[Skip to Main Content]
此站點大量使用JavaScript。
請在您的瀏覽器中%s。
正式服
PTR
小知識
螢幕截圖
影片
評論
評論來自
9431
Only Warriors, Hunters, Rogues, and (added in patch 2.01) Shamans are able to duel wield currently. Available at your class trainers.
評論來自
5747
I would say that a 2H weapon is better for a hunter, but I havent attempted to see the difference for a shaman.
評論來自
Thottbot
Duel Wield is learnt from your class Trainer.
評論來自
Thottbot
The base miss rate is 5%. When you're dual wielding the miss rate increases to 25%, but that is split between the main and off hand. So 12.5% to hit with either side.
EDIT: The reason the damage done with your off hand is much lower than it should be is that it is decreased by 50% from what it would be if it was in your main hand. The damage dealt can be increased to 75% in the Combat Talent Tree of Rogues and Fury Talent Tree of Warriors. The talent says 50% extra damage, but that only means 50% of the decreased damage. (1.5 * 0.5 = 0.75)
Over 1 weapon dual wielding increases damage considerably. I don't know which of 2h or dual wield does more damage, but I believe it's pretty similar when using weapons with the same level req.
評論來自
Thottbot
Where is the dual wield trainer and at what lvl can u learn dual wielding?
評論來自
Thottbot
um . . . what level were you? Becuase I'm pretty sure there's a skill or talent or something where Rogues gain an ability to improve their dual wielding . . . and were you using inaccurate weapons?
And does anyone know if it's wise to use dual wielding for Hunters?
評論來自
Thottbot
yeh im also more interested in dual wield for hunters vs 2h for hunters
i think 2h is probably going to do more damage, especially since things like raptor strike which will do a lot of damage with a 2h weapon, especially when it crits, are going to have a 25% chance not to even hit if you dual wield vs 5% with 2h.
wonder if someones done some proper analysis by testing the damage done by dual vs 2h over a time of say 30 seconds or 1 minute, and do one run without using raptor strike and one run with just to see.
評論來自
Thottbot
Yes hunters want to dual wield.
Hunters want Agility, it's common to see 60 hunters with two Dawn's Edges, or two bone slicing hatchets.
2x the 1% crit chance, and then you get 2 +15 agility enchants. Even pre-60 you want more the two weapons that give you hunter-friendly stats (agi, sta, crit).
評論來自
Thottbot
1. Dual wield is able for : Hunters, Rogues and warriors
2. With dual wield you get a 25% increased chance to miss ( sucks, yes)
3. If you play a warrior, go for fury if you're dual wielding
4. The offhand wep only does 50% of the dps it should be doing
5. Dual wielding is good vs casters, since it increases their casting time ( most of the times, also depends on their talent points and if it's PvP or PvE)
6. If you want do do massive damage and you're a warrior, go Arms spec and used a slow , really slow 2-h. use Cleave and Whirlwind alot with berserkerstance
7.Arms = 2-h weps, Combat stance spec
Fury = dual wield, Berserker stance spec
Prot = 1-h + shield, Defensive stance spec
Hope this helps you, mostly helps warriors though.
評論來自
Thottbot
I forgot 1 thing
8. Rogues get dual wield at level 10
Warriors 20
Hunters 20
評論來自
Thottbot
Come on guys, you are talking out your rears.
If you are going to try and help someone at least back it up with FACTS.. Here is the truth.
Blizzard regarding dual wield balancing:
With regard to dual wielding, I'd like to clarify how it works and its intent. First, we do obviously realize that DW has a significantly higher miss rate, and that the offhand weapon does not deal its full damage. This is done to keep DW in direct DPS balance with using 2h weapons, and to ensure that both 2h and DW are well balanced in total effect against 1h+shield.
For a little background on the DW balance process, I need to first give a little background on how 2h weapon use is balanced against 1h+shield.
In order to make both 2h and 1h+s viable strategies for general purpose gameplay, we want approximately the same overall effectiveness in terms of total sustained killing ability over time between 2h weapon and 1h+s. This means that if you were to kill 100 creatures (for example) of your level, it should take close to the same total time including downtime when using 2h or 1h+s, perhaps favoring 2h choices somewhat (although it should be noted that there are intangibles that make measuring downtime a reasonable estimate rather than a perfect science).
While you will kill more quickly using 2h, you are expected to end the fight with a lower remaining health compared to the same fight using 1h+s. In the 1h+s case you will be killing more slowly, but have more health at the end of the fight, and therefore less downtime over the long haul (and yes, it is balanced to account for the fact that killing more quickly implies taking less hits from the enemy).
After it was all calculated to exhaustion (factoring in other objectives such as the desired damage reduction contribution of your shield relative to the rest of your armor), we determined that to achieve our goals of relative balance between 2h vs 1h+s, 2h weapons needed to produce approximately 20% more DPS then 1h+s. What this meant was that in order for DW to be an interesting (but not overpowered) choice, DW needed to also produce a total increase of 20% DPS over 1h+s (just like 2h does).
As you might realize at this point, if you got the full DPS from your second weapon while dual wielding (by having the offhand weapon attack at full speed, with full hit chance, and full damage), your DPS would go up by 100% rather than by 20% (assuming an equally good weapon in the offhand). Unfortunately, 100% amounts to a *lot* more then 20%, and would make DW the best choice by such a wide margin that it would have been pointless to have 2h or 1h+s in the game at all.
Given that, we needed to find a way to modify some combination of damage, hit chance, attack speed, or other basic combat factors in order to achieve 20% rather than 100%. Since we didn't want to reduce any one of these by too much, we opted to reduce the hit rate for both the main and offhand (since at least swinging a lot more helps correct streaky behavior caused by the increased miss rate).
In addition, since increasing the even-level miss chance to 24% or so for both weapons while using DW still wasn't enough to get us down to 20% increased DPS (and for "feel" reasons I'm sure you can understand, we didn't want to push the miss rate higher than that), we opted to reduce the damage of the offhand weapon, figuring that doing less damage from your offhand seems like it makes sense to players and would feel acceptable.
The combination of the increased miss rate for DW and lowering the offhand damage got us down to the 20% overall DPS increase from DW that we needed to ensure that DW was well balanced against 2h weapons.
So, while it can be always be said that some other combination of trade-offs for DW would have proven to "feel" better, we do have a DW system that is balanced and arguably feels more like you're actually using two weapons than DW systems in other RPGs that are also intended to be balanced.
As such, in response to the myriad of posts that offer the shocking revelation that DW has a higher miss chance than 2h or 1h+s, I�d like to say that it really isn't necessary to inform us of this. We know this, that's how we made it, thanks again for the reminder. ;] Also, it seems these revelations often imply that since DW has a higher miss chance, that the DPS isn�t as good as 2h, which (as explained above) simply isn�t factual.
Blizzard regarding weapon miss rates:
First, a few minor notes. Yes, slow weapons will be streakier then fast weapons, causing you to notice it more when you fail to hit the opponent. This isn't something that is likely to change, it's just a basic property of the psychology involved with having fewer random events in a given time versus more. It�s probably worth reminding everyone that you're also going to get a more substantial effect on a single fight from streaks of hits, which, after decimating the enemy in a few swift blows, you aren't likely to come to these forums to express discontent about. ;]
So, there are a variety of positives and negatives with regard to streaky results from slow weapons, and each player makes the decision for themselves in the end as to what they think "feels" better or more fun.
Also, we make no claims that a given "miss" event is fun, and as such we do like to have as little "missing" as we can get away with while keeping things balanced entertaining in the overall experience. At the same time, the reason it exists at all is because we feel that some reasonable amount of unpredictability adds to the overall fun of the game, since it lowers the chances that a given encounter will end in exactly the same way other similar encounters ended.
Now, regarding improving the warrior�s overall rage generation. We've found that there are indeed a few issues with rage generation as a result of bugs. Warriors (and druids in bear form) are intended to gain some rage on block,dodge,parry events, but apparently this isn't working correctly. This needs to be fixed asap in order for warriors to meet their total expected rage generation.
