What I found was that there's a major gap in the handling of it...but also of TK auras and telekinetic weapon auto-attacks, which also use the same basic code as Crushing Will to function.
Essentially, every time you take any form of action, these skills proc. Except that this includes movement, and the only guard they have against high movement is...
Code: Select all
#
function _M:breakStepUp()
#
if self:hasEffect(self.EFF_STEP_UP) then
#
self:removeEffect(self.EFF_STEP_UP)
#
end
#
if self:hasEffect(self.EFF_WILD_SPEED) then
#
self:removeEffect(self.EFF_WILD_SPEED)
#
end
#
if self:hasEffect(self.EFF_REFLEXIVE_DODGING) then
#
self:removeEffect(self.EFF_REFLEXIVE_DODGING)
#
end
#
end
Even ignoring that(which is fair, Adventurer being what it is) and ignoring my own skill, the TK attacks are actually abusable within their own class, by learning Quick As Thought-which grants 100% extra movement speed, lasts over a dozen turns, and essentially makes physically attacking far worse than just running around your enemy in circles like an idiot-stack this with as many movement bonuses from items as you can, for bonus points.
This is probably not intuitive behavior to the average player-certainly wasn't to me, and I cleared a Mindslayer.
I literally have no idea where to even begin with this, but it's probably not good behavior, and I doubt it's intended.