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On hit effects and dual wielding question


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#1
ripstrawberry

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Ok I was wondering about on-hit effects and dual wielding.
If it’s on one weapon, does it apply/activate as well when the other weapon
strikes as well? Here’s a list of the enhancements I’m curious about:

1.      
Attacks ignore enemy armor

2.      
X% chance to regenerate stamina/health

3.      
+elemental/physical dmg (either on the equipped
runes or the weapon itself)

4.      
X% chance to stun

5.      
X% chance to slow

6.      
X% chance to reduce enemy’s magic resistance
(arcane poison)

7.      
X% chance to reduce enemy’s damage (debilitating
poison)

8.      
X% chance to knock enemy back (sandal’s special
rune)

Any replies  are
appreciated. Thanks!

Modifié par ripstrawberry, 18 août 2011 - 07:29 .


#2
mr_afk

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no. afaik each dagger is viewed as a separate entity.
with the exception of stat modifying properties (crit dmg/chance, +attribute, and +%elemental/physical) on hit properties will be limited to whenever that particular weapon hits.

Modifié par mr_afk, 18 août 2011 - 08:37 .


#3
ripstrawberry

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“with the exception of stat modifying properties (crit dmg/chance, +attribute, and +%elemental/physical) on hit properties will be limited to whenever that particular weapon hits.”

So this is true for everything on that list? Was hoping that at least hawke’s key ignores armor effect can be pass to jarvia’s shank when I do my next solo DW run in legacy. Thanks for the response mr_afk.

#4
thendcomes

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All the modifiers you listed are only found on weapons. This might indicate that they only apply to the particular weapon. Save game editing *might* allow you to see if it's a character property or just a weapon property. I'm not too well versed in it tho.

#5
ripstrawberry

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Me neither and I'm on the PS3 so I don't have access to that sadly. T_T