In addition, while our tests have indicated that players are getting the intended 5% miss rate while using a single max-skill weapon against even level enemies (yes, we've tested this exhaustively, and cannot reproduce the 9% miss rate you're reporting for normal swings), we have found the bug causing abilities (ie: heroic strike, sunder armor, etc) to miss around 9-10% of the time under the above conditions instead of the intended 5%. This does mean that warriors are getting the "miss" even about twice as often as they should. Obviously, this needs to be rectified asap, since it directly impacts the warriors DPS and rage use (since missing wastes 20% of the rage cost of the ability).
That being said, I do encourage more testing of the normal (non-ability) swings (believe me once again that we've tested this to no end), as they appear in our tests to be missing only 5% of the time. It might be that the "9% pure miss rate" you quote was from testing special abilities, but if not please do ensure those tests were accurate and let us know the exact details of your tests.
Also, we were definitely not able to get close to a 9% �miss� rate on normal attacks against creatures 4-5 levels below our characters (using 2h or 1h+s). Please give us more specific information as to the conditions and results of your tests on this front (and yes, the servers we've tested this on are the same as the servers we all play on). As far as we can tell, the 9% miss rate for normal attacks versus mobs of 4-5 levels below you just isn�t true.
Assuming that the miss rates that Blizzard posted are correct and working properly, use the following formula to determine if you should use your two handed weapon or dual wield:
80%(main_hand + 1/2 * off_hand) = two_handed
or use this one, the equations are identical:
(main_hand + 1/2 * off_hand) = 1.25 * two_handed
Substitute the listed weapon dps in place of main_hand, off_hand, and two_handed. If the equation balances, there will be no difference using dual wield or the two hand weapon. If the left side of the equation is greater than the right side, your dual wield set will do more damage. If the right side is greater, your two hand weapon will do more damage.
In most cases dual wielding will deal more damage compared to a one hand weapon. The rare situation where dual wielding is worse than using a one hand weapon is when the off hand dps is less than 50% of the main hand dps as listed on the weapon (not the character screen).
At exactly 50%, dual wield will deal the same damage as a one handed weapon.
Proof:
Main hand dps = 100
Off hand dps = 50
Dps for one hand, after misses:
100 x 95% = 95
Dps for dual wielding, after misses:
76% (100 + 1/2 x 50) = 76% (125) = 95
評論來自
Thottbot
I just need a clear answer for the newest patch and the expansion
for rouge
if I DW, my off hand is 50% less damage, right?
and with the 5 talent points of Dual Wield Specialization, what will it be like?
is it
main hand 100%
off hand 75%
OR
main hand 100%
off hand 100%
which one?
評論來自
Thottbot
what lvl do Shamans get Dual Wield? Is this new in Patch 2.0?
評論來自
Thottbot
Classes able to
Dual-Wield
:
Rogues, Warriors and Hunters are the only classes that could initially dual wield. However, with the release of patch 2.0.1 Shamans are able to dual wield through a lvl 40 Enhancement talent.
Miss Chance:
With ordinary auto-attack ("white damage") weapon strikes, Dual Wielding adds an additional 19% to the attacker's miss rate. This penalty applies both to auto-attack strikes with the off-hand weapon and to auto-attack strikes with the main hand weapon. Since the base miss rate of all characters is 5%, dual-wielding will increase your miss rate to 24%(19%+5%).
(This applies when the target's Defense skill equals the attacker's weapon skill. For each point the target's Defense skill exceeds the attacker's weapon skill, the miss chance increases by 0.04%. For each point the attacker's Weapon skill exceeds the target's Defense skill, the miss chance decreases by 0.04%. See Formulas:Weapon Skill.)
Important note: Prior to version 1.8, dual wield's miss chance had a hard cap of 19%, meaning that all dual-wield auto-attacks had a minimum 19% miss chance regardless of how much +hit% gear was equipped. In version 1.8, this hard cap was removed. The exact wording of the 1.8 patch note was:
"Items which provide +hit chance will now be allowed to counteract the increased miss chance penalty of dual-wielding."
