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Dual Wielding
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<blockquote data-quote="Chaosmancer" data-source="post: 9436847" data-attributes="member: 6801228"><p>Yeah, you built it off a version that didn't include nick or the changes to general feats. I was also upset that this new version didn't give +1 AC, but the OLD version of Dual-Wielder only took your damage from 3d6+15 (25.5) to 3d8+15 (28.5). That was a minor change, so the increase to AC was warranted. This version takes you from 3d6+15 (25.5) to 4d6+20 (34) which is a MASSIVE buff to your damage. And it increases the dex mod, which might also give a +1 AC depending on the character. Along with everything else connected to Dex.</p><p></p><p>And again, you haven't explained why going from 28.5 damage to 34 damage is a NERF. It isn't. I can't think of a single scenario where this new version is worse, except if you had a 20 Dex and the old version would have given you a +1 AC... and even then I'll take the extra 5.5 damage per turn.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9436847, member: 6801228"] Yeah, you built it off a version that didn't include nick or the changes to general feats. I was also upset that this new version didn't give +1 AC, but the OLD version of Dual-Wielder only took your damage from 3d6+15 (25.5) to 3d8+15 (28.5). That was a minor change, so the increase to AC was warranted. This version takes you from 3d6+15 (25.5) to 4d6+20 (34) which is a MASSIVE buff to your damage. And it increases the dex mod, which might also give a +1 AC depending on the character. Along with everything else connected to Dex. And again, you haven't explained why going from 28.5 damage to 34 damage is a NERF. It isn't. I can't think of a single scenario where this new version is worse, except if you had a 20 Dex and the old version would have given you a +1 AC... and even then I'll take the extra 5.5 damage per turn. [/QUOTE]
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