Hello guys, I’m Dannie Intensity Ray and today I’ll bring you a short analysis on how to maximize your dual wielding capabilities so you can become as beastly as my friend Illidan up there on the featured image.
Ok, consequently back here in Sanctuary there’re 3 classes with dual wielding capabilities, the Monk, the Barbarian and the Demon Hunter. That’s 1/2 of the total character classes so knowing how to dual wield properly is something that any player should at least have a decent idea about.
Many new players are initially suprised when they equip their second weapon and realize their damage didn’t double, in ain’t how dual wielding works, your character doesn’t strike with both weapons at once but rather alternates between them. When new players add their wooden sword that deals 10 damage at 4 attacks per second they expect to deal 30 damage 4 times per second for a total of 42 DPS. This is a direct result of how Dual Wielding works and I’ll explain it in a second.
Your swords will now hit 61 times per second, the dual weilding bonus is 15 attack speed IRC.
It takes a small amount of planning and to put aside conventional damage logic for while so you can make informed decisions. That means any of your swords will hit 805 times per second. Now look. 20 805+10 805= 2415 DPS If you need to excel, Dual Wielding isn’t just about throwing two weapons together and hoping it works.
Your swords will now hit 61 times per second, the dual weilding bonus is 15 attack speed IRC. It takes some small amount of planning and to put aside conventional damage logic for while so you can make informed decisions. That means any of your swords will hit 805 times per second. Now pay attention please. 20 805+10 805= 2415 DPS If you look for to excel, Dual Wielding isn’t just about throwing two weapons together and hoping it works.
When new players add their wooden sword that deals 10 damage at 4 attacks per second they expect to deal 30 damage 4 times per second for a total of 42 DPS.
This ain’t how dual wielding works, your character doesn’t strike with both weapons at once but rather alternates between them. Many new players are initially suprised when they equip their second weapon and realize their damage didn’t double, in thence back here in Sanctuary lots of us know that there are 3 classes with dual wielding capabilities, the Monk, the Barbarian and the Demon Hunter. When used while ‘dualwielding’, it’s pretty famous that almost any player must at least have a decent idea about. Fact that it’s harder to find two good weapons than one, Run like the Wind, and thus when using that skill for a main attack, players are able to avoid the classic problem of dual wielding builds. Considering the above said. The most prominent is the little tornadoes left behind by Sprint.
Happily, Hansenvi did and shared his results in a short guide posted in our Barbarian strategy forum.
There are the weapons with their DPS, attack speed, the listed damage in the character window, and how long the total battle took, Take a look. I would like to ask you something. What was the result? Now let me tell you something. While changing nothing his off hand weapon, he took on nferno Azmodan. Three times, The test is simple but fair. Notice that none of them had any strength and akin stats, and their DPS and speed varied widely, maximum off hand weapons had a socket and 100percentage Critical Damage.
That’s correct. The time to kill is identical, or at least within the margin for error of the test, despite the fact that the DPS listed is hugely different relying on the weapon. While saving up your almost any penny for top-notch main hand weapon you can possibly afford, just choose crit and stats and enjoy the slaughter, since it’s what really matters. Basically, from this it seems pretty clear that if you’re preparing to dual wield in the popular and overpowered Barbarian WW/Sprint build, you don’t need to worry a bit about damage on your offhand weapon.
On one hand it can potentially make a pretty crappy weapon to be extremely useful and powerful anyway which is kind of neat. That weapon could potentially be worth it’s weight in gold now.
I would agree, with the absolute best gear for your class and good game/skill mechanics.
Who designed this crap. Spell caster that kills everything while it’s permafrozen. Notice, melee/Tank that kills everything while running around or away from it, that can’t actually melee/tank. Basically, well, we all know who. What we have is retarded/broken, completely ridiculous. Of course exactly why Barbs are flat out broken/overpowered/poorlydesigned. That’s not what we have. Now let me tell you something. While running around in circles as well as away from everything like big wussies, they kill best with broken/overpowered skill mechanics, and can not tank worth a crap and stand toe to toe with anything without the little dustdevils proc’ing effects/’life return’ from everything on the screen.
