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Maerit
01-07-2019, 10:19 AM
So, the rules for UAC is that the rate of flares is reduced by half for every item you have equipped that flares.

I.E. Flaring Gloves, Flaring MH (UAC weapon), Flaring OH (UAC weapon)

With bard UAC, it benefits the bard to equip their Sonic Cestus or whatever flavor of UAC weapon they want because 1s RTs + Sonic Flares is very strong. However, I am wondering if the flare rate is reduced with the following conditions:

1. You have a sonic weapon + blessed gloves.
a. Bless via Voln (no holy water flares)
b. Bless via Cleric ( w/ holy water flares)

2. Script flaring Gloves - (parasite, KO, bubble, etc)
3. Script flaring OH - (parasite, KO, sprite, etc)

At what point will any of these effects diminish or reduce the rate of your Sonic flaring MH weapon?

Maerit
01-07-2019, 11:24 AM
How come Bards are better UACer’s than Monks?

Makes sense I suppose :shrug:

I can't say for sure that's fact! Bards are not able to train in UAC masteries like Monks, which can make a significant difference to targets that are vulnerable to criticals. Plus, a monk can 1.5-2x MoC for massive front loaded damage, while my Bard generally just 1x in MoC (and it seems like MoC might slow down kill speed).

But... I can say my bard is better than my UAC warmage at unarmed combat! I'm level 99 on the warmage now, and going to finish capping him with UAC (very fun playstyle, I recommend it for any warmage enthusiasts), but the bard does the same thing as the warmage with better UAC training options. It just takes a bit longer to unlock.

Now I am trying to figure out what equipment to best use for this combat style without sacrificing my Sonic flares!

Stumplicker
01-07-2019, 11:36 AM
Bards are very capable UACers, probably on par with monks. Even with 1 second round times though on the bard, I kick more often, with better MM, with higher tier up chances, in less time (*may vary based on race/agidex), at higher DF, because I can kick instead of punch (necessary to make flares happen from the cestus), plus a free jab on the first mstrike, plus a higher starting position most of the time from krynch. It just costs stamina instead of mana like it does with the bard.

Anyway, the script flaring stuff don't worry about. That doesn't affect your normal flares at all. Your only factors are gloves + weapon, which means you're gonna flare 50% of what you would normally with just the cestus flares. If you have the cleric bless with the holy water flares, you'll get 50% cestus flares and 50% holy water flares, giving you a normal flaring chance overall. If for whatever reason you're kicking occasionally, to tier up or what have you, keep in mind also that throws off the numbers a little because your cestus and glove flares can't flare on kicks. Just punches, jabs, and grapples.

Edit to add: I'm about 80% sure on the script flares thing that it's not affected by the flare divisions, but I don't remember for sure. Someone else may be able to confirm or deny. Ask Meureii if you see him in game. He hunts with weapons and script flares.

Maerit
01-07-2019, 12:23 PM
Does the act of just equipping enchanted gloves alongside an enchanted MH weapon halve the flare rate? Or if the gloves are enchanted / vanilla (or script flaring) then you get the full flare rate of the MH weapon?

When I parsed my logs for my warmage using KO flaring gloves, the flare rate was absurdly high (like over 40% on all jab/punch and grapple attacks). I was hoping to transfer those to my Bard who would then have sonic flares and KO flares.

Stumplicker
01-07-2019, 12:42 PM
Does the act of just equipping enchanted gloves alongside an enchanted MH weapon halve the flare rate? Or if the gloves are enchanted / vanilla (or script flaring) then you get the full flare rate of the MH weapon?

When I parsed my logs for my warmage using KO flaring gloves, the flare rate was absurdly high (like over 40% on all jab/punch and grapple attacks). I was hoping to transfer those to my Bard who would then have sonic flares and KO flares.

Yeah the KO flares I think are a script if I'm not mistaken, and like I said, about 80% sure the rate on that isn't affected. That's why I tried so hard to get snake flares. Aside from making everyone call me snakepuncher. But that's neither here nor there.

Any gloves with any weapon is going to half the rate as far as I know. It just counts up how many pieces you have and divides the chance by that amount. So if you've got a 0x cestus, a sonic cestus, and a 0x gloves, your sonic flares would happen 1/3 of normal, but with just the 0x gloves and sonic cestus, 50% of normal.

Maerit
01-07-2019, 01:26 PM
Hrmm, that conflicts with something Estild said on Discord a couple months ago. He indicated that it was the number of flaring items equipped, vs the number of items in general.

