Swordsman Archive
Thread: Confused by attacks we get
Legod wrote:
Hi all,
Im only 0-0-3-3 in Novice Swordsman so far, and am a bit confused by the attacks we get.
Two-Hand Mind Hit - mind wound to apply a mind bleed
Two-Hand Head Hit - mind attack for damage
(these two are pretty straight forward)
Two-Hand Sweep- posture down area attack
Two-Hand Spin Attack - area attack
These two are annoying me. The Spin does WAY more damage but doesnt have a posture down. Whoopie! Most mobs die after 1 or 2 Spin Attacks anyways, so the Sweep seems pointless, but the Sweep is actually higher in the Defense tree and would indicate a more useful attack. Why bother with the sweep is what im saying i guess.......Was the Sweep an after-thought to the attack line or were the Devs somehow envisioning the Sweep as useful when it isnt?
Then to top off my confusion, we also get a Two-Hand Area Attack! Huh? How does this differ from the two I just mentioned? Yes I dont have even THAA 1 yet, but it seems a repetition of two attacks we already get....Are we that limited in our attacks that the Devs couldnt think of anything better togive us?
Please some positive feedback by an experienced Swordsman would be most appreciated.
Spin2 does a 3x damage modifer with no other effects.
Sweep2 does a 2x damage modifier plus a posture change down.
Area3 does a 4x damage modifier, posture down, and a chance to dizzy.
If you are killing Mobs in 3 hits with Spin2, you need to move onto bigger mobs. I use Area3 (does more damage than Spin2)to take down groups of rancors, and it does the job, but it takes way more than 3 hits to do so. ![]()
But in actuality, there are reasons to use them other than damage. Posture changes down make the target more vulnerable, so you can Sweep2 to change their posture down, then hit them with Spin2s to do extra damage both from their posture and from the higher damage of the attack.
Once you have Area3, there is not much reason to use the other two because it does more damage than Spin2, has a posture down effect like Sweep, but also has a chance to dizzy. But they still have their usefulness. Both moves use less HAM than Area3, so you can use Area3 until you start getting concerned about HAM usage, then switch to Spin2. If you need a posture change, then switch to Sweep2 momentarily. Doing so may take longer to kill them, but you will probably save on HAM costs, which may be important depending on the critter.
Therefoe,
Sotaudi wrote:
Spin2 does a 3x damage modifer with no other effects.
Sweep2 does a 2x damage modifier plus a posture change down.
Area3 does a 4x damage modifier, posture down, and a chance to dizzy.
DarkBShadow wrote:
Sotaudi wrote:
Spin2 does a 3x damage modifer with no other effects.
Sweep2 does a 2x damage modifier plus a posture change down.
Area3 does a 4x damage modifier, posture down, and a chance to dizzy.
whoa area 3 us ib a 4x multiplier. i thought 2-hand hit 3 was a 4x muliplyer? i thought area 3 was a 3.5
According to SWGCenter, Area3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=21), Hit3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=27), and Headhit3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=24) all do a 4x multiplier.
Sotaudi wrote:
DarkBShadow wrote:
Sotaudi wrote:
Spin2 does a 3x damage modifer with no other effects.
Sweep2 does a 2x damage modifier plus a posture change down.
Area3 does a 4x damage modifier, posture down, and a chance to dizzy.
whoa area 3 us ib a 4x multiplier. i thought 2-hand hit 3 was a 4x muliplyer? i thought area 3 was a 3.5
According to SWGCenter, Area3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=21), Hit3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=27), and Headhit3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=24) all do a 4x multiplier.
i would check them out for yourself though in game. cuz i have noticed that head hit 3 does less damage then 2hh3. and also that 2hh3 does more damage then area 3.
these are stuff that i have noticed at least. cuz my normal damage with area 3 and head hit 3is like 3k a my norm for 2hh3 is like 4k-5k. may be it's just how i get the damage roles on the then oh well
According to SWGCenter, Area3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=21), Hit3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=27), and Headhit3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=24) all do a 4x multiplier.
That info isn't right.My testing shows hit3 is x4,headhit3 is x3.5,and area3 is weaker than both.Also, the more I use area3 and spin2, the more they appear to do the same damage.I'm actually using spin2 instead of area3 now for my main multiple target attack. I suspect, but can't say for sure, that area3 might have less delay thanspin2,butI'm speed capped anyway,so I can use either one at full speed.
Sweep2is just the lamestever, it should bereplaced with a spin3 attack with a higher damage multiplier.
If anyone wants to extract whatthe damage multipliers are, just spam the attack a lotand record the highest hit (but hard to pin down the area attacks, since they posture down, throwing another damage multiplier into the mix).Divide that by your weapon's max damage, then by 1.86, and that's the multiplier.
raider7734 wrote:
According to SWGCenter, Area3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=21), Hit3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=27), and Headhit3 (http://www.swgcenter.com/info/SpecialMove.asp?ID=24) all do a 4x multiplier.
That info isn't right.My testing shows hit3 is x4,headhit3 is x3.5,and area3 is weaker than both.Also, the more I use area3 and spin2, the more they appear to do the same damage.I'm actually using spin2 instead of area3 now for my main multiple target attack. I suspect, but can't say for sure, that area3 might have less delay thanspin2,butI'm speed capped anyway,so I can use either one at full speed.
Sweep2is just the lamestever, it should bereplaced with a spin3 attack with a higher damage multiplier.
If anyone wants to extract whatthe damage multipliers are, just spam the attack a lotand record the highest hit (but hard to pin down the area attacks, since they posture down, throwing another damage multiplier into the mix).Divide that by your weapon's max damage, then by 1.86, and that's the multiplier.