Offhand: Difference between revisions

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! Description
! Description
! Base chance of attacking per turn
! Base chance of attacking per turn
! Affected by [[Offhand Strikes]], [[Ambidexterity]], [[Two-weapon Fighting]]
! Affected by [[Multiweapon Proficiency]], [[Multiweapon Expertise]], [[Multiweapon Mastery]]
! [[Jab]] eligible<sup>1</sup>
! [[Jab]] eligible<sup>1</sup>
! [[Flurry]] eligible
! [[Flurry]] eligible
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| not applicable
| not applicable
| not applicable
| not applicable
| not applicable
| yes
|-
| Multiple Arms
| Lower limbs gained from {{favilink|Multiple Arms}}
| '''Multiple Arms''': (7 + mut Level × 3)% {{Code Reference | namespace = XRL.World.Parts.Mutation | class = MultipleArms | method = HandleEvent(GetMeleeAttackChanceEvent)}}
|yes
|yes
|yes
|-
|-
| Mutated Limbs
| Hardcoded organic limbs
| Limbs and weapons gained from the mutations: lower limbs from [[Multiple Arms]], hands from [[Burrowing Claws]], or [[Horns]]<sup>2</sup>. Despite the name, it does '''not''' count limbs grown from being a [[Chimera]], which are offhands.
| [[Stinger]]s, [[Horns_(disambiguation)|Horns]], and {{favilink|Fork-horned helm|plural}}
|  
| 20% {{Code Reference | class = HornsProperties | method = HandleEvent(GetMeleeAttackChanceEvent)}} {{Code Reference | class = IStingerProperties | method = HandleEvent(GetMeleeAttackChanceEvent)}}
'''Multiple Arms''': (7 + mut Level × 3)%
</br>'''Burrowing Claws''': 20%
</br>'''Horns''': 20%
| no
| no
| no<sup>2</sup>
| no<sup>3</sup>
|-
| Hardcoded cybernetic limbs
| Arms granted by {{favilink|helping hands}}.
| 8% {{Code Reference | class = HelpingHands | method = HandleEvent(GetMeleeAttackChanceEvent)}}
| yes
| yes
| yes
| yes
|-
| Robotic Arms
| Arms granted by {{favilink|helping hands}}.
| 8%
| no
| no
| yes
| yes
|-
|-
| Offhand
| Offhand limbs
| Every other limb that does not fall into the above categories. See the below section for more specifications.
| Every other limb that does not fall into the above categories. See the below section for more specifications.
| 15%
| 15% {{Code Reference | namespace = XRL.Rules.Stats | class = GetSecondaryAttackChance}}
| yes
| yes
| yes
| yes
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|}
|}
<small>
<small>
# This assumes that the limb is wielding a short blade
# This assumes that the limb is wielding a short blade, [https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/6830 unless you are wielding a short blade in your primary hand and a non-short blade in the opposite hand, due to a bug.]
# Beak would fall under this as well but its peck attack is non functional as of 2.0.201.67</small>
# This is [https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/10739 due to a bug.]
 
# This is also [https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/10272 due to a bug.]
</small>
Fork-horned helms count as organic because they are being "wielded" by the user's head. If the player obtains cybernetic limbs, Jab will never apply to offhand attacks made with those limbs.
== Additional methods of gaining offhands ==
== Additional methods of gaining offhands ==
Despite being called "offhands", any limb that can hold a melee weapon is able to become one.
Despite being called "offhands", any limb that can hold a melee weapon is able to become one.
* If the left or right hand no longer is a primary hand, it becomes an offhand.
* If the left or right hand no longer is a primary hand, it becomes an offhand.
* Extra hands (and [[List of Body Parts#hand|hand variants]]) grown from [[Chimera]].
* Extra hands (and [[List of Body Parts#hand|hand variants]]) grown from {{favilink|Chimera}}.
* Armor or modifications that can attack can make unconventional body parts count as offhands: {{favilink|folded carbide wristblade}} and any [[magnetized]] melee weapon will make the arm slot or the floating nearby slot respectively an offhand.
* {{favilink|Beak}}, {{favilink|Hooks for feet}}, [[Bilge Sphincter]], and other attacking limbs not listed in '''Hardcoded organic limbs'''.
All of these EXCEPT left/right hands follow the same rules as normal offhands, which means they have a base 15% of attacking, can be affected by Dual Wield passives, Jab, and Flurry. For left or right hands, they will swap the attack percentage of the now new primary limb. For example, if the primary limb was swapped from the right hand to Horns, the right hand will now have the horns' 20% chance of attacking.  
* Armor or modifications that make other body parts count as offhands, for example a {{favilink|folded carbide wristblade}} and any [[magnetized]] melee weapon will make the arm slot or the floating nearby slot respectively an offhand.
 
