Divine Might and -twohand

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Astral
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Divine Might and -twohand

Post by Astral » Sat Feb 17, 2018 12:37 pm

Currently I dont get 1.5x when -twohand is active. Is there supposed to be an interaction between those functions?
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Iceborn
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Re: Divine Might and -twohand

Post by Iceborn » Sat Feb 17, 2018 1:40 pm

I don't think so?
Divine might adds plain damage, while -twohand acts on the str modifier alone.
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Lorkas
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Re: Divine Might and -twohand

Post by Lorkas » Sat Feb 17, 2018 1:50 pm

Divine might is meant to get a 1.5x multiplier when you're wielding a two-handed weapon (since this update in October 2017), but I don't believe this is meant to apply to one-handed weapons used with -twohand.

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Re: Divine Might and -twohand

Post by Astral » Sat Feb 17, 2018 2:15 pm

Can you (the devs and coders) rethink this please? From IC point of view, I see no reason why these functions shouldnt interact. You get 1.5x divine might when using two handed weapon. Why? Simply because the weapon is considered two handed in its description, or because there's a connection between how much damage you get from the gods, and how hard your impact is, physically? I think it's the second, or certainly not the first anyway.
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Iceborn
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Re: Divine Might and -twohand

Post by Iceborn » Sat Feb 17, 2018 2:15 pm

Sounds like an oversight to me.
That's what -twohand is for.
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Lorkas
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Re: Divine Might and -twohand

Post by Lorkas » Sat Feb 17, 2018 5:04 pm

I don't know, they explicitly excluded -twohand from the +2 AB granted for wielding a 2h weapon. I'm not sure if it was unintentional.

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Re: Divine Might and -twohand

Post by BegoneThoth » Sat Feb 17, 2018 8:19 pm

Think that's so the Bastard Sword isn't just the best weapon always.
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Iceborn
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Re: Divine Might and -twohand

Post by Iceborn » Sat Feb 17, 2018 11:01 pm

The bastard sword is not really a good weapon by default. It's just a longsword that requires an extra feat to use, and what for? +2 of potential damage in the attack die.
-twohand was great. It makes it so that str builds can potential gain a little more damage (in average, 6) and that's it.
It gives the weapon -some- versatility, but generally speaking, weapons with better crit range tend to be simply better in my experience, and you don't need to waste a feat for those.
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Re: Divine Might and -twohand

Post by BegoneThoth » Sat Feb 17, 2018 11:18 pm

If a bastard sword worked 1:1 the same as a two hander with a simple toggle, there would be little reason to ever use any other weapon, unless you're dex.

It has a penalty so basically every 2h weapon isn't invalidated by a command toggle. So people using a dedicated two handed weapon are actually at a disadvantage when they have to go sword and board, and one handers don't just get full functionality when they toggle.
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Iceborn
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Re: Divine Might and -twohand

Post by Iceborn » Sat Feb 17, 2018 11:59 pm

The large weapons still have greater base damage and most of them have still a better crit modifier.
Not to mention, wielding a large weapon nets you a free +2 AB.

I'm not saying it has to be 1:1. But that it should be close, and that I don't see a reason for why this wouldn't apply in the case.
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Re: Divine Might and -twohand

Post by Shadowy Reality » Sun Feb 18, 2018 12:01 am

I'm still waiting for 2h weapons to get x1.5 damage in their properties as well. Any Masterly Damask 2h weapon should be 9 Physical Damage and not 6.

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Re: Divine Might and -twohand

Post by Iceborn » Sun Feb 18, 2018 12:03 am

This seems to be derrailing into something that should be a thread of its own, so let's make it a thread of its own.
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Cortex
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Re: Divine Might and -twohand

Post by Cortex » Sun Feb 18, 2018 5:05 am

Bastard sword has a niche with spellswords right now.
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Re: Divine Might and -twohand

Post by Thanatosis » Sun Feb 18, 2018 6:41 am

it has a niche with being TOTALLY RAD AND BADASS too
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Re: Divine Might and -twohand

Post by Aodh Lazuli » Sun Feb 18, 2018 11:27 am

Cortex wrote:Bastard sword has a niche with spellswords orog bardguards right now.
Fixed.

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Re: Divine Might and -twohand

Post by ActionReplay » Sun Feb 18, 2018 11:56 am

All -twohand does is take your STR modifier * 1.5 and adds it to your damage (Not on the weapon mind you but on the character, I think). However there is no hook into any event when abilities are modified, e.g STR, so if you have -twohand active from before casting Divine Might or Bull's Strength or similar buff it will still use your old STR modifier; you have to type -twohand again after these STR changes for it to be properly updated.

This can very easily get abused as you can cast a Bull's Strength that lasts 3 Rounds, use -twohand, get the Damage Bonus and when Buff expires you will still have the STR bonus until you swap weapons, toggle it off, or relog.

With the case of Divine Might I am not sure since the changes but try and just type -twohand again when the Buff is active. It might also be possible to check each Module HB for Ability changes on characters to update -twohand on a round interval for the issue described above.

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