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Re: Attack Cost

Posted: Tue Nov 28, 2023 8:03 pm
by WarWolf01
Ah, OK, now I kinda of get it. But, if this idea pass, couldn't be changed for a single turn passive? Like cleave, but with a small chance of activating?

Re: Attack Cost

Posted: Tue Nov 28, 2023 8:48 pm
by Antison
Not without a Java code change in the game engine

Re: Attack Cost

Posted: Thu Dec 07, 2023 12:12 am
by Helva
So, I don't think Cleave is a practical skill, I prefer Taunt, make attackers loses their AP. I had it at level 52 and start getting closer to invincibility from then on (except for Suellengard, I still have to be careful in that area)

Re: Attack Cost

Posted: Thu Dec 07, 2023 12:42 am
by Antison
Well, comparing Cleave to Taunt is not really fair to Cleave as Taunt is an AWESOME, high-level skill.
The only downside to cleave is if you don't have your attack cost at 3 AP, then you need to get the two levels of it.

Re: Attack Cost

Posted: Fri Dec 08, 2023 1:51 am
by rijackson741
Yes, which in turn requires another level of hard hit and another level of weapon accuracy. So getting to level two of cleave requires six skill points, which is a lot.

Re: Attack Cost

Posted: Wed Dec 13, 2023 6:01 am
by acridpot
rijackson741 wrote: Fri Dec 08, 2023 1:51 am Yes, which in turn requires another level of hard hit and another level of weapon accuracy. So getting to level two of cleave requires six skill points, which is a lot.
Very worth it though.
Getting 6 AP back (per kill) when farming mob groups is broken. This skill shines the most in places like "Lodar's Cave" :)

In my opinion "Taunt" is a huge waste of points. So, "Cleave" is a much better alternative.
For "Cleave" to work successfully you need good AC which, conveniently enough you get +24 with 2 points into "Weapon Accuracy"

Re: Attack Cost

Posted: Wed Dec 13, 2023 10:37 am
by Antison
:lol: Taunt is the best skill. So much fun to have.