What should you have blizzard do, while I agree with you.
These builds are alot of fun, and I believe the fact that their OP is kind of what makes them fun, knowan wants to go back to just doing nothing, barbs just start being revenge tanks, I can understand wizards endless CC. Consequently, what, is that the case? So, just completely remove them, right?
Blizzard messed up. It alternates between mh and oh but by taking a snapshot at the moment you activate SW. However, look up how Sweeping Wind. I’m sure you heard about this. Cyclone works for monks. After that, I quit playing them as long as the reasons I stated in my posts above, even I found them fun for a few hours any. Make sure you write suggestions about it in the comment box. You find them fun, as you said. Known blizzard to remove these builds. There’s a possible major flaw in the test. You see, whichever hand you were preparing to swing with Sweeping Wind uses that as the base weapon damage to calculate from, and keeps it that way for the duration of the buff.
The conclusions people are drawing from this ‘test’ just aren’t really correctpartially because of the build and in addition just because of the gear.
Some important things to note my be. It IS true that the tornadoes only draw from mainhand dmg while the attack speeds change. As to reasoning why it didn’t make a ton of difference on this barb. Seriously. Whirlwind skill itself DOES alternate between weapons. Basically, offhand weapon DPS does play a role in overall DPS output of a whirlwind barb. Moldran if anybody is interested.
This barb uses a suboptimal DPS build that puts extra emphasis on tornado damageInstead of war cry he going to be using frenzy. It IS important to note that the difference in DPS makes up for a considerable loss in attack speed for ‘offhand tornadoes. The mighty weapon is at a GROSS disadvantage over the other 2 weapons as far as tornadoes go -so it’s not surprising to me that the time has not changed much. Offhand dps does come into play here, obviously maintaining 5 frenzy stacks means you’re planning to have a fair few frenzy swings.
DPS, and 294k with a fast weapon and 173k with a slower weapon = exactly similar total DPS, that’s just freakish.
Yes, the Sprint tornadoes are just 1H damage, and Azmodan is a huge target so all the tornadoes hit nearly any click, and all that All that said, imagine you’re the char with the lower DPS, and you scrape and save and upgrade to get 50percent more DPS and a faster attack… and your killing speed is exactly quite similar. That’s intending to confuse you and piss you off, that is why this sort of thing is a problem that needs to be publicized.
Obviously I’ve done a fair bit of theorycrafting and min/maxing, including writing my own spreadsheet to model how DPS functions for this build but that shouldn’t be a necessity. You will never see fear effects from tornadoes only, if you put echoing fury in the offhand. Excellent idea, and it was tested this way. Swapping weapons will result in fear procs very often. You will see fear effects when you start to whirl. On top of that, the ‘paper doll dps’ on your character sheet is completely useless, that really limits people from developing their characters even within the build itself.
Test is flawed against a single target.
The test is showing that tornado damage isn’t changing much. So it’s an aoe skill, wW does alternate weapons for damage. Needless to say, against a single target with a huge hitbox that doesn’t move, tornadoes will do dozens of the damage as you can stack 4 of them at once. There are a lot of situations where this can’t be the case, as an example you fight against a pack that always runs away. Just think for a moment. While killing those guys will take forever, I’d say if you have a bad offhand, dozens of the damage is done my whirlwind and can not be compensated by tornadoes. In a generic cobat situatuion against a pack of monsters, more of your damage comes from WW.
Another example is when you WW through a monster and keep on going without stopping. All the time in those cases the tornado only lands one or two hits before it disappears, and so the real damage dealer was the two WW hits that you get from the initial spinning through them. With that said, all the time in those cases the tornado only lands one or two hits before it disappears, and so the real damage dealer was the two WW hits that you get from the initial spinning through them. So, another example is when you WW through a monster and keep on going without stopping.