Take a rogue for example vs. a 63 monster, he has 5%+(0.04%*15)= 5.6% base miss chance (assuming he has 300 weapon skill and the monster has no special internal Defense skill bonuses), plus 19% dual wield miss chance, leaving us with a total miss chance of 24.6%.
Note that the +19% miss chance for dual-wielding only applies to ordinary auto-attack melee attacks. It does not apply to any special attack powers that cost rage, energy, or mana -- neither instant attacks such as Sinister Strike, nor on next swing attacks such as Heroic Strike, incur the dual wield miss penalty. So, with 6% +hit from gear/talents a dual-wielder will never miss with an instant attack (although the attack can still be dodged, parried, or blocked -- see the Attack table article). However, a dual-wielder would need 25% +hit if he wants to remove the miss chance for auto-attack/white damage totally.
Damage:
Auto-attack strikes made by the weapon in the off hand inflict only 50% of their damage.
Note: The Rogue's dual-wield talent increases the off-hand weapon's damage from 50% up to 75%.
Note: The Warrior's dual-wield talent increases the off-hand weapon's damage from 50% up to 62.5%.
Chance On Hit proc rate;
Some weapons have special abilities that will go off (or "proc") on some hits. These abilities are preceded in the weapon's description by the words "Chance on hit:".
The chance for one of these abilities to go off on a successful auto-attack strike are independent of whether the weapon is being wielded in the main hand or wielded in the off hand. However, these abilities also have the same per-strike chance to go off when making an instant attack (such as Sinister Strike, Mongoose Bite, Overpower, etc.). Instant attacks are always assumed to be made with the weapon in the main hand only. This means that over the course of a normal fight in which several instant attacks are used, a given weapon's chance-on-hit ability will go off more often if the weapon is wielded in the main hand than if it is being wielded in the off hand. The exception to this is the shaman Stormstrike ability and the rogue Mutilate abilty, in which both abilities give an extra instant attack with both wielded weapons.
連結
雙武器
雙武器
可以在副手上裝備單手和副手武器。
魔法增益
法術細節
持續時間
n/a
類型
物理
機制
n/a
驅散類型
n/a
GCD目錄
n/a
成本
無
範圍
0碼
(Self)
施法時間
瞬發
冷卻
n/a
GCD
0秒
效果
Dual Wield
價值:1
PvP 倍率:1
標記
是能力
被動技能
相關
貢獻
在發表評論前,請留心以下提示:
您的評論必須為繁體中文,否則將會被删除。
不知道如何發評論?參考我們的
格式指南
!
發表前最好先自行校對一次。
有問題可以訪問我們的
論壇
來尋求幫助。
發表評論
你没有登錄。
請登錄
或者
註冊帳號
來新增你的評論。
使用下面的表格瀏覽您的截圖。
包含使用者介面要素的截圖通常會被直接拒絕,同樣的,模型檢視器或角色選擇畫面的截圖也是如此。
品質越高越好!
在提交螢幕截圖前, 請檢視我們的
螢幕截圖 指南
!
您没有登錄。請
登錄
後提交截圖。
將影片URL輸入下列表格即可。
URL:
支持:僅限 YouTube
說明:您的影片需通過審核才能在站點上顯示。
我們用
Wowhead 客戶端
保證資料庫的及時更新,向您提供額外的有趣的功能!
兩大目的:
它還維護WoW的一個插件
Wowhead Looter
, 在您遊戲時採集數據!
它將
採集所得數據
上傳至Wowhead,保證資料庫時刻掌握最新信息!
您可以用它追踪完成的任務、配方、坐騎、伙伴寵物以及頭銜!
您還在等什麼?立即
下載客戶端
整裝待發吧!
我們用 Wowhead 客戶端保證資料庫的及時更新,向您提供額外的有趣的功能!
兩大目的:
您可以用它追踪完成的任務、配方、坐騎、伙伴寵物以及頭銜!
您還在等什麼?立即 下載客戶端 整裝待發吧!