Found from Discord:



Estild10/15/2018
It's only reduced if you're also wearing UCS gloves that flare.

In response to: "So, question: I hear that held weapons have their flare rates reduced in UCS - does anyone know which factors cause the flare rate of held UCS weapons to be reduced?"

Stumplicker
01-07-2019, 01:56 PM
Hrmm, that conflicts with something Estild said on Discord a couple months ago. He indicated that it was the number of flaring items equipped, vs the number of items in general.

Found from Discord:



In response to: "So, question: I hear that held weapons have their flare rates reduced in UCS - does anyone know which factors cause the flare rate of held UCS weapons to be reduced?"

He'd know for sure then. My number just came from testing, and my sample size was only large enough to determine that I didn't want to hold weapons.

Donquix
01-07-2019, 03:27 PM
If you keep reading people tried to get him to clarify that statement and he never did, and it is directly at odds with what Finros (who actually made that system) said. It's pretty trivial to check since the difference is so dramatic.

a hundred or so swings with just flaring gloves or a flaring handheld and the chance is 20+% depending on how you calculate it. I was doing: flares / (jab attempts - killshots not caused by a flare) and depending on when i check it's ~23% (riltus has normal flares as 20%, and i take his word as gospel generally)

use both and it's immediately down to 10-12%, put one away and immediately back up. At first I was checking with non-flaring gloves + a held, realized my gloves were blessed (but i was hunting living) and dispelled the bless just to be sure, didn't make a difference. flare chance is unchanged (made sure to put the weapon away, get it back out just in case it's a weird GET thing, did a remove/stow/get/wear of the gloves after the bless removal also to be sure)

I got lazy at the end was doing pretty brief runs (until i got like 6 or 7 flares), but it's like clockwork to the higher chance and back down as you change the gear out.

a little annoying as the only scripted items i have to check are either already weird on flare chance (i.e. parasite) or have regular + scripted flares, and it should be checked with only the scripted to minimize the variables. Plus who knows if all scripts work the same with determining how often they should, i.e. do some miss the stacked gear hook entirely? then paladin flares and bard flares might be entirely different.

Maerit
01-07-2019, 04:39 PM
I definitely saw a difference when I had earth flaring gloves and sonic flares, but as I am hunting a lot of undead and the sonic weapon doesn't flare on the undead, it's been kinda hard to see a flare rate now that I'm using gloves with no flares.

The gloves I plan to use are 7x SWCW w/ KO flares and T5 ensorcelled (which can still be blessed easily). I also had grand designs to use a sprite cestus after enchanting and unlocking it further since those are also script flares, and my hope was that I'd have standard flare rate chance for the Sonic flares while being able to also simultaneously flare with KO and Sprite (and ensorcell also). It gets very confusing when you add in T5 ensorcell on gloves + OH weapon!

My main advantage with this setup was being disarm immune (sonic weapon in MH means you can't be disarmed) while having 1s RTs on all my attacks and flares galore. Though, if the script flares would reduce the Sonic flare rate down to less than 10%, it might not be a good tradeoff.

Aluvius
01-07-2019, 07:55 PM
If you keep reading people tried to get him to clarify that statement and he never did, and it is directly at odds with what Finros (who actually made that system) said. It's pretty trivial to check since the difference is so dramatic.

a hundred or so swings with just flaring gloves or a flaring handheld and the chance is 20+% depending on how you calculate it. I was doing: flares / (jab attempts - killshots not caused by a flare) and depending on when i check it's ~23% (riltus has normal flares as 20%, and i take his word as gospel generally)

use both and it's immediately down to 10-12%, put one away and immediately back up. At first I was checking with non-flaring gloves + a held, realized my gloves were blessed (but i was hunting living) and dispelled the bless just to be sure, didn't make a difference. flare chance is unchanged (made sure to put the weapon away, get it back out just in case it's a weird GET thing, did a remove/stow/get/wear of the gloves after the bless removal also to be sure)

I got lazy at the end was doing pretty brief runs (until i got like 6 or 7 flares), but it's like clockwork to the higher chance and back down as you change the gear out.

a little annoying as the only scripted items i have to check are either already weird on flare chance (i.e. parasite) or have regular + scripted flares, and it should be checked with only the scripted to minimize the variables. Plus who knows if all scripts work the same with determining how often they should, i.e. do some miss the stacked gear hook entirely? then paladin flares and bard flares might be entirely different.

The formula is essentially 1/n=modifier for flare rate, where n= # pieces of equipment either worn or held. It doesn't matter if the equipment is plain, its still counted. So gloves and a handheld would be a .5 modifier to the standard flare rate of all pieces of equipment used in that attack.

