Helping hands: Difference between revisions

Jump to navigation Jump to search
m (standardize and expand on code references)
 
(18 intermediate revisions by 8 users not shown)
Line 11: Line 11:
| id = Helping Hands
| id = Helping Hands
| complexity = 4
| complexity = 4
| tier = 5
| colorstr = &Y
| colorstr = &Y
| tilecolors = YR
| tilecolors = YR
| renderstr = ]
| renderstr = ]
| inheritingfrom = Armor
| inheritingfrom = Armor
| unidentifiedinfo = {{Unidentified info | tile = helping hands unidentified.png | name = weird artifact | altname = bizarre contraption }}
| 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 = 2.0.201.56
| 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.


==Melee Attacks==
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]].
Each weapon wielded in {{name}} has an 8% chance to be used during a melee 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}}
 
== 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}}

Navigation menu