Hmm, if you remove bad weaopn penalty, you might need to consider reworking damage values for weaopns or the like, but possibly the biggest thing on bad weaopn is non-basic damage ignores bad weaopn, which is the other hand of having it removed.. when doul’s possible blade is a lesser choice than a lucky craft of the Flail of pleades, and completely blown out of the water by random finding the mace of the misunderstood warlord, it skews the viability of items. Personally, early on, i ignore bad weaopn/dual wield because i try finding 2 rusty daggers and rely on them till i can get some piercing.Also, we need some CSI on that photo, stat!
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