Sulorie wrote:Luth wrote:
This is the first time i read about it too. Was this tested? My knowledge until now is:
- dualwield = +10% parry on self
- twohander (melee) = -10% block on the enemy (maybe -10% parry also)
- twohander (range) = nothing
- onehander (range + melee) = nothing
Over a time of five years, i found no one that stated it otherwise. But this doesn't necessarily mean that it's right.

This is what I remember as well.
naa it necessary that caster have 10% ignore disrupt , (bw have it against me at least, and im not talkign about tactic)
cos disrupt have a degree of 360 and so it's a lot more powerfull than parry, considering even hold the line.
About 10% i knew it in that way too until i checkeed myself wearing only 1h weapon, it was increased for 5% then wearing the second it was increased to 10%.
It would too disadvantageous for all classes exept melee, for exemple 4/6 healer only use 1h weapon cos chalice etc are not able to auto attack as second weapon and do not have wdps.
Shields too are part of this category
there is a dedicate defense for each kind of attack exept block that is exlusive for tank and can defend you from every inc hit. Having only melee classes benefit from it will almost make 3 x tank doing hold the line counter like 60% of inc ranged/magical hit on the wb.
You have to considering each 1h thing and not only 1h weapon only, becouse actulay only 6/24 classes in game can use 2x 1h weapons
1h hand 5% (2x =10%)----> shield,sword,axe,charm,chalice etc
2h hand melee attack 10% ignore block/parry------>2h axe, 2h sword
2h hand ranged attack 10% ignore block/Dodge----->bow,rifle
2h hand magic attack 10% ignore Block/disrupt------>staff