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v1.1.5 - TK weapons instantly attack upon taking any action
Posted: Thu Mar 13, 2014 1:14 pm
by TheGamaniac
Mindslayer TK weapons don't seem to actually work on their listed attackspeed. Instead, every time a Mindslayer takes an action that takes any amount of a turn, their TK weapon does an attack. This can be abused with the fact that moving 1 tile is an action, and having access to tricks such as Quick As Thought and a Butcher-triggered Rampage. The damage gets rather high once you start applying Conduit to a TK-wielded staff (Which you don't even need Magic for). However, Movement infusions still turn off if your weapon hits a target and you won't get attacks while using Never Stop Running, though.
I've yet to figure out why this actually happens, but it does offer an interesting gimmick build that does damage almost entirely by increasing global and movement speeds.
Re: v1.1.5 - TK weapons instantly attack upon taking any act
Posted: Sat Mar 15, 2014 11:17 pm
by ZyZ
I would rather change description and let weapon attack as often as you act than try to predict when 'turn' starts and ends. Mindslayer doesnt have rampage or anything as strong so the only way to boost speed are items and they are rare. I've seen boots of hunter only a few times. I dont think ive seen butcher more than 2-3 times in last few months.
Re: v1.1.5 - TK weapons instantly attack upon taking any act
Posted: Sat Mar 15, 2014 11:36 pm
by Doctornull
ZyZ wrote:Mindslayer doesnt have rampage or anything as strong so the only way to boost speed are items and they are rare.
Or the talent in Augmented Mobility, one of their class trees.
Re: v1.1.5 - TK weapons instantly attack upon taking any act
Posted: Sun Mar 16, 2014 1:12 am
by HousePet
It should really trigger on actbase.
Re: v1.1.5 - TK weapons instantly attack upon taking any act
Posted: Sun Mar 16, 2014 2:59 am
by Doctornull
TheGamaniac wrote:Mindslayer TK weapons don't seem to actually work on their listed attackspeed. Instead, every time a Mindslayer takes an action that takes any amount of a turn, their TK weapon does an attack.
The right way to do this would be to have the TK weapon work like a sentient artifact, and have its own energy counter.
That way Quick weapons (and slow weapons like Colaryem or however it's spelled) would have the appropriate benefit or penalty.