Helping hands: Difference between revisions

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(expand on the item's workings, also some tips)
(btw, the stub note can be removed now; also some more facts)
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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,  
{{name}} are an [[artifact]] that acts similarly to the [[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 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.
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 ==
== Tips ==
{{Opinion}}
{{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.
* 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.
* 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 an 8% attack chance hand with a 15%+ one, it's often a good idea.


==References==
==References==

Revision as of 07:18, 13 May 2021

helping hands
Complexity

4

Character

]

ID?Use this ID to Wish for the item

Helping Hands

Worn On

Back

helping hands

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.

Perfect


helping hands are an artifact that acts similarly to the 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.[1] This chance can only be modified by the Flurry skill.[2][3] Additionally, as usual with duplicated limbs, ♦AV and ○DV of items equipped in gloves and arm slots will be reduced. Any other item properties will work in full, with the exception of 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 dismembered, helping hands will become broken.

Tips

This section is opinion-based. Your mileage may vary.
  • 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 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 offhands, their attack chance depending on the Dual Wield skill progression. Since this effectively exchanges an 8% attack chance hand with a 15%+ one, it's often a good idea.

References

  1. XRL.World.Parts.HelpingHands, method FireEvent, in the "AttackerQueryWeaponSecondaryAttackChance" case
  2. XRL.World.Parts.Combat, method FireEvent, in the "PerformMeleeAttack" case
  3. XRL.World.Parts.Skill.Dual_Wield_Fussilade, method PerformFlurry