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Castielle

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#1
The following is an excerpt of a blog article.  Read Full Article

We take a look at how to effectively use a Rogue (Thief) in the first Act of Baldur's Gate 3 early access, including skills, abilities, weapons and more.

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#2
When considering Dual Wielder vs "+2 Dex": ("+2 Dex" specifically hereby referring to a Dex modifier breakthrough)
Dual Wielder citing to be +1 AC and 1d6 (ave 3.5) to 1d8 (ave 4.5) for offhand. Equals +1 AC and +1 ave offhand damage.
Adding +2 Dex would give this:
+1 AC, +1 Hit for melee/ranged, +1 damage for both melee weapons, +1 damage for ranged, +1 dex checks including initiative.

Should stat for a Dex modifier breakthrough over Dual Wielder when possible, whether you're starting 16dex or 17dex.

I also feel this might be spoiler free not to recommend this, but Astarion should get special consideration for Thief for his ability to have 2 different bonus action attacks.
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Castielle

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#3
You don't gain the +1 damage or +1 hit bonus on your Offhand Attack Melee since you need the Two-Weapon Fighting Style passive not found on Rogues in Early Access. You also don't take into account the extra d8 in the mainhand from 2 Rapiers. Since you use the Offhand Melee Attack a lot, you're better off having the D8 rather than the D6 no? Looking over it, it really comes down to whether or not you use the Bow more or melee more.

Cas
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mux

Joined: Tue Oct 20, 2020 4:43 am
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#4
The way two-weapon fighting works in early access is either bugged or intentionally deviates from the 5e ruleset.

"When you take the Attack Action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative. If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it."

In EA, your off-hand rolls are:
(attack roll) + (proficiency bonus) to hit & (weapon die) + (ability modifier) for damage

Instead of the 5e prescribed:
(attack roll) + (proficiency bonus) + (ability modifier) to hit & (weapon die) for damage

This means that in EA, for Rogues without access to a two-weapon fighting style class feature, an ASI gets you:
+1 AC
+1 Initiative
+1 to hit on main hand [(attack roll) + (proficiency bonus) + (ability modifier)]
+1 damage on main hand [(weapon die) + (ability modifier)]
+1 damage on off hand [(weapon die) + (ability modifier)]
+1 Acrobatics
+1 Sleight of Hand
+1 Stealth


Dual wielder gives you:
+1 AC
+1 average damage on main hand [1d8 vs 1d6]
+1 average damage on off hand [1d8 vs 1d6]


If the 5e ruleset was implemented correctly here, the ASI would give you:
+1 AC
+1 Initiative
+1 to hit on main hand [(attack roll) + (proficiency bonus) + (ability modifier)]
+1 to hit on off hand [(attack roll) + (proficiency bonus) + (ability modifier)]
+1 damage on main hand [(weapon die) + (ability modifier)]
+1 Acrobatics
+1 Sleight of Hand
+1 Stealth


And Dual Wielder would give you:
+1 AC
+1 average damage on main hand [1d8 vs 1d6]
+1 average damage on off hand [1d8 vs 1d6]


In neither case the feat appears to be worth it over the ASI, but especially not in BG3 EA. Unless you're going for style points with the rapiers of course. =)