Helping hands: Difference between revisions

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176 bytes added ,  07:18, 13 May 2021
btw, the stub note can be removed now; also some more facts
(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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{{Item
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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==
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