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Swords vs. Axes vs. Maces


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18 réponses à ce sujet

#1
RoudyRogue

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Ok, so I just created a rogue and will probably go melee, with a bit of archery in for opening attacks. Anyway, I was curious as to the benefits between swords, axes, or maces. So my questions are the following:

1. What are the pros and cons of the three, one handed weapon types listed above?

2. Can you equip a sword, axe, or mace in the off-hand?

3. Where do you go to view attack speed for a particular weapon at?

4. What attributes affect the damage for each of the one handed weapon types listed above?

PLEASE HELP ME. I IGNORED MY ROGUES MOSTLY ON THE LAST PLAY THROUGH AND AM LOST!!!

Modifié par RoudyRogue, 10 janvier 2010 - 05:56 .


#2
jellmoo32

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1. The difference is primarily in damage done, crit chance, and armor penetration. Swords do the most base damage, axes offer the highest crit chance, and maces have the best armor penetration.



2. It requires a talent to do so. Dual Weapon mastery can be picked up by both Rogues and Warriors at 12th level.



3. AFAIK, it is not visible. Each weapon type has a set swing speed which is based on the animation involved. I am not aware of any method in game to check the timing on this.

#3
Sylvius the Mad

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People seem to think that maces are underpowered, but they are faster than swords. I'm a big fan of maces.

#4
RoudyRogue

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...bump...

#5
Hulk Hsieh

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The problem of maces is that there's no ultimate maces like swords or axes.

#6
RoudyRogue

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Ok, and I'm assuming that it is strength that determins the damage output of swords and axes but if I get the skill called Lethality, will strength become useless for everything other than armours?

#7
LadyDrusilla

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The irony of all this is that in reality maces do not penetrate armour, they just crush it and pulverise what is in it, while axes do in fact penetrate armour better than a sword due to the rotary power of the strike combined with the design of the axe focusing the impact onto a smaller area.

#8
1varangian

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Damage scales so heavily with strength and experience levels I find these little differences between weapon stats rather unimportant.



If a Longsword or a Mace does 50 points of damage on the average, 3 points of AP are pretty irrelevant. Not enough to encourage switching weapons against different types of armor at least.

#9
StarMars

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http://dragonage.gul...p/items/weapons



One-handed axes have 110% strength modifier. 2-handed mauls at 125% .



I ditched my swords for a usable mace that grants +1 stamina regen.

#10
Jasco11

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LadyDrusilla wrote...

The irony of all this is that in reality maces do not penetrate armour, they just crush it and pulverise what is in it, while axes do in fact penetrate armour better than a sword due to the rotary power of the strike combined with the design of the axe focusing the impact onto a smaller area.



In some games this line of thinking is extremely important because games considered piercing, slashing, blunt type damages and susceptibilities of enemies.  For examples, in games with skeletons they usually required a blunt type damaged weapon to do the greatest amount of melee damage.  While generally you could use a slashing weapon for many other mobs, and you would ocassionally need a piercing weapon for heavily armored foes.  I don't think DA:O fully uses the same schematics when it comes down to this.  If they did, you would more than likely be required to carry multiple weapons for melee characters so they could adjust on the fly depending on the enemies.  I can tell you from being a Rogue lover (never completed the game above 30% with a mage), I've used Mace/Dagger, Dagger/Dagger, Sword/Dagger, Sword/Sword, Axe/Sword, and Axe/Dagger through multiple rogue playthroughs.  My favorite by far is Dagger/Dagger or Sword/Dagger.  Daggers mainly due to the speed is so much faster and my abilities to do high crits and dps for my team didn't decrease by any means.  Dagger/Dagger with momentum is just insane at how fast you can stab fools in the back and continuously crit.  Other part I factor into this is the killing blow animations.  I enjoy the sword/dagger animations more than axe/mace.  That one is a bit more personal, but in general I think the killing animations should have been more creative.  I think every weapon should have 2-3 variations for finishing blows (that are not the same as other weapons), and I think each class should have a few special class specfic finishers.  Rogue should be able to slice their legs from behind forcing them to the ground, allowing yourself or a team member to decapitate their head after that.  

Essentially for DA:O it mainly boils down to what you prefer, not what the game dictates you to use.  So consider the cosmetics, finishers, attack speed, etc. and choose what suits you.

#11
Sibelius1

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Hulk Hsieh wrote...

The problem of maces is that there's no ultimate maces like swords or axes.


Depending on the choice you make in the Deep Roads quest, you can get a really powerful mace

#12
amrose2

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Sibelius1 wrote...

