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imported>Trashmonks |
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| id = Helping Hands | | id = Helping Hands | ||
| complexity = 4 | | complexity = 4 | ||
| tier = 5 | |||
| colorstr = &Y | | colorstr = &Y | ||
| tilecolors = YR | |||
| renderstr = ] | | renderstr = ] | ||
| inheritingfrom = Armor | | inheritingfrom = Armor | ||
| dynamictable = {{Dynamic object|Items|Helping Hands}} | |||
| unidentifiedimage = helping hands unidentified.png | |||
| unidentifiedname = weird artifact | |||
| unidentifiedaltname = bizarre contraption | |||
| wornon = Back | | wornon = Back | ||
| desc = This pair of prosthetic hands are attached to the ends of two telescoping, multi-jointed chrome rods which fasten into a thin plastic case designed to be worn on the back. | | desc = This pair of prosthetic hands are attached to the ends of two telescoping, multi-jointed chrome rods which fasten into a thin plastic case designed to be worn on the back. | ||
| categories = Backpacks | | categories = Backpacks | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
{{name}} are an [[artifact]] that acts similarly to the {{favilink|Multiple Arms}} mutation while equipped, giving the wearer two extra arm slots, two hands slots, and a gloves slot. However, weapons wielded in the robo-hands only have an 8% chance to attack.{{Code Reference | class = HelpingHands | method = FireEvent | case = "AttackerQueryWeaponSecondaryAttackChance"}} This chance can be modified by the [[Multiweapon Fighting]] skill tree.{{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. | |||
== | Without a weapon equipped, robo-hands default to "metal fists" which deal 1d3+1 damage (with no penetration cap). If a robo-limb is [[dismember]]ed, {{name}} will become [[broken]]. | ||
== 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. | |||
** In a build fully invested in Multiweapon Fighting, {{name}}'s low base attack chance is not as noticeable, with a 58% offhand attack chance compared to the 65% attack chance a normal limb has. | |||
==References== | ==References== | ||
Some of these references may be incorrect or out of date | |||
<references /> | |||
{{Back Equipment Navbox}} |
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