The easiest implementation, with the fewest side effects, would be to create a dummy weapon that goes in the off hand, whose sole purpose is to serve as a glamour item. This avoids several problems that would need to be dealt with if weapons were separate:
- You won't have split loot (like when two PLDs in a party have to fight over a sword and shield).
- You won't have to buy two tomestone weapons if you want to upgrade one (like PLD has to buy both the sword and the shield and upgrade them simultaneously with a single token)
- Extra dev time doesn't need to be spent in the future designing extra weapons.
- Extra space doesn't need to be spent on having two separate weapons where each other job only has one.
- Weapon stats won't need to be balanced to account for splitting across two separate weapons.
Basically,
Main hand: has all the stats
Off hand: has 0 stats, serves only to be glamoured. A single item to be used at all levels.
if (off hand not equipped)
....draw main hand weapon in both hands
else
....draw main hand weapon in main hand
....draw off hand glamour in off hand
And while we're at it, this could be extended to RDM and PLD:
RDM: Have a universal dummy offhand just for glamour.
if (off hand not equipped)
....draw main hand rapier
....draw matching magicked crystal medium
else
....draw just the main hand glamour's rapier
....draw just the off hand glamour's magicked crystal medium
PLD: Combine swords and shields into a single slot, creating parity with every other combat job. Have a universal dummy shield just for glamour.
if (off hand not equipped)
....draw main hand sword
....draw matching shield
else
....draw just the main hand glamour's sword
....draw just the off hand glamour's shield