That's direct from Finros after monks release.

As Donquix said, its possible that some systems interact with it oddly but that's for sure the design when it comes to standard flares including holy water bless flares.

Bottom line, if you use a piece of UAC equipment and want flares then make sure every one of them has flares so you'll get a normalized rate. Adding script flares and other types will also help as its not calculated per number of flares, but per # of equipment. So a piece of equipment with a script flare and paladin flares will still flare a lot ... relatively speaking in the context of the normalized rate.

SpiffyJr
01-08-2019, 06:29 PM
It's also completely shit that it works this way and fucks over warriors specifically who would benefit from held weapons to activate parry. You could still do it, in theory, but you'd need 3x the flares, 3x the enchants, 3x the blesses, and 3x the ensorcells.

Aluvius
01-08-2019, 07:06 PM
Riltus breaks it down a bit better in this thread:

http://forum.gsplayers.com/archive/index.php/t-88130.html


Quoting his post:
__________________________________________________ __


Well, use some with flares then if you're going to get the decreased flare chance you might as well get the flares from them. Although I don't think its supposed to work like this without flares, so maybe you can get someone to stealth fix them heh.

UCS brawling weapons, when used with UCS attack commands, aren't classified as weapons. They are handheld pieces of equipment that may be enhanced with special properties (flares, weighting etc.). But the system (UNARMED COMBAT), as designed by Finros, discourages the use of weapons by balancing any bonuses added to these items with offsetting penalties. For example, e-bladed gloves will have a randomized flare rate of 20%. If you were to add two e-bladed flaring weapons, the overall flare rate remains at 20%. Each weapon flares randomly an average of 1 per 15 attacks.

The flare rate (R) for UCS attacks is (R1 + R2 + R3)/N where R1/R2/R3 represent the rates for each item and (N) is the number of pieces of equipment used. With 20% flaring handwraps and 2 non-flaring razorpaws the random flare rate is (20 + 0 + 0)/3 = 6.66%. From the first example the rate is (20 + 20 + 20)/3 = 20%

Per Finros:


For clarity, here are the full rules for unarmed equipment. These rules only consider equipment that is actually used in the attack -- if a held weapon isn't a part of the unarmed attack, it isn't considered in these rules.

AS/UAF: - Gloves and boots confer their full UAF bonus in all circumstances. - A single held piece of equipment contributes half of its AS bonus to UAF. - Two held pieces of equipment contribute half of the average of their AS bonus, to UAF.

Weighting: - Weighted gloves confer their full bonus when used alone. - Weighted gloves confer half their bonus when used with one or two held weapons. - A single weighted weapon confers half its bonus regardless of glove usage. - A single weighted weapon used in conjunction with a second weapon of any sort confers one quarter of its bonus regardless of glove usage (and this applies to each weapon individually -- so two weighted weapons will provide a quarter of their bonus each).

Flares and other scripted special abilities: - Each piece of equipment has a 1-in-N chance of activating on any given attack, where N is the number of pieces of equipment used in the attack. Some aspects (such as charge depletion of a blessed weapon) happen with every attack.


He never stated that only flaring items would be included in N.

Also, there is a conservation of charges with e-bladed items.

Example:

E-bladed handwraps: 100 swings
E-bladed razorpaw (2 ea.): 100 swings per

Total number of attacks before charge depletion will average 300, since each item will consume a charge an average of 1 per 3 attacks.

Mark

zephyrii
01-08-2019, 08:01 PM
@Aluvius

Seems this also means all scripted flares, not just the flare slot will be reduced as well?

Stumplicker
01-08-2019, 10:04 PM
It's also completely shit that it works this way and fucks over warriors specifically who would benefit from held weapons to activate parry. You could still do it, in theory, but you'd need 3x the flares, 3x the enchants, 3x the blesses, and 3x the ensorcells.

Or you could be a monk, who specifically gets a spell that adds weaponless parry, with the bonus of a potential free, 0 roundtime disarm everytime it happens!

https://gswiki.play.net/Brace_(1214)

Maerit
01-09-2019, 12:00 AM
Well that is all good info I will have to take into consideration. It sounds like you should get all your equipment flared, and equip all three things as a Bard. Sonic will flare a lot less, but you'll still get them while having Sprite + Flares, KO + Flares. Then get a set of blessed gloves / boots for the undead and make the swap. Not fun for mixed hunting grounds. I guess you can just do the Voln style with undead and suffer the UAF + Flares + Weapon benefits, but at least you're not having to do a bunch of equipment swap scripts to fight the undead.

