtgreene: I disagree. Not every party including one of those classes will want to be using missile combat with them.
You don't have to build these classes that way... but I have a hard time imagining why you would want to.
dtgreene: Consider that the Gadgeteer's Omnigon has its disadvantages (no Strength bonus, can blind enemies which often does more harm than good), and that Gadgeteers don't get any sort of bonus with other ranged weapon.
The lack of strength bonus on the omnigun is more than compensated for by its status effects, its ammo versatility, and its high rate of fire. A well-developed omnigunner is often the party leader in kills by the end of the game. People tend to dislike the omnigun mainly because of how weak it is at early levels.
Blinding enemies and having them run away can be irritating, but getting one enemy out of several to run away does still help you win fights, so "more harm than good" is really just being impatient.
But since the Gadgeteer can manufacture Tripleshot Crossbows, I have seen it argued that they should go into bows instead. These weapons are good enough that the lack of a skill bonus might not matter. Frankly my gadgeteer build tripleshots for the other characters but still uses the omnigun for herself.
Building a melee gadgeteer is pretty strange and I feel like you would do this only if you wanted a more difficult game by trying things that weren't very optimal.
dtgreene: Also, Rangers can use Diamond Eyes and have the Dual Wielding skill, making them potentially viable dual wielders.
Yes, they can, but it is still hard to imagine why you would want to. I suppose if you really wanted a melee hybrid that had the alchemy spellbook and didn't want a ninja, this is what you would do. But with their lighter armor requirements it is nice that the Ranger's key abilities still work when he is in the back rank.
RChu1982: The Fighter has BY FAR the best hit points and armor selection in the game (tied with the Lord and Valkyrie, who will trail behind the Fighter in levels). Therefore, a shield is too defensive. Also, a two-handed weapon isn't taking maximum advantage of their KO and Berserk abilities. A Fighter dual-wielding has the potential to KO the enemy, then Berserk on top of that, inflicting X3 damage with both weapons (Diamond Eyes should definitely go to the Fighter).
Well, a bunch of statements here and I don't entirely agree with all of them.
* Yes, the fighter has the best HP of any class. But that doesn't mean you don't want defense. Depends on your goal. If I am building a fighter whose job may include standing alone in the front rank while everyone else falls back to restore HP or things, then defense is just fine.
* I agree that the KO ability works best with the highest number of attacks, so Dual Weapons is the way to go to maximize that.
* Don't agree about Berzerk. It's just a damage multiplier, and two-handed weapons deal more damage. So a two-handed weapon that deals 50% more damage will do just as well with berserk as two separate weapons.
RChu1982: The Rogue is a Tier 2 character, meaning that their max swings and attacks won't max until level 34. That being said, they can still Backstab for 1-4X damage. Obviously, a shield with the Rogue is pointless, with Stealth and Reflextion. They can't use the big two-handed weapons. Dual-wielding is the only way to go, Sword and Dagger.
I don't agree that a shield is totally pointless here, but Rogues can't use the really good shields so they are not as good as the "heavies" in that regard.
If the best daggers weren't cursed, I would say go with 2 daggers. Thieves' dagger in both hands is really great. But the trouble there is that you can't cast spells so not much you can do if the enemy is out of reach. However, if you develop your artifacts skill you could build a Rogue to use the various consumables that use that, like the various stix and amulets and such. That would give you an action when you know your enemy is out of range.
RChu1982: Neither the Bard, nor the Gadgeteer, has access to good off-hand weapons, so should go Sword and Shield.
I agree here... though I wouldn't bother giving the gadgeteer melee weapons at all. You can be in the front rank and still use ranged weapons fine. There is no penalty for being in melee range.
My bard is actually a really good secondary fighter. They don't have the advantages of the other classes but they don't need a lot of stats at the start so they can start with very good STR and DEX. I use a sword and shield build and it works well.
RChu1982: The Ranger can dual-wield Mace and Flail, but won't be nearly as good as the Fighter (who makes a Ranger a front-line character anyways)? The Ranger should go Polearms if non-Mook, and Sword if Mook.
If you are making a melee Ranger, yeah you could do that. But I agree with you that you probably want to use ranged weapons.
RChu1982: The Valkyrie should go with Polearms (she gets a bonus to this), as I did with mine, as a flank character, who can hit the front lines from extended range.
Also agree, generally. Valkyrie is versatile enough that you could experiment with other builds, if you really wanted.
RChu1982: The Lord gets a bonus to Dual Weapons skill, but won't be doing the damage of the Fighter and Rogue (both of these classes can max their Dual Weapons skill anyways). Even if the Lord gets a slight bonus above 100 Dual Weapons skill, the damage just won't be there.
Well, if you are Dual Wielding with Diamond Eyes, the goal is not just to deal damage but also fish for Paralysis and KO. They don't have the bonus KO that fighters get but maces already have good inherent chances. If you do the Priest 1 -> Lord switch then you start with a much better mace skill than anyone else. In my mind the priest spellbook more than compensates for the lower damage.
RChu1982: The Eastern classes do their own thing, which I am unfamiliar with.
I have never actually done the Ninja. Some people really like it but the thing that makes me shy away is just how many stats you need at the start. There's no race that can start with decent stats as a ninja. So they take longer to develop and also level more slowly.
The Samurai, on the other hand, I really love. The Mage spellbook means you can use your samurai to throw down those out of combat buffs like enchanted blade and missile shield. And you can give bloodlust to your samurai when you get to Arnika; the fact that you can cast spells means you can still do plenty of useful things when you are at range. Casting Noxious Fumes is usually better than using a bow thanks to the debuffs. He does more damage in melee than a fighter at these levels because bloodlust gives him the berserk ability, but he also lightning strikes with it. They are slightly limited in armor, but there are unique armor pieces that only work with samurai that make up for it. Can't use Diamond eyes though. But can use the only secondary hand swords.
I recently started a new game with a Lizardman Samurai (he started at level 1 as a mage to get a good start with spell skills and switched at level 2). It's kind of a weird build but the realm skills should compensate for the resistance penalties and the huge starting VIT compensates for the Samurai's lower HP. My plan is to use mana stones to compensate for his lower spell point recovery and I will buy all the stones I can manage from Crock. We will see how it works out.