Hulk Hsieh wrote...

The problem of maces is that there's no ultimate maces like swords or axes.


Depending on the choice you make in the Deep Roads quest, you can get a really powerful mace


He means one handed maces, I believe

#13
Sledge454

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amrose2 wrote...

Sibelius1 wrote...

Hulk Hsieh wrote...

The problem of maces is that there's no ultimate maces like swords or axes.


Depending on the choice you make in the Deep Roads quest, you can get a really powerful mace


He means one handed maces, I believe


Hulk is referring to what can be obtained from a certain dwarf in the Deep Roads, not after the quest is done.  It is a one-hander.

Modifié par Sledge454, 10 janvier 2010 - 02:50 .


#14
Guest_Obtusifolius_*

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RoudyRogue wrote...

Ok, and I'm assuming that it is strength that determins the damage output of swords and axes but if I get the skill called Lethality, will strength become useless for everything other than armours?


A word of warning: from what I've heard the higher level swords/maces/axes require a high strength stat to wield, whether you have Lethality or not. So, if you go the route of using full-sized weapons, Lethality will not be too useful for you.

However, many Rogue skills/talents are based on Cunning, so you may want to get your Cunning high. Either way, I think you will have to choose between high cunning (daggers), high strength (full-size weaps) or mediocre levels of both (full-size weapons and rogue skills, but true proficiency at neither).

Modifié par Obtusifolius, 10 janvier 2010 - 02:56 .


#15
BlackVader

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If you are a rogue, use daggers. In both hands. Assuming that you'll take Leathality and have at least 30 cunning for lockpicking, you just don't have much reason to raise strength. Not beyond 20 for the best light armors, anyway.

If you plan to use bigger one-handed weapons, you'll need 31 strength for the best of them. Those additional 11 points pretty much go to waste (even though you could get some of them from equipment).

That being said, sword/axe+dagger still works quite well for a rogue and even gives you bigger damage numbers while backstabbing. Dagger+dagger will result in less damage per attack but significantly higher attack speed.

For wielding 2 weapons, your attack speed will be the average of both weapons, so you can actually speed up a sword by taking a dagger in the off-hand.

Check out this topic on rogue DPS if you want further advics.

#16
Tyrax Lightning

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LadyDrusilla wrote...

The irony of all this is that in reality maces do not penetrate armour, they just crush it and pulverise what is in it, while axes do in fact penetrate armour better than a sword due to the rotary power of the strike combined with the design of the axe focusing the impact onto a smaller area.

This.

Irl, I get the impression that Hammer weapons defeated Plate Mail & the like by defying the Armor's efforts to absorb the impact. I dunno if striking blunt force through an armor that can't fully stop the transfer of force counts as 'penetration' or not, but when one thinks of 'penetration', it's real easy to think Piercing damage.

#17
Sylvius the Mad

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Medieval hammers tended to have very small heads - good for punching holes in armour.

#18
Abriael_CG

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LadyDrusilla wrote...

The irony of all this is that in reality maces do not penetrate armour, they just crush it and pulverise what is in it, while axes do in fact penetrate armour better than a sword due to the rotary power of the strike combined with the design of the axe focusing the impact onto a smaller area.


That's exactly what gives them an higher armor penetration. Armor offers less protection against blunt weapons exactly because a blunt weapon does not need to penetrate the armor to severely damage what's underneath. I think you're seeing "armor penetration" a little too literally. It simply means that armor is less effective against the given weapon, not that the weapon literally breaks the armor.

#19
LadyDrusilla

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The word penetrate is pretty clear, actually. Blunt weapons effectively ignore armour, axes penetrate it. Even then against well made plate even a pole axe was not particualrly effective, they used to make them with a series of thin but stout spikes, the idea being you couldn't penetrate the plate enough to kill the person inside but you could distort the armour at the joints and prevent articulation. Full plate is not much use if you can't move.

Abriael_CG wrote...

LadyDrusilla wrote...

The irony of all this is that in reality maces do not penetrate armour, they just crush it and pulverise what is in it, while axes do in fact penetrate armour better than a sword due to the rotary power of the strike combined with the design of the axe focusing the impact onto a smaller area.


That's exactly what gives them an higher armor penetration. Armor offers less protection against blunt weapons exactly because a blunt weapon does not need to penetrate the armor to severely damage what's underneath. I think you're seeing "armor penetration" a little too literally. It simply means that armor is less effective against the given weapon, not that the weapon literally breaks the armor.