If the player uses {{qud text|&Y[&WTab&Y]}} to swap primary limbs, the offhand highest in the equipment list will inherit the attack chance of the new primary limb.  
* For example, if the primary limb was swapped from the left hand to {{favilink|Horns}} on a standard limbed character, the right hand will now have the horns' 20% chance of attacking, as the right hand is highest in the equipment list. This attack percentage would not be affected the Multiweapon Fighting skill tree since it is Horns's offhand attack percentage being applied to the right hand, and Horns does not currently benefit from Multiweapon Fighting.


{{Mechanics Navbox}}
{{References|2.0.206.52}}
[[Category:Mechanics]]
[[Category:Mechanics]]

Latest revision as of 22:23, 20 March 2024

Offhand is a term used in game to refer to any limb with a melee weapon that is not the * primary limb. Certain limbs default to a default melee weapon if not equipped with anything, such as hands defaulting to fists. On game start, the primary limb defaults to either the left or right hand, with the other becoming an offhand. Which limb is the primary limb can be set by moving the cursor over the limb on the equipment screen and pressing [Tab].

Classifications of limbs

The table below is to aid in describing what is considered an offhand and what is not:

Limb type Description Base chance of attacking per turn Affected by Multiweapon Proficiency, Multiweapon Expertise, Multiweapon Mastery Jab eligible1 Flurry eligible
Primary limb Main limb used to attack. Can be selected on the equipment screen. 100% not applicable not applicable yes
Multiple Arms Lower limbs gained from Multiple Arms Multiple Arms: (7 + mut Level × 3)% [1] yes yes yes
Hardcoded organic limbs Stingers, Horns, and fork-horned helms 20% [2] [3] no no2 no3
Hardcoded cybernetic limbs Arms granted by helping hands. 8% [4] yes yes yes
Offhand limbs Every other limb that does not fall into the above categories. See the below section for more specifications. 15% [5] yes yes yes

  1. This assumes that the limb is wielding a short blade, unless you are wielding a short blade in your primary hand and a non-short blade in the opposite hand, due to a bug.
  2. This is due to a bug.
  3. This is also due to a bug.

Fork-horned helms count as organic because they are being "wielded" by the user's head. If the player obtains cybernetic limbs, Jab will never apply to offhand attacks made with those limbs.

Additional methods of gaining offhands

Despite being called "offhands", any limb that can hold a melee weapon is able to become one.

If the player uses [Tab] to swap primary limbs, the offhand highest in the equipment list will inherit the attack chance of the new primary limb.

  • For example, if the primary limb was swapped from the left hand to Horns on a standard limbed character, the right hand will now have the horns' 20% chance of attacking, as the right hand is highest in the equipment list. This attack percentage would not be affected the Multiweapon Fighting skill tree since it is Horns's offhand attack percentage being applied to the right hand, and Horns does not currently benefit from Multiweapon Fighting.

References

This information is reliable as of patch 2.0.206.52.
  1. XRL.World.Parts.Mutation.MultipleArms, method HandleEvent(GetMeleeAttackChanceEvent)
  2. XRL.World.Parts.HornsProperties, method HandleEvent(GetMeleeAttackChanceEvent)
  3. XRL.World.Parts.IStingerProperties, method HandleEvent(GetMeleeAttackChanceEvent)
  4. XRL.World.Parts.HelpingHands, method HandleEvent(GetMeleeAttackChanceEvent)
  5. XRL.Rules.Stats.GetSecondaryAttackChance