07-22-2003, 08:18 AM
Raziel posted in Atma's [ http://www.lurkerlounge.com/forums/index.p...t=ST&f=5&t=1533 ] about an Assassin build focusing on using Crushing Blow items (which may be buggy in v1.10 beta, see http://www.lurkerlounge.com/forums/index.p...t=ST&f=8&t=1416 ) and I happen to be playing an untwinked level 36 v1.10 beta Assassin that has 24 uncommitted skill points so I spent a little time playing with Dragon Talon and found what I consider to be a fair number of oddities...
ATM I'm not finding the thread listing the new v1.10 assasin kick base damages for various boot types or I'd also link that here.
So, using just various items my non-twink has, I pumped Dragon Talon to ~18 (for 4 kicks) and ran around a bit.
What first surprised me in my experiments is that the damage display is wrong. The poison and elemental adders from your charms items and, indeed, your "unused by kick" weapon are being carried by the kick. As well as leeching. As well as monster-flee, and presumably all the other special effects.
As if that wasn't odd enough, it sure seems that the kicks are using the range of the equiped weapon to determine if you have the reach to kick the monster [tested by remaining in place and starting the kick before the monster had gotten to me].
So, as Raziel posted, the multiple strikes per kick make %cast and CB extremely powerful.
Even assuming CB is presently buggy and will be fixed this seems like a major skill now. Perhaps too good. [While using a claw I may have seen a crit, so I'm also wondering if the kick is getting crits from claw mastery--not tested, just a heads up fyi].
Of course, if I end up using the skill, I will desparately need a mod to silence her "hiyah" growl for each kick--maddening.
Does anyone have a pointer to what affects the frame timing for the skill? You know, does BoS help, etc.
ATM I'm not finding the thread listing the new v1.10 assasin kick base damages for various boot types or I'd also link that here.
So, using just various items my non-twink has, I pumped Dragon Talon to ~18 (for 4 kicks) and ran around a bit.
What first surprised me in my experiments is that the damage display is wrong. The poison and elemental adders from your charms items and, indeed, your "unused by kick" weapon are being carried by the kick. As well as leeching. As well as monster-flee, and presumably all the other special effects.
As if that wasn't odd enough, it sure seems that the kicks are using the range of the equiped weapon to determine if you have the reach to kick the monster [tested by remaining in place and starting the kick before the monster had gotten to me].
So, as Raziel posted, the multiple strikes per kick make %cast and CB extremely powerful.
Even assuming CB is presently buggy and will be fixed this seems like a major skill now. Perhaps too good. [While using a claw I may have seen a crit, so I'm also wondering if the kick is getting crits from claw mastery--not tested, just a heads up fyi].
Of course, if I end up using the skill, I will desparately need a mod to silence her "hiyah" growl for each kick--maddening.
Does anyone have a pointer to what affects the frame timing for the skill? You know, does BoS help, etc.
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"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits