Brilliant idea. Instead of a situational free critical hit, how about have it trigger when the player kills an enemy? That way a hefty melee character can cleave through a group of monsters. It would also make killing blow a fitting capstone rather than a situational meh. and give the killing blow buff a timer.
Agreed. Would be MUCH better as a proc-on-kill like the Hexaxe. Also, is there some way that we could get the ability to "stockpile" Killing Blows from the combo of Hexaxe + Berserker Killing Blow skill? Basically, get 2 (3 maybe with Dual Wielded Hexaxes?) Killing Blows readied to go off one after the other on the next hit(s).
I don't think the hexaxe procs the killing blow buff properly. It does now. Here is the XML to implement the proposed changes. Spelldb.xml Code: <spell name="Cleave" