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  1. #4
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I assumed Full Swing should do greater damage than Broad Swing since Broad Swing is a R1 skill and Full Swing is a R40 skill. This holds true for Light Slash VS Heavy Slash and Light Stab vs Heavy Stab, where the lower rank skill deals less damage than the higher for lower stamina and less enmity. But yes, the main problem is that Full Swing is not generating additional Enmity as the skill description stats.

    Using the skill Heavy Slash as a Gladiator, I could easily take and hold aggression on a monster in 2 swings, and can eventually draw attention from anyone if I keep at it. With Full swing i could not take or keep aggression on any number of monsters, even while using the trait "Intimidation", no matter how many times i used it and attacks landed dealing damage. Full Swing also costs just as much stamina as Heavy Slash (about 1/3 of the stamina bar).

    My equipment for Marauder class is:

    Iron Labrys +1
    Leather Jerkin (Pink) +1
    Canvas Work Gloves (Blue)
    Tarred Voyager's Belt +1
    Cavalry Sollerets (black)
    Tarred Leather Trousers (Blue) +1
    Iron Celata
    Cotton Halftop (Blue)
    Cotton Pantalettes (Blue)
    Mythril Choker
    Garnet Ring
    Red Coral Wristband (Black)

    The type of test I was doing was basically using my knowledge of how well Heavy Slash takes/holds emnity and using Broad Swing Vs Full Swing. I tested if I could hold or take enmity with Broad swing and Full swing Separately.

    It is hard to measure enmity because there are no meters to show how much is gained or lost. And only 'Intimidate' and 'Out of Sight' have a number to enmity.

    Monsters fought were numerous. Groups of 3 Ill-Tempered Pterocs, Groups of 2 Blotched Mongrels, Felbite Peistes, Sure-Footed Billygoats and Cadaverous Cockatrice pairs, Groups of 3 Feral Dodos, Wind Elementals, Lowland Billygoats, Lowland Nannygoats, Hellsfire Hedgemoles, and Bile Gnats


    I suppose this could also turn into a suggestion. As only the traits 'Intimidate' and 'Out of Sight' Have numbers to how much enmity is increased or decreased, all skills are used specifically to reduce or increase Enmity should have actual numbers instead of just 'Increasing Enmity' or 'Decreasing Enmity', they could have numbers to those as well, so we know if the attack gives 1 extra enmity per attack or 20 extra enmity per attack:

    EX Heavy Slash Description:

    "Attack with your sword, dealing slashing damage and increasing enmity"

    Turns into:

    "Attack with your sword, dealing slashing damage and increasing enmity by 15"

    it would be easier to measure the enmity of the attack if i knew how much enmity it was granting. And since My tests also concluded that Heavy Slash enmity > Heavy Stab enmity (I think this also does not have extra enmity as stated).

    I never bug reported it before, but my report may also include that Heavy Stab Also does not do as its description states:

    "Attack with your sword, dealing piercing damage and increasing enmity"

    Heavy Stab is R40, and Heavy Slash is R20.
    Heavy Stab costs about 1/4 of stamina while heavy slash costs about 1/3 (The same as any skill designed to increase enmity towards the user)
    Heavy Slash user (me R50 Gladiator) draws attention away from Heavy Stab user (Other R50 Gladiator)
    (0)
    Last edited by Reika; 04-26-2011 at 02:25 AM.