You know, someone recently asked me if I thought you were a troll or just dense and I said "The latter, but with definite leanings towards the former." After having read this latest response from you, I think you just pegged out the "Troll" meter.
Dafuq? I literally just asked you for more information because I didn't understand your meme, how the holy fuck would that prove me to be a troll? Regardless, I'm not one. I just wanted to know what movie that scene came from; how you could instantly leap to the conclusion that me saying "what movie is this" was anything other than an honest question is utterly beyond me, and I literally mean that, I can't even begin to guess what you're thinking here.
It's definitely both, i have no doubt at all that he's both incredibly small minded and also enjoying arguing with everyone.
I don't enjoy arguing. I enjoy discussing, even friendly debate, but arguments are inherently based on the assumption that one party is wrong and must be defeated, and that's the exact opposite of what I ever want. As one of the Vlad Taltos novels puts it, "The defender always starts the war; the attacker wants only to conquer, and if the defender was content to simply let him, there would be no war." An argument is the civilized, intellectual equivalent of a war, and I don't want a war, I only want to conquer. I want to explain what I believe and why, and have everybody tell me either "Wow, you're right, thanks for explaining" or "Here's some interesting information you might not have known, I hope it will change your viewpoint". When people instead say mean, bitchy, sarcastic things, it's not me choosing to have an argument, it's them refusing to give me what I want, for no particular reason beyond their own sense of pique (which, objectively, they obviously have every right to feel, but subjectively, I wish they wouldn't).
You literally say that you have a thief character. Thieves start with an at-will that instantly removes half of your threat and gives a status effect that makes your next attack/ability not generate threat, in addition to having an encounter power that also removes half your threat and applies the status effect (but for two turns), along with blinding enemies.
My thief is one of the least played characters I have - I think even the White Mage has passed her, at least in days if not in actual accomplishment. My thought with a Thief was that I should try to have no companions at all, because I was figuring I could sneak past enemies and not fight them. Turns out that doesn't work, so I have been adjusting that, but the more I play the game, the less I want to play any of my characters who aren't already high level and haven't finished most of the quests.
Also the level 2 Warrior power "Dominance" directly says it generates high threat in its description.
That might have been the first extra power I gained; it was definitely the first one I stopped using because it was PURE SUICIDE. I told you, unless the Champ has insanely high armor and healing and whatnot, he needs to NOT have threat.
And besides, the devs have directly said that this isn't a game like TiTS where you're constantly swapping equipment in and out because new equipment has better stats. Some equipment is better than others overall, but they're generally intended as sidegrades to each other.
Hm. Well I suppose that's a valid game design philosophy, maybe even not one that I disagree with, but it's definitely counterintuitive. I'd never have assumed it to be true if you hadn't said it.
If you literally just dual-wield the basic daggers you can and will have a higher damage output whenever both attacks hit.
Interesting. I've never tried to dual wield, in part because I was annoyed by the fact that some weapons can only equip in the offhand which is just weird, but mostly because I assumed that either a two-handed weapon or a single weapon plus a shield was always going to be the way to go. I suppose I'll have to try this sometime, but none of my existing characters will do it; they all have 2H unique weapons gotten from storyline bosses, which I figured had to be more powerful than a normal weapon you could just buy, since that's what I expect from usual video game logic.
In my view, weapon stats are not that hard to understand.
Your view is clearly not my view. I'm used to weapons that have one stat (damage), possibly two (damage and accuracy). Not counting things like price, obviously.
Damage is obvious, accuracy increases your chance to hit, dodge increases your chance to not be hit, crit increases your chance to land a crit, armor penetration lowers the enemy's armor by that much when making an attack
Already that's extremely complicated. I'm not saying that's bad, I prefer 3E D&D over 5E because I like greater granularity, but it does increase the mental effort required to comprehend what you're looking at. Armor penetration is just a limited form of extra damage; you could eliminate that entire stat and just raise the damage value. Critical hits are random and not really necessary. And weapons increasing your dodge chance is a little odd, since you assume a weapon is pure offense and that all your defense will come from armor (again, "you" in this case meaning someone who's used to the kinds of games I grew up playing, such as the Final Fantasy series; that does feature a few exceptions, but they're rare, and their special trait isn't part of a statblock - if the Dodge bonus was usually blank because most weapons don't help defend you, then my design philosophy says that there should be no "dodge bonus" field in the stats, so the reader isn't confused by seeing a bunch of extra stats that are all set at zero...I can understand why some people would rather have consistency and list all the stats even if they don't apply, but that's not how I generally think).
spellpower boosts the power of your spells, and spell penetration is like armor penetration but for the anti-magic damage reduction.
This stuff goes beyond the weapon even being a weapon. Which, again, is maybe valid and maybe even good design, but it's counterintuitive and overcomplected, and generally not what I'm used to.
Basic spears vs the blade staff: Same damage count, blade staff boosts spell abilities which is only useful for casters and semi-casters, and where the spear has evasion and a higher accuracy
I pretty much just looked at the damage, though I recently got the hang of adding multiple damage types up to get a total. When I compared the Blade Staff to whatever I had at the time (probably just the default Short Sword, and later the Beast Killer, and the Mushroom Staff, and so forth - only recently did I finally get the Spiral Blade which was obviously better), I just looked at the damage total and went "okay, this will deal more damage". Which, strangely, it didn't seem to. I'm beginning to get a handle on why, but it's a very complex system that makes itself hard to evaluate. I do like a complex design, but when you're talking computer games, a lot of the complexity can be "under the hood" where it doesn't confuse the player and complicate the process of deciding "what's the best thing I should do here". There's a time for digging into the fiddly details to gain more complete information, but when you're attacking twenty times per hour of gameplay, you don't want to have to sit there thinking for three full minutes, comparing and contrasting the varying damage amounts of one attack mode versus another. (Which isn't actually how combat works in this game, but it would be if you selected a weapon at the same time you also select an attack power; this is why I almost never switch weapons, specifically because it can't be done during combat, at least not without wasting your action, and I don't want to do it outside of combat.)
the staff bypasses some damage reduction and has a higher chance to crit(except not really, because accuracy also increases the chance to crit by proxy, so the 5 less accuracy compared to 5 more crit is a bad tradeoff as that's the same chance to crit but a lower chance to actually hit). Here's the thing though: The blade staff is 2-handed. The spear is 1-handed. While it isn't a light weapon so you can't dual-wield it, you can equip offhand equipment, like every single type of shield present in the game and many off-hand catalysts.
eyes glaze over
There's a reason I don't work in the IT industry, dude. All this complexity just went way over my head. TL fucking DR.
As for a halberd... there is no halberd. So I'll assume you mean either the poleaxe or the pike.
Right; halberd, poleaxe, bec de corbin, lucerne hammer, glaive-guisarme, guisarme-glaive, whatever the fuck it is. The joke about polearms in D&D is a classic for good reason. They basically do more or less the same thing; I actually have a Diablo character who I named Halglaive, in honor of the fact that I looked at the stats in whichever edition I was playing at the time, and saw that there was literally no difference between a glaive and a halberd, so I just decided to make them one combined weapon in my game from that moment forth. Really, it was just the designers goofing and wasting a line on the table, probably just an editing error between versions or whatever, but I made a joke out of it to amuse myself.
as the blade staff is a direct upgrade to the Quarterstaff.
That one I did manage to figure out by myself, but thanks for pointing it out, in case I hadn't. (Not being sarcastic, I mean it, thank you.)