Aluvius
01-09-2019, 08:00 PM
@Aluvius

Seems this also means all scripted flares, not just the flare slot will be reduced as well?

Yeah I think so now that I went back and read the stuff we were figuring out then.

SpiffyJr
01-10-2019, 08:28 PM
Or you could be a monk, who specifically gets a spell that adds weaponless parry, with the bonus of a potential free, 0 roundtime disarm everytime it happens!

https://gswiki.play.net/Brace_(1214)
I have a 52 monk so I'm aware of their spells. As a warrior I'm in MBP (with the CvA) at only -2MM, have warcries, and armor skills. Monks have a lot of great things going for them too but their lack of utility throws me off.

Also, monks don't have Parry mastery which still blows my mind.

Maerit
01-11-2019, 09:35 AM
I have a 52 monk so I'm aware of their spells. As a warrior I'm in MBP (with the CvA) at only -2MM, have warcries, and armor skills. Monks have a lot of great things going for them too but their lack of utility throws me off.

Also, monks don't have Parry mastery which still blows my mind.

I'd think their 3x evade, evade mastery, and the ability to disarm passively when parrying with their bare hands (1214) would compensate for not having parry mastery. The only thing that's really killing a trained monk are warding spells.

The missing CMAN that really messes with my head is zero shield abilities for a square. Sure, they don't have to train in shields, but it's a valid option and they should have the small, medium, large focus w/ shielded brawler as an option. That gives them a way to equip some CvA defense (w/ T5 ensorcelled shield and full focus training) by sacrificing some of their dodge potency, training points, and MM.

But, utility is a thing, and they don't really have it (yet??).

Donquix
01-11-2019, 11:49 AM
I'd think their 3x evade, evade mastery, and the ability to disarm passively when parrying with their bare hands (1214) would compensate for not having parry mastery. The only thing that's really killing a trained monk are warding spells.

The missing CMAN that really messes with my head is zero shield abilities for a square. Sure, they don't have to train in shields, but it's a valid option and they should have the small, medium, large focus w/ shielded brawler as an option. That gives them a way to equip some CvA defense (w/ T5 ensorcelled shield and full focus training) by sacrificing some of their dodge potency, training points, and MM.

But, utility is a thing, and they don't really have it (yet??).

yeah the lack of shield mans of any kind for a square is pretty hilarious. It would be nice even if not picking up brawler, etc. to actively UAC with just to do what a lot of TWC/THW/Pole warriors do and still pick up like 40 ranks of shield so you can pick up ranks in bash, etc. for defensive purposes.

I get the lack of parry mastery in lieu of evasion mastery, the only thing i think it sucks for really though is you can't pick it up to fortify mongoose (which i think is pretty meh for UAC but is like the only stance option for a mutant-ish weapon build outside the generic defensive stances like slippery mind)

Estild did at least agree that the utility is sorely lacking for monks and paldins. I look forward to water lore seed 10 related utility implemented sometime in 2050

Stumplicker
01-11-2019, 12:06 PM
I'd think their 3x evade, evade mastery, and the ability to disarm passively when parrying with their bare hands (1214) would compensate for not having parry mastery. The only thing that's really killing a trained monk are warding spells.

The missing CMAN that really messes with my head is zero shield abilities for a square. Sure, they don't have to train in shields, but it's a valid option and they should have the small, medium, large focus w/ shielded brawler as an option. That gives them a way to equip some CvA defense (w/ T5 ensorcelled shield and full focus training) by sacrificing some of their dodge potency, training points, and MM.

But, utility is a thing, and they don't really have it (yet??).

Eh, I don't lament the loss of shields. Using one stops making 1214 work anyway so it's a trade off even if the CMAN was available. I never really hit the wall where people said I was going to, at any level, for being warded, and I never needed outside spells. Once I was capped I did get a T5 ensorcell on my already +5 TD robes, but with the exception of invasion critters that ward everybody, nothing really ever could cast at me successfully.

As far as having no utility, Spiffy...what uh....utility are we talkin' about for warriors then? Sheathmaking? I'll take -40% stamina costs for the group any day!

http://labreesbakery.com/mtd/

Edit to add: Don't get me wrong, it'd be cool to have them available, sure. But if we're wishing for things, I'd wish for the ability to 2x lores WAY sooner than the shield thing.

Stumplicker
01-11-2019, 12:31 PM
Can you have both flares and padding on a piece of accessory armor?

