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We were told during beta that it was being worked on so that 2hand weapons could have 2 sigils on them so that they would be balanced with wielding 2 1hand weapons.
We still don’t have this :-(
While this is true, and I certainly wouldn’t complain if we got it, there is already a disparity in 2handed vs 1handed, in that 2handers do more damage. It isn’t a lot but it’s there. As far as I understand it the damage of the two weapons isn’t combined in any way. I think that in order for 2handers to gain extra sigils dual wielding 1handers has to also produce equivilent damage.
The equalization between the min/max damage ranges and the addition of the second sigil on 2-handers should have happened by now.
I’m still curious what the logic was behind doing it the current way. The only thing I can think of is that it might have something to do with the prioritization of sigil procs between mainhand and offhand weapons, which obviously wouldn’t function the same way for 2h weapons.
(edited by Vick.6805)
Might be best to ask for double the critical damage/magic find on two handed as one handed weapon get double those stats.
I also think 2-handers should have 2 sigils. You’re gimping yourself compared to using 2 weapons.
While this is true, and I certainly wouldn’t complain if we got it, there is already a disparity in 2handed vs 1handed, in that 2handers do more damage.
That’s actually a misconception and it’s totally wrong.
GW2 doesn’t work like a classic MMO where damage comes from the weapon.
Final damage of a weapon comes mainly from skill coefficients; for instance a Ranger deals more DPS with a 1h sword than a 2h sword, because GS skill coefficient on his skills are lower.
Even in regards of ranged weapons: Guardian has way more DPS on Scepter than Staff.
Let alone the attack speed factors.
2h weapons need 2 sigils or they leave a character with one missing upgrade and nothing else to make up for it.
And believe me, you don’t want to see skill coefficient being balanced around the lack of a sigil.
These kinds of gap into design are those that then lead to design flaws and unbalances.
Not only we were promised it but it actually needs to be fixed for a long-term balance equality.
The thing is, sigils only work on the weapon skill created by that said weapon. So warhorn sigil, perhaps making bleed on crit, only gets made from warhorn skills. If anything, I wouldn’t say double sigils for 2h. I would say slight increase, and I mean very slight, to the proc chance. Like if it had 60% chance to bleed on crit for a 1h weapon, would bel like 75% chance for a 2h weapon. Double sigil means any skill by that 1 weapon would have 2 different effects from a sigil which would be a bit unfair no matter how much you think it may not be. (Look at the picture that’s painted before you on that b4 you judge).
The thing is, sigils only work on the weapon skill created by that said weapon. …
Actually this is incorrect… sigils work on any weapons currently equiped (reguardless of the skills it provides).
However keep in mind that two-handers have 10% more weapon strength (also refered to as the weapon damage) than single-handers and 20% more weapon strength than off-handers (weapons that can only be used in the off hand such as foci, shields, torches, and warhorns).
Due to two weapons having their weapon strengths averaged, results in two single-handers being 10% less strength and a single-hander and an off-hander combo being 15% less strength (before skill co-efficients) when the average is taken into account.
Given damage is linearly based increase based on the weapon strength this equates to a damage increase of two-handed weapons above that of the other single/off handed weaponry (by 10% for single/single combo and 15% for single/off combo, again before skill co-efficients are taken into account).
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