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?
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?