That's a good question...probably, with the way padding works now with the services and all, but I dunno for sure. It'd take a pretty ridiculous amount of min-maxing to want to invest enough to do that though I think.

khorpulent
01-11-2019, 12:52 PM
What lack of utility? Monks can recharge shimmer trinkets with 1212....

Stumplicker
01-11-2019, 01:02 PM
Whatever happened to 1212 being implemented by the end of 2018? I guess that never happened.

Astray
01-11-2019, 01:03 PM
Whatever happened to 1212 being implemented by the end of 2018? I guess that never happened.

Oh man, did Simu miss a dead line? How unlike them. I hope all the coders are okay working overtime to rectify this. Wyrom must be pouring sweat with all the stress of missing 1212 being implemented.

audioserf
01-11-2019, 01:07 PM
What lack of utility? Monks can recharge shimmer trinkets with 1212....

It's excellent that shimmer trinkets, which is what 1212 should be, are fully coded and exist and have to be charged with 1212. Such a deliberate troll.

Between shimmer trinkets and 1206 that's two pieces of monkdom that were created to be sold for simucoins. Lmao.

Stumplicker
01-11-2019, 01:10 PM
Oh man, did Simu miss a dead line? How unlike them. I hope all the coders are okay working overtime to rectify this. Wyrom must be pouring sweat with all the stress of missing 1212 being implemented.

Haha. Fair point.

Roiken
01-11-2019, 01:24 PM
a Warrior doing puncture protection is a great utility for me!


I've never done a UAC bard... but I've hunted with one only around level 35-40 she did okay(dunno the flare rate).. but my THW user was the cause of most death..

Stumplicker
01-11-2019, 01:27 PM
a Warrior doing puncture protection is a great utility for me!


I've never done a UAC bard... but I've hunted with one only around level 35-40 she did okay(dunno the flare rate).. but my THW user was the cause of most death..

One DR a few instances ago, Archales was bard-hasting me before going into the Arena (as a monk). Based on my experience with that, bard UAC is fucking awesome.

Maerit
01-11-2019, 01:41 PM
a Warrior doing puncture protection is a great utility for me!


I've never done a UAC bard... but I've hunted with one only around level 35-40 she did okay(dunno the flare rate).. but my THW user was the cause of most death..

If they did not train directly into Tonis (1035), then their bard UAC is going to be lame compared to THW or polearm combat. However, it is viable at 35 to train Tonis as a UAC bard (assuming you can find a way to compensate for the mana cost - which Voln does well), but not as viable to do with other weapon styles because the AS boost from 425 is subjectively more useful than flying straight to Tonis.

Once you get to 75 ranks of air lore, and have UAC on 1s RT for all attacks (except for aimed kicks), then everything is dead fast. Plus, you can do a 5 strike UAC attack in like 3s RT with mstrike.

Roiken
01-11-2019, 01:46 PM
I definitely see the upside and potential.. but I'm in a if it is not broke don't fix it stage with my pole arm bards.. It will be something I look forward to in may, by that point I should be around 50.. but still feel like i'll need a mana battery of some sort. On topic though my gloves and boots only have unbalance flares which is fairly helpful for kicking :boring:

Donquix
01-11-2019, 01:57 PM
Like most bard options, UAC bards are meh until the mid to upper levels. But once you can rock that 75 air lore, really starts to shine (with it still being pretty good at having 1035 + 30 ranks of air lore + all other core skills)

did they ever say 1212 was going to be done by end of 2018? I thought estild just said it was "half done", except the "half" done part was only the fluff feature appearance, and the other half was you know...all the actual functional things (i.e. racial trading bonus) so calling that half done seemed like saying a meal was "half done" because you made a shopping list.

Stumplicker
01-11-2019, 02:00 PM
Like most bard options, UAC bards are meh until the mid to upper levels. But once you can rock that 75 air lore, really starts to shine (with it still being pretty good at having 1035 + 30 ranks of air lore + all other core skills)

did they ever say 1212 was going to be done by end of 2018? I thought estild just said it was "half done", except the "half" done part was only the fluff feature appearance, and the other half was you know...all the actual functional things (i.e. racial trading bonus) so calling that half done seemed like saying a meal was "half done" because you made a shopping list.

At one point Estild said that he was going to have 1206 and 1212 done by the end of the year, yeah. It was back in maybe early to mid October.

