Helping hands: Difference between revisions
expand on the item's workings, also some tips
imported>Trashmonks |
(expand on the item's workings, also some tips) |
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{{name}} are an [[artifact]] that acts similarly to the [[Multiple Arms]] mutation while equipped, giving the wearer two extra arms slots, two hands slots, and a gloves slot. However, weapons wielded in the robo-hands only have a 8% chance to attack.{{Code Reference | class = HelpingHands | method = FireEvent | case = "AttackerQueryWeaponSecondaryAttackChance"}} This chance can only be modified by the [[Flurry]] skill.{{Code Reference | class = Combat | method = FireEvent | case = "PerformMeleeAttack"}}{{Code Reference | namespace = XRL.World.Parts.Skill | class = Dual_Wield_Fussilade | method = PerformFlurry}} Additionally, as usual with duplicated limbs, {{AV}}[[AV]] and {{DV}}[[DV]] of items equipped in gloves and arm slots will be reduced. Any other item properties will work in full, | |||
with the exception of {{favilink|ulnar stimulators}}, which do not work properly when worn on robo-hands. | |||
== Tips == | |||
{{Opinion}} | |||
* Because the chance to attack is so small, equipping a weapon in a robo-hand is only worth it if you plan on using Flurry often. It might be preferable to equip a [[:Category:Shields|shield]], or use the robo-hand as the support for a two-handed weapon wielded in an organic hand. | |||
* Currently, it's possible to designate a robo-hand as the main hand, which will cause it to attack with a 100% chance. Both natural hands will then become [[offhand]]s, their attack chance depending on the [[Dual Wield]] skill progression. Since this effectively exchanges a 8% attack chance hand with a 15%+ one, it's often a good idea. | |||
==References== | ==References== |