Hey everybody on the forums. This glitch I found out today might be old news but I didn't see it in List of Bugs thread so I figured I'd post it here. I am unsure if this works with other weapon skills or only the Staff skill "Ki Cascade Strike" but if someone else would like to check then please do by all means. Essentially, all you have to do is activate Killing Blow and use the Ki Cascade Strike. Every hit will be a Critical hit, and it won't use up the Killing Blow skill. As long as Ki Cascade Strike is usable and you do not use a normal physical attack, the following Ki Cascade Strike will Crit every enemy it hits. Kind of disappointing since I made this character built around using staves (minus the exploiting part that is) so now I have to make a new character because I feel like I am cheating. Any hopes for another patch for Dredmor?
Really, cheating because every 18 turns you can do a free critical? You are not fighting really hard if you jump 18 turns between attacks, so I don't think some little more damage can really kill everything for you. And I played a axe zerker, I know how cool is to use one or two free critical hits between attacks, but you simply cannot run away or wait to attack every time, above all at the late dungeon levels.
Yeah, later on that one critical every so often isn't really going to be that overpowered. Useful, sure, but nothing that would break the game, especially because the most dangerous things are those that do not really permit you to run for 17 turns before hitting again but rather require you to deal with them as quickly as possible.
The real question is, is this unique to Ki Cascade, or will any activated attack not break the Killing Blow?
Every skill will crit upon Killing Blow (my said character had also the hexaxe - THE HEXAXE - ohgod), until a melee attack incur (it could be the melee attack casted with the skill, like the weapon attacks with attack="1" - I don't know if the spell is dispelled without such tag). Anyway, I though range combat couldn't use crits since they where not working with it. Nor I think if this works also with spells (it shouldn't, since Haywire).
It's 14 turns, for one thing. And yes I would consider it cheating. And 14 turns isn't that long. It also usually one-hit kills everything I hit with it, so... it isn't what you'd call fair.
Upon some further testing, it appears to use up Killing Blow properly when the enemy is directly adjacent to the character. But if they are in the five other hit boxes, it will always Critical Hit and save Killing Blow.
Ah, gotcha -- so you could in theory have a build that took lots of activated attacks and carefully arrange to use them all in succession without ever hitting an adjacent enemy... I don't know that it's worth it. And it definitely won't be come 1.13, when you'd have to juggle multiple weapons in order to use all of your activated attacks. Not a big enough concern compared to some of the other bugs that need addressing first.
Yep, that was what I was trying to say. Mmmh, as like I was saying, I've played with a character which had this sort of feature. In the end, I was using those free crits only for the animals, since I was a Vegan Killer and that kind of monsters never caused me a trouble. In a real mess, against horde of enemies or versus single high prize target (not only Big D., but any named monster), 18, 14 or 5 turns too without doing anything else is just not an option (if you care about your character). And, like Essence said, you have to build your entire character and fight every single mob with the idea of never become surrended. Because, every time you get surrended, this bug ceases to exist.