Roiken
01-11-2019, 02:07 PM
I don't think a fall out would be that big.. quite a few bards have gone pure completely and only use tonis as a utility to help their partners. While not needing it at all for solo hunting(at cap)

Stumplicker
01-11-2019, 02:09 PM
Don't think there's any real reason to nerf it. For bards that use it, it's more of a replacement for the options other professions take. Sort of a substitute mstrike, mostly. You probably spend as many TPs min/maxing your tonis stuff as you would getting your mstrike up to a comparable level on another profession, and the end result is about the same. I just found it particularly powerful because I -had- all the mstrike already and it got really nuts. Edit to add: If there were a nerf, that would probably be it. Nerfing its ability to be cast on others, to prevent 190 mstrike ranked people from kicking 7 times in 3 seconds.

audioserf
01-11-2019, 02:11 PM
1030 nerf would have way more fallout than 1035 probably

They won't nerf either

Too much of the staff has bard mains from what I have heard

edit: also spellsong code is like the deepest darkest voodoo from the shadowrealm and nobody wants to mess with it, also see COL

Maerit
01-11-2019, 02:12 PM
I definitely see the upside and potential.. but I'm in a if it is not broke don't fix it stage with my pole arm bards.. It will be something I look forward to in may, by that point I should be around 50.. but still feel like i'll need a mana battery of some sort. On topic though my gloves and boots only have unbalance flares which is fairly helpful for kicking :boring:

You definitely need a mana option, and that was why I went Voln with my bard (though if you had a higher stamina race w/ a few enhancives - GoS would work too). Having 50 mana every 5 minutes, and using my mana for nothing else except renewing songs, was sufficient to keep tonis going about 70% of a hunt at level 35. Once you get to level 50, you can add more songs to the list of buffs - and now he's 58 running, 1003, 1006, 1007, 1010, 1012, 1014, 1018, 1019 and casts Tonis before combat (not keeping it going at all times). I haven't needed to rely on my other spells, so I'm really just using the mana for tonis and renewals.

Less Tonis is more like 1005, kill target - but that got boring for me. I feel like the quick attacks are more "exciting" and offers a lot of opportunity for sonic flares (sonic cestus)! I've been seeing a lot of back-to-back flares and even had the cestus flare 3x in a row just a few minutes ago.

Dagre
01-11-2019, 06:21 PM
Sorry for the basic question but I'm not understanding the setup here.

Does the bard have flaring UAC gloves while singing a sonic weapon (cestus I'd imagine)?

Assuming that's right will they have two weapons or a sonic and a shield?
Also are they using the UAC commands (punch,jab,grapple) or are they using "attack"?

Donquix
01-11-2019, 06:32 PM
Sorry for the basic question but I'm not understanding the setup here.

Does the bard have flaring UAC gloves while singing a sonic weapon (cestus I'd imagine)?

Assuming that's right will they have two weapons or a sonic and a shield?
Also are they using the UAC commands (punch,jab,grapple) or are they using "attack"?

no shield. the discussion people were having were basically waxing poetic on the optimal setup of weapons.

i personally would recommend sonic cestus, no gloves.

and yes UAC commands for sure.

Dagre
01-11-2019, 06:55 PM
Thanks, makes sense now.

Fortybox
01-11-2019, 08:45 PM
Bard UAC is the best. Monks suck like really bad.

A greater krynch is awakened by your attack!
For some reason, you feel extremely lucky.
[Roll result: 286 (open d100: 189) Penalties: 0]
You feint to the left, the greater krynch buys the ruse and twists awkwardly to block the blow that never came!
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
...wait 1 seconds.
R>
[bigshot]>mstrike jab #223434908
You concentrate intently, focusing all your energies.
You explode into a fury of strikes and ripostes, moving with a singular purpose and will!
You attempt to jab a greater krynch!
You have decent positioning against a greater krynch.
UAF: 560 vs UDF: 458 = 1.222 * MM: 97 + d100: 3 = 121
... and hit for 1 point of damage!
Lackluster jab to the mid-back.

** With a loud snap, a blast of energy bursts from your sonic cestus! **
... 55 points of damage!
Strong blow to back!
You attempt to jab a greater krynch!
You have decent positioning against a greater krynch.
UAF: 560 vs UDF: 458 = 1.222 * MM: 97 + d100: 69 = 187
... and hit for 6 points of damage!
Hasty strike to chest doesn't do much harm.
Strike leaves foe vulnerable to a followup punch attack!
You attempt to punch a greater krynch!
You have excellent positioning against a greater krynch.
UAF: 560 vs UDF: 458 = 1.222 * MM: 97 + d100: 71 = 189
... and hit for 47 points of damage!
Uppercut compresses the diaphragm! The greater krynch doubles over in pain, gasping for air.
The greater krynch chokes, momentarily unable to speak!
The greater krynch seems at a loss for words!
You attempt to punch a greater krynch!
You have excellent positioning against a greater krynch.
UAF: 560 vs UDF: 451 = 1.241 * MM: 103 + d100: 27 = 154
... and hit for 33 points of damage!
Stiffened straight spear hand attack drives straight through right palm!

