Dire Charge and Dual Wielding.
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- matelener
- Retired Staff
- Posts: 973
- Joined: Thu Jun 19, 2014 6:02 am
Dire Charge and Dual Wielding.
Has it been fixed? I remember some time ago Dire Charge triggered only main-hand attacks while dual wielding.
- matelener
- Retired Staff
- Posts: 973
- Joined: Thu Jun 19, 2014 6:02 am
Re: Dire Charge and Dual Wielding.
Just tested this. The results are:
When the charge is used, the character gets a buff increasing its movement speed and applying charge (+charge feats) bonuses and penalties. The buff has a duration of 6 seconds. After that, the bonuses / penalties wear off and character can move freely again.
If a character has Dire Charge feat and the charge connects with the enemy (and the buff is still up), it doesn't launch off all the attacks at once but follows the standard nwn2 flurry mechanics - a character with 16 BAB will have flurries: 2/1/1. So, running in charge for 3 seconds will cut off from bonuses at least the last flurry (the forth attack). The flurry, however, is still made, just without any bonuses.
The problem with dual wielding is that it doesn't alternate attacks between the main hand and the off hand, main hand attacks are done first until exhausted. So, a character with 6 attacks MH and 3 attacks OH will have a flurry: (MH MH MH) (MH MH MH) (OH OH OH). Charging for 3 seconds and attacking for the remaining 3 seconds, would buff around 5 of the first attacks, all from the main hand.
In conclusion, at the moment dire charge isn't too good when dual wielding because all/most of the off hand attacks won't get the buff (depends on the distance).
An idea for a fix and a buff to Dire Charge is to make it fire all the attacks faster or even at once, if it's scriptable, or to extend charge buff by few seconds (but that makes the character uncontrollable for longer as well).
BTW, the movement speed buff doesn't stack with spell buffs and it bugs them - after the charge character returns to unbuffed movement speed regardless of still having Storm Avatar or Haste up.
When the charge is used, the character gets a buff increasing its movement speed and applying charge (+charge feats) bonuses and penalties. The buff has a duration of 6 seconds. After that, the bonuses / penalties wear off and character can move freely again.
If a character has Dire Charge feat and the charge connects with the enemy (and the buff is still up), it doesn't launch off all the attacks at once but follows the standard nwn2 flurry mechanics - a character with 16 BAB will have flurries: 2/1/1. So, running in charge for 3 seconds will cut off from bonuses at least the last flurry (the forth attack). The flurry, however, is still made, just without any bonuses.
The problem with dual wielding is that it doesn't alternate attacks between the main hand and the off hand, main hand attacks are done first until exhausted. So, a character with 6 attacks MH and 3 attacks OH will have a flurry: (MH MH MH) (MH MH MH) (OH OH OH). Charging for 3 seconds and attacking for the remaining 3 seconds, would buff around 5 of the first attacks, all from the main hand.
In conclusion, at the moment dire charge isn't too good when dual wielding because all/most of the off hand attacks won't get the buff (depends on the distance).
An idea for a fix and a buff to Dire Charge is to make it fire all the attacks faster or even at once, if it's scriptable, or to extend charge buff by few seconds (but that makes the character uncontrollable for longer as well).
BTW, the movement speed buff doesn't stack with spell buffs and it bugs them - after the charge character returns to unbuffed movement speed regardless of still having Storm Avatar or Haste up.