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Best Weapons For Dual Wielding?
Topic Started: Aug 16 2016, 02:42 AM (668 Views)
Ninefingers
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Greybeard
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rapsam2003,Aug 16 2016
01:33 PM
Neutral Zone,Aug 16 2016
02:19 PM
I'd promote kukris and other high crit-range weapons, but in my experience I've seen very few decent ones on the server.

If we're talking high-crit range, I've seen more useful rapiers than kukris. Rapiers have Critical: 18-20/x2 & do 1d6 base damage. Kukris have Critical: 18-20/×2 as well but do 1d4 base damage. Imho, the only reason to use a kukri is to overcome the offhand penalty as a halfling or gnome. And even then, it probably isn't worth it unless you get one crafted. Why? Because, as I said, I've seen more useful rapiers than kukris. Most races would probably pair a rapier with a dagger/mace if they're going for weapon finesse.

The difference is, on average, about 1 point of damage. Slashing tends to be a better damage type overall, since piercing resist/DR is more common.
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rapsam2003
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Ninefingers,Aug 16 2016
04:12 PM
The difference is, on average, about 1 point of damage. Slashing tends to be a better damage type overall, since piercing resist/DR is more common.

I think you forgot this part, which I stated twice:
Quote:
 
I've seen more useful rapiers than kukris.

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Because, as I said, I've seen more useful rapiers than kukris.


That was kind of important to my argument.

Also, sickles (while still lacking in decent options but less so than kukris) are 1d6 base damage, are small, require only simple weapon proficiency, & have slashing damage. Kukris, by comparison, require martial, are only 1d4, & good kukris are quite rare without crafting one. So, if you're really concerned about slashing DR, then use a sickle.
Oh, and keep in mind, the thread starter already said that feats will be tight. I doubt there's room to spend a feat on martial prof. Edit: Rapier just requires elf, really; no feat required in that case. Yes, FS can get kukris for free too, but why bother?
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Ninefingers
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When you ask for a reason, and one is provided, it's generally poor form to be condescending about it.
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rapsam2003
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Ninefingers,Aug 16 2016
05:08 PM
When you ask for a reason, and one is provided, it's generally poor form to be condescending about it.

Just because I didn't agree with your reasoning does NOT imply condescension. Also, technically, I didn't ask for a reason. I stated my opinion on kukris. :rolleyes:
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Ninefingers
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Cool
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Neethanial
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Stirge is a rapier that can be improved to +5 and comes stock with 5 vamp regen. Being a large creature also bypasses medium weapons' additional attack penalty when dual wielding.
If it weren't caster, I would recommend dual katanas and use the sword saint set along with a momentum in the off hand on that large creature.
There aren't that many really impressive kukri, though. Many of the good ones are capped at less than a 5 enhancement bonus.
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Whitefly
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I tend to prefer kukris. A lot of purps aren't that great because so much of the damage they grant is shaved off by DR, but crit damage is pretty solid and reliable. If you're going for a build which already does a lot of damage through EDM or something similar, crits multiply that up, so the more brutal your build, the more effective kukris are over other weapon choices.
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rapsam2003
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Neethanial,Aug 16 2016
06:31 PM
Stirge is a rapier that can be improved to +5 and comes stock with 5 vamp regen. Being a large creature also bypasses medium weapons' additional attack penalty when dual wielding.

I just wish it was either cold iron or alchemical silver. :(
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Plaxy100
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often overlooked in the small weapon duel wielding department is the Handaxe. a shame Gnomish Pick is not an option oh well. but the Handaxe is the next best thing at X3 Crit damage. try one Made of Abyssal Bloodiron with a duel wielder yah won't be dissapointed.
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Pellease
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Awesome! This gives me more to work with. I wonder whitefly, do the other cleric spells work with that crit increase like EDM?

I am currently avoiding EDM by going FS and shooting for the avalanches of buff spells. I know EDM would probably be even deadlier, but it doesn't suit the character concept.

But it may be worth focusing on crits if other spells like Divine Favor are factored into critical damage. Otherwise I think the focus is to simply hit as often as possible and use those buff spells for the damage.
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Whitefly
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As far as I'm aware, your critical multiplier works on static damage applied to you (i.e. +3 damage), but not variable damage (i.e. +1d6 damage) or bonus damage on the weapon itself, with the exception of enhancement bonus. Your weapon's base damage is another exception to the rule, multiplying despite it being a variable.

So in theory it's:
(weapon base damage + enhancement bonus + non-equipment static damage boosting effects)*crit multiplier + variable damage boosting effects + damage boosting effects on equipment

Something like that anyway, the rules are pretty finnicky.
Take a looksie here: http://nwn2.wikia.com/wiki/Critical_hit
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Pellease
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Awesome, thanks!
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Plaxy100
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Actually the system handles crits this way you.
Have weapon damage this is the dice of the weapon + its enchantment. (W)
You have Character effects, these are damaged applied via the character, Bane of enemies, weapon specialization, favored enemy, power attack. Some spells such as divine favor, prayer, holy aura, and of course Divine Might. ( C )
You have effects applied to weapon. Elemental damage wether variable or solid. (E)
You have Crit modificationd. Only one I know is Massive Crit.(MC)
X=Weapon Critmod

With that said your damage looks like this W+C+E

When you crit your damage looks like this W+C+E + (X-1)(W+C+MC)

Ihope thid helps understanding crit better.
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Pellease
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Great, thanks! So rapports and kuriki have best crit potential? Sickles and hand axes hurt more when they crit.
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TheShadowWithen
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MindBlades Best for Duel Wielding lol
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