** Necrotic energy from your leather gauntlets overflows into you! **

You feel energized!
You attempt to kick a greater krynch!
You have excellent positioning against a greater krynch.
UAF: 553 vs UDF: 451 = 1.226 * MM: 108 + d100: 91 = 223
... and hit for 75 points of damage!
Reverse roundhouse removes left forearm at the elbow! Apparently the greater krynch wasn't forewarned about it!
You feel the unnatural surge of necrotic power wane away.

Your series of strikes and ripostes leaves you winded and out of position.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
R>
[ MStrike Cooldown: +0:01:00, 0:01:00 remaining. ]
R>
You feel fully energetic again.
>
[bigshot]>mstrike punch #223434908
You concentrate intently, focusing all your energies.
You explode into a fury of strikes and ripostes, moving with a singular purpose and will!
You attempt to punch a greater krynch!
You have excellent positioning against a greater krynch.
UAF: 560 vs UDF: 443 = 1.264 * MM: 108 + d100: 44 = 180
... and hit for 53 points of damage!
Fast hooking punch tears a ragged gash across the abdomen!

** With a loud snap, a blast of energy bursts from your sonic cestus! **
... 15 points of damage!
Strike glances off the chest.
You attempt to punch a greater krynch!
You have excellent positioning against a greater krynch.
UAF: 560 vs UDF: 438 = 1.278 * MM: 112 + d100: 45 = 188
... and hit for 50 points of damage!
Punishing strike to the stomach!
The greater krynch shudders violently for a moment, then goes still.

Your series of strikes and ripostes leaves you winded and out of position.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.

Fortybox
01-11-2019, 08:48 PM
Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eeeeee

For some reason, you feel extremely lucky.
[Roll result: 163 (open d100: 72) Penalties: 0]
You feint low, the earth elemental buys the ruse and twists awkwardly to block the blow that never came!
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #223439704
You attempt to punch an earth elemental!
You have decent positioning against an earth elemental.
UAF: 560 vs UDF: 524 = 1.068 * MM: 94 + d100: 60 = 160
... and hit for 18 points of damage!
Punch lands low, bruising its left leg.
Strike leaves foe vulnerable to a followup jab attack!
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
Your disk arrives, following you dutifully.
>
You feel recovered from your whirlwind flurry of strikes.
>
[bigshot]>jab #223439704
You attempt to jab an earth elemental!
You have good positioning against an earth elemental.
UAF: 560 vs UDF: 517 = 1.083 * MM: 94 + d100: 96 = 197
... and hit for 8 points of damage!
Quick blow to left knee makes the earth elemental wince!
The earth elemental starts to favor its wounded leg!
Strike leaves foe vulnerable to a followup punch attack!
Roundtime: 2 sec.
Roundtime changed to 1 second.
R>
[bigshot]>mstrike punch #223439704
You concentrate intently, focusing all your energies.
You explode into a fury of strikes and ripostes, moving with a singular purpose and will!
You attempt to punch an earth elemental!
You have excellent positioning against an earth elemental.
UAF: 560 vs UDF: 510 = 1.098 * MM: 92 + d100: 15 = 116
... and hit for 3 points of damage!
Awkward punch gently brushes the right thigh. It's like a first date!

** With a loud snap, a blast of energy bursts from your sonic cestus! **
... 40 points of damage!
Good blow to chest!
You attempt to punch an earth elemental!
You have excellent positioning against an earth elemental.
UAF: 560 vs UDF: 510 = 1.098 * MM: 88 + d100: 55 = 151
... and hit for 36 points of damage!
Well executed strike to the earth elemental's left leg fractures the fibula.
The earth elemental is knocked to the ground!

** Your sonic cestus unleashes a blast of sonic energy at an earth elemental! **
... 7 points of damage!
Blow grazes right leg.

** With a loud snap, a blast of energy bursts from your sonic cestus! **
... 20 points of damage!
Blow grazes right arm lightly.

