Flash Dash Damage (on hit not poison effect)

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Mystickiller

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So my only small complaint is on the damage FD does on hit. Currently with 16-46DC im still doing 1-20 dmg and it interrupts 1-2 attacks when hitting mobs.

I'm not sure if this was intended but its a little disappointing to initiate a fight by doing 1-10 damage then missing the next 4 fd's you use failing to poison. Not asking for a ton I don't think any sin is or wants that but some sort of damage comparable to a normal attack or even double slash hits damage.

Wars can turn slaying off now and get perma tdb why cant we initiate with a big more damage with our poison? Not asking for a ton but let us do what we're ment to do and that's dealing consistent damage at high speeds. Wars are supposed to be the burst dmg iirc? lol

Not a huge tweak at all. Give us a bit more of an initiating bonus for attacking since we have to toe to toe wars. The melee isnt working as well as many other places and i end up bashing my shift key to oblivion just trying to get an attack to go off as im running near. Anyone that says you don't have to is on something. Sin can run and hit back and forth but if that FD isn't on them there's not much of a point even hitting. When you are goin for the quick hit and run it ends up being crap due to getting mostly FD hits in.
 
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Wallnut

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Agreed, the on-hit damage from FD is very underwhelming. The most frustrating part for me is that you're essentially trading 2 DoubleSlashes (4 melee hits) for an FD skill animation (1 melee hit) which will do 1-20 damage.

It doesn't help the fact that the poison from FD is so inconsistent, sometimes it'll poison twice in a row, other times it'll miss 6 times in a row. I would be fine with the on-hit damage staying low if the poison rate was made more consistant.
 

neptuneshaun

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tbh I personally think that this should stay as it is now, im currently a sin and find that its pick or choose. if you land the poison effect then my next hit on the mob has hit in the 80s before now making up for the loss of damage to get them stunned so you don't loose health and even do more damage.
 

eternallight

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i still spam FD every chance i get. i havent looked into the maths but i believe the lack of attacks and therefore player flinches from stunned mobs means extra hits for me which increase dps.
Am i right in thinking with yellow poison we are doing 2.4 dmg x 8 per seconds (pretty much 8 lvl 3 flame sword a second)?
 

deano13

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i still spam FD every chance i get. i havent looked into the maths but i believe the lack of attacks and therefore player flinches from stunned mobs means extra hits for me which increase dps.
Am i right in thinking with yellow poison we are doing 2.4 dmg x 8 per seconds (pretty much 8 lvl 3 flame sword a second)?

Just...no you are thinking right lol go drink more coffee :P
 

Winehart2

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Apr 19, 2014
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Am i right in thinking with yellow poison we are doing 2.4 dmg x 8 per seconds (pretty much 8 lvl 3 flame sword a second)?

Is this a fact? When mob or players are yellow they are getting 2.4x the damage per hit? If so then that's the price of a failed or low hit of FlashDash in my opinion.
 

Shane/Banshee

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Done the tests. You lose dps or just about break even over 1 minute. Tried with shop kit and luck7 kit. Luck 7 results were upto 700 damage less to 200 + with lucky procs. You also have to factor in 17mp per if your leveling its almost a waste using it due to mana cost ending hunts sooner.
 

Koriban

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Problem you're having is Melee fighting on here being awful. It's currently a joke and I think got worse with the recent patch. Currently you are better off holding shift in a pvp now because the server processes the information so much faster than usual, that it's quicker/more fluid to hold shift than to manually do it yourself.

All amount of skill in run/walk pvp has been removed.
 

FaithKING69

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Done the tests. You lose dps or just about break even over 1 minute. Tried with shop kit and luck7 kit. Luck 7 results were upto 700 damage less to 200 + with lucky procs. You also have to factor in 17mp per if your leveling its almost a waste using it due to mana cost ending hunts sooner.

Dnt speak about 7 luck. This weaps got maybe 2-3 ppls in server so its pointless to compare it to other 99% of server with luck 1-2.

Damage from flash dash is fked up after 1.9 patch and all sins with low luck weaps agree with me. b4 i can hit 2x90 now with easter items i hit 70 sometimes if lucky. Without easter kit i will hit 60 or somthing like tht.

PS: LF Wizzard trade for sin 42 lvl.
 

Shane/Banshee

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I only posted the luck 7 results as its a constant damage output. With luck 1 it was just the same most times lower average damage over the minutr test compared to not using.

fyi I sold my l7 wep and have not logged in since doing the tests other then selling my 46 sin kit.
 

FaithKING69

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I only posted the luck 7 results as its a constant damage output. With luck 1 it was just the same most times lower average damage over the minutr test compared to not using.

fyi I sold my l7 wep and have not logged in since doing the tests other then selling my 46 sin kit.

Its about how fast u can kill mobs now after huge nerf this skill. With luck 7 u dnt rly care cos still kiling all prety fast and 20 dmg dnt make u huge difrence. Its **** for ppls with lower luck in pvp and pve. Tht change was suposed to fix pvp and it change nothing only fked up pve.