Post by Serena on May 31, 2018 10:29:31 GMT -5
I recently retrained one of my ability line to give the Twin Strikes feats a try; went ahead and took all the abilities up to Wounding Strikes, which currently reads like this:
"As a full-round action you make four attacks against your current target. If both attacks in any pair hit, the target takes wounding damage equal to 30% of the combined damage of both weapons."
Given it has Dual Wield 80 as prerequisite, any character using this can already deal 6 attacks per round normally, so this ability basically makes you give up your last two attacks (which might or might not have hit, of course) for a chance to deal wounding damage equal to a percentage (30) of both your weapons damage.
I seem to have noticed this wounding damage goes straight through armor (which would be nice if true, considering the effort), but somehow it doesn't feel enough to make the ability worth the stamina (and feat) cost.
I tried to make a comparison with some other similar abilities, and ones that came to my mind were Trip Attack V and Wounding Rend IV.
- Trip Attack has the same skill rank prerequisite (stealth 80), same feat investment (5), 60 stamina to activate (instead of 50) and requires a flanking position or stealth opening, but it lets you do your full round attack, adds 100% more wounding damage (75% of which goes straight through armor) and if anything of what you did succeeded also attempts a KD on the target.
- Wounding Rend IV instead can be acquired much sooner than Wounding Strikes (4 feats, DW rank 70), and being a passive it just does what Wounding Strikes tries to sell you, but comparatively, for free (sure, you need to hit first, but it's a fair requirement).
If we also consider a build that includes the three skills, it's also noticeable how Wounding Strikes, with only 4 attacks, has less probabilities to proc a Wounding Rend compared to a simple auto-attack or a Trip Attack.
Given those points, I was wondering if it was possible to make any change to Wounding Strikes that might bring it at par of the other similar abilities currently in the right place cost-wise... The most obvious suggestions would be raising the percentage of wounding damages dealt, or allowing the full round of attack instead of limiting it to 4, but I'd like opinions on the matter.
"As a full-round action you make four attacks against your current target. If both attacks in any pair hit, the target takes wounding damage equal to 30% of the combined damage of both weapons."
Given it has Dual Wield 80 as prerequisite, any character using this can already deal 6 attacks per round normally, so this ability basically makes you give up your last two attacks (which might or might not have hit, of course) for a chance to deal wounding damage equal to a percentage (30) of both your weapons damage.
I seem to have noticed this wounding damage goes straight through armor (which would be nice if true, considering the effort), but somehow it doesn't feel enough to make the ability worth the stamina (and feat) cost.
I tried to make a comparison with some other similar abilities, and ones that came to my mind were Trip Attack V and Wounding Rend IV.
- Trip Attack has the same skill rank prerequisite (stealth 80), same feat investment (5), 60 stamina to activate (instead of 50) and requires a flanking position or stealth opening, but it lets you do your full round attack, adds 100% more wounding damage (75% of which goes straight through armor) and if anything of what you did succeeded also attempts a KD on the target.
- Wounding Rend IV instead can be acquired much sooner than Wounding Strikes (4 feats, DW rank 70), and being a passive it just does what Wounding Strikes tries to sell you, but comparatively, for free (sure, you need to hit first, but it's a fair requirement).
If we also consider a build that includes the three skills, it's also noticeable how Wounding Strikes, with only 4 attacks, has less probabilities to proc a Wounding Rend compared to a simple auto-attack or a Trip Attack.
Given those points, I was wondering if it was possible to make any change to Wounding Strikes that might bring it at par of the other similar abilities currently in the right place cost-wise... The most obvious suggestions would be raising the percentage of wounding damages dealt, or allowing the full round of attack instead of limiting it to 4, but I'd like opinions on the matter.