** Necrotic energy from your leather gauntlets overflows into you! **

You feel energized!
You attempt to punch an earth elemental!
You have excellent positioning against an earth elemental.
UAF: 565 vs UDF: 484 = 1.167 * MM: 101 + d100: 53 = 170
... and hit for 52 points of damage!
Sudden impact to chest! That'll make its day!
You feel the unnatural surge of necrotic power wane away.
You attempt to punch an earth elemental!
You have excellent positioning against an earth elemental.
UAF: 560 vs UDF: 484 = 1.157 * MM: 102 + d100: 93 = 211
... and hit for 50 points of damage!
Fully extended punch crushes the bones in the earth elemental's right arm.

Your series of strikes and ripostes leaves you winded and out of position.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
R>
[ MStrike Cooldown: +0:01:00, 0:00:59 remaining. ]
R>
[bigshot]>punch #223439704 abdomen
You make a precise attempt to punch an earth elemental!
You have excellent positioning against an earth elemental.
UAF: 560 vs UDF: 476 = 1.176 * MM: 106 + d100: 9 = 133
... and hit for 40 points of damage!
Punishing strike to the stomach!
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #223439704 abdomen
...wait 1 seconds.
R>
[bigshot]>punch #223439704 abdomen
...wait 1 seconds.
R>
[bigshot]>punch #223439704 abdomen
...wait 1 seconds.
R>
[bigshot]>punch #223439704 abdomen
You make a precise attempt to punch an earth elemental!
You have excellent positioning against an earth elemental.
UAF: 560 vs UDF: 476 = 1.176 * MM: 105 + d100: 61 = 184
... and hit for 54 points of damage!
Fast hooking punch tears a ragged gash across the abdomen!
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #223439704 abdomen
...wait 1 seconds.
R>
[bigshot]>punch #223439704 abdomen
...wait 1 seconds.
R>
[bigshot]>punch #223439704 abdomen
...wait 1 seconds.
R>
[bigshot]>punch #223439704 abdomen
...wait 1 seconds.
R>
[bigshot]>punch #223439704 abdomen
...wait 1 seconds.
R>
[bigshot]>punch #223439704 abdomen
>
You make a precise attempt to punch an earth elemental!
You have excellent positioning against an earth elemental.
UAF: 560 vs UDF: 469 = 1.194 * MM: 111 + d100: 94 = 226
... and hit for 66 points of damage!
Hard strike to abdomen nearly reaches the spine!
The earth elemental shudders violently for a moment, then goes still.
Roundtime: 4 sec.
Roundtime changed to 1 second.

Fortybox
01-19-2019, 08:53 PM
[Roll result: 160 (open d100: 61) Penalties: 0]
You feint high, the Illoke elder buys the ruse and twists awkwardly to block the blow that never came!
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
[bigshot]>mstrike jab #254321457
You concentrate intently, focusing all your energies.
You explode into a fury of strikes and ripostes, moving with a singular purpose and will!
You attempt to jab an Illoke elder!
You have decent positioning against an Illoke elder.
UAF: 565 vs UDF: 441 = 1.281 * MM: 99 + d100: 54 = 180
... and hit for 6 points of damage!
Slap on the wrist! Hope he learned his lesson!
Strike leaves foe vulnerable to a followup grapple attack!
You attempt to grapple an Illoke elder!
You have good positioning against an Illoke elder.
UAF: 565 vs UDF: 441 = 1.281 * MM: 99 + d100: 11 = 137
... and hit for 23 points of damage!
Strong yank to right arm forces the Illoke elder into an awkward off-balance tumble.
The Illoke elder is stunned!
The Illoke elder starts to favor his wounded arm!

** Your sonic cestus unleashes a blast of sonic energy at an Illoke elder! **
... 40 points of damage!
Hard blow to chest breaking ribs!
Hard to breathe!

** With a loud snap, a blast of energy bursts from your sonic cestus! **
... 60 points of damage!
Impact removes the right hand in a spray of red mist!
The Illoke elder rumbles in pain as his heavy stone arm falls to the ground!
The elder's enormous stalagmite falls to the ground.
You attempt to jab an Illoke elder!
You have good positioning against an Illoke elder.
UAF: 565 vs UDF: 419 = 1.348 * MM: 105 + d100: 76 = 217
... and hit for 24 points of damage!
Hard strike to the back forces the Illoke elder into a sharp bend. Several muscles torn!

** Your sonic cestus unleashes a blast of sonic energy at an Illoke elder! **
... 35 points of damage!
Strong shot to head messes up brain fatally.
The Illoke elder grumbles in pain one last time before lying still.
An Illoke elder glances around, looking a bit less confident.
The brilliant luminescence fades from around an Illoke elder.

Your series of strikes and ripostes leaves you winded and out of position.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.