FFXIclopedia
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==Damage Types==
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Can anyone confirm this?
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When using Dual Wield, the damage type of each weapon is calculated seperately. As in, if you're using a slashing and a piercing sword, on a shashing resistant mob, the hits related to the slashing weapon will be reduced, while hits related to the piercing weapon will be at full damage.
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Fairly sure this is the case from what I remember of a Limbus run (some hits would do 0, some would do high damage), and a friend just mentioned it while dualwielding Axe/Sword, but it's not mentioned on the page here, so I thought I'd confirm it before updating. --[[User:Solarus|Solarus]] 23:30, 1 June 2009 (UTC)
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==Alternate DW numbers==
 
==Alternate DW numbers==
   

Revision as of 23:30, 1 June 2009

Damage Types

Can anyone confirm this?

When using Dual Wield, the damage type of each weapon is calculated seperately. As in, if you're using a slashing and a piercing sword, on a shashing resistant mob, the hits related to the slashing weapon will be reduced, while hits related to the piercing weapon will be at full damage.

Fairly sure this is the case from what I remember of a Limbus run (some hits would do 0, some would do high damage), and a friend just mentioned it while dualwielding Axe/Sword, but it's not mentioned on the page here, so I thought I'd confirm it before updating. --Solarus 23:30, 1 June 2009 (UTC)

Alternate DW numbers

Found on FFXIOnline:

The ninja dual wield trait is considered by many to be 'delay reduction' on melee weapons.

If it was really haste in the normal sense, our ninjitsu recast timers would get lower as we leveled up, but they dont.

Haste from spells or items cuts ninjitsu recast time down in addition to melee speed which confuses things.

  • DualWield I = .10 (level 10)
  • DualWield II = .15 (level 25)
  • DualWield III = .25 (level 45)
  • DualWield IV = .35 (level 65)
  • AF body = .05
  • AF2 Legs = .05
  • Supponomimi Earring= .05
  • Sarashi = .01 (only works if subbing ninja and level 30+)

Add the value from the highest DualWield trait you have in addition to the other items listed, then add 1.0 - this is your delay modifier.

Add the delay of your two weapons together and divide it by the delay modifier. This should give you the delay between each round of attacks.

Note: Each weapon delay when modified by this calculation is rumored to have a floor value of 150delay when hasted.

It may seem like you attack faster than that, but its your double attack trait from /war firing off most likely, causing you to swing nonstop. (every .75 seconds if you get a run of double attacks)

To use myself as reference, level 71 ninja

  • Sairen(238 delay) + Hototogisu(185 delay) = 423

No special gear, just Dual Wield IV gives me a 1.35 modifier.

  • 423/1.35 = 313.3 = 3.133 seconds between attack rounds

If haste gear is applied in the same fashion as the modifiers in the above table for someone at level 75:

  • Dual Wield IV = .35
  • Panzer Mask = .02
  • Fuma Sune-ate = .03
  • Byakko legs = .05
  • AF body = .01
  • Supponomimi Earring= .05
  • Modifier = 1.51
  • 423/1.51 = 2.8 seconds between attack rounds.

Piling on the haste equipment cuts .3 seconds off the wait between attack rounds - not bad. Thats adds up to nearly 2 more attack rounds per minute.

If double attack fired off on those extra melee rounds for each hand both times I could get up to an additional 40%tp per minute : with some luck of course

The original weapon setup drops to a low enough level that its very apparent a speed cap of some sort must come into play.

This is why I think most highlevel katanas dont get really low delays any longer(sub 200 delay), when you hit 75 and pile on haste and dual wield enhancers, just about anything you equip is going to be fast.

Multiplying by a fractional haste modifier (*.45 instead of /1.55) gives 423*.49 = 207.27 = 2.1 seconds between each combat round which seems way too fast. That would mean a quad attack round (double attack from /war activates twice) would mean 1 katana swing per .52 seconds.


