VE - DualWield Why Does Weapon Damage Stack?

Seacliff

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Victor Saint's DualWielding plugin has some of the best versatility for both the player and the developer, so I would hate to ditch it, but it has a very obvious balancing issue I wish to fix. When an actor attacks with two weapons, the damage for both weapons are added together for both attacks.

For example, I have an actor with 5 strength and two weapons with 6 strength each (for simplicity sake, let's say the damage formula is just straight attack). Ideally, each weapon would be calculated individually and each weapon attack does 11 damage, but what actually happens is that each attack has the power of both weapon's attack and each deals 17 damage.

Needless to say, that's really hard to balance. Why use a shield when your weapon's attack power is multiplied four times over?

While there is a method to reduce duel wielding damage with a flat percentage, it's not enough to consider different instances of weapons with varying attack power. I also want to avoid multiplication because I also want to keep damage output easy to predict.

I could see the easiest way to fix this is by subtracting the one weapon's attack power while attacking with the other weapon. But I don't know how to call weapons in an individual's hands or even to check if an actor is dual-wielding. Does anyone have a proper solution for this issue?
 

Tiamat-86

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you could always do a fake dualwield instead, weapons equip as 1 but come as sets.
(best used with a method to replace attack command)
daggers, seals shield slot(dual wields) hits twice with str*5 - def *3
great swords, seals shield, hits once with str*7 - def *3

makes it so if target has = def to user atk both attacks will do same dmg
but if def is higher then attack the G.Sword will do more dmg
while if def is lower then atk the Daggers will do more dmg

making 1 weapon type better for speed runners and the other type better for grinders
 
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Seacliff

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Unforetently, that doesn't work well with the rest of the gameplay for my game.

I have found the (BattleManager.isSecondAttack) function, which allows me to control the damage of individual attacks. My only problem now is manually getting the parameters of each equipped weapon.
 

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