The above is, in a word, wrong. Delay -> Real time wait is calculated as Delay/60, not Delay/100. Therefore that 207.27 delay is 3.45 seconds between attack rounds, which is perfectly normal. This also goes to show that it is a delay reduction and not an attack rate increase. 50% Haste halves your delay, which in turn doubles how many attacks you get in. It does not increase the amount of attacks by 50% and therefore reduce delay by 33%. Wormania 15:21, 1 May 2007 (EDT)

Dual Wield on weapon skills?

I know that an extra hit is applied to weapon skills but does the extra hit take in account to modifiers and damage multipliers? The extra hit on weapon skills seems to be just a "regular hit". When I use only one Katana for Blade: Rin(one hit only), it does about 200 damage to a monster. If I dual wield two katanas, it only does slightly more damage it seems.

On the other hand, when I use Blade: Rin and double attack kicks in, the damage nearly doubles to something like 350 or something. So I think the extra hit from dual wield on weapon skills is only a "regular" hit. Petco 03:14, 11 July 2007 (CDT)

Effect on TP

Dual Wield also adjusts your TP gain to match your new delay:

  • A 276-delay axe normally gives 7.2 TP per hit.
  • Two of them with Dual Wield II give 6.2 TP per hit (7.2/1.15).

So, slow weapons like axes don't build TP any faster with Dual Wield II; they attack faster, but get less TP, so TP per second is the same.

Fast weapons like daggers get TP faster with Dual Wield II because TP per hit doesn't go below 5 even when delay goes below 180. --Valyana 16:27, 8 Feb 2006 (PST)

Just a note: the 5% TP floor was removed in the 04/18/2006 update, so dual wield no longer gives a TP advantage with daggers. --Fhathead 16:22, 6 September 2006 (EDT)

Actually, it does still give a TP advantage for fast weapons, it just isn't as big:

  • A THF single wielding Sirocco Kukri (150 delay):
    • 5+((150-180)*1.5)/180=4.75 TP/hit.
    • 60/150=0.4 hits/sec
    • 0.4*4.75 = 1.9 TP/sec
  • Dual wielding Sirocco and Hornetneedle (also 150 delay) with Suppanomimi, so 20% lower delay:
    • 5+((120-180)*1.5)/180=4.25 TP/hit.
    • 60/120=0.5 hits/sec
    • 0.5*4.25=2.125 TP/sec

You can see why there's still this advantage if you look at the TP vs. delay graph. --Valyana 17:46, 3 July 2007 (CDT)

Dual Wield I

I just confirmed that Dual Wield I gives a 10% reduction in delay. I took my BST/NIN to Phomiuna Aqueducts, with my Barbaroi Axe and a Combat Caster's Axe, which normally give 7.5 and 7.3 TP per hit, respectively, or average 7.4 TP.

Dual Wielded, they gave 13, 26, 40, 53, 67 TP, or 6.7TP per hit. 6.7 = 7.4/1.1, so Dual Wield I reduces delay (and TP) by 10%.

I'm going to go ahead and change all of the values on the main page to the ones in the ffxionline post I quoted above, though I can't verify the DW3/4 values because my NIN is only 37. --Valyana 19:40, 8 Feb 2006 (PST)

The stats of both weapons equiped are added to your character so 2 wands that give +8 int and mnd for example would give your character +16 int and mnd. But not all effects are added, like how Enhancing Sword adds +5 to en-spell damage. The +5 damage is only added to the Enhancing sword and not the other weapon equiped with dual wield. I was dissapointed to find this out because I was hoping the +5 damage would go over to Joyeuse. This is probably because the +5 damage is specifically assigned to the sword and not the character like the stats. Like having Joyeuse equiped wouldn't mean that your other weapon would occasionally attack twice. I'm assuming though that the latent effect on Enhancing sword(attack+16 accuracy+8) would work with the secondary weapon because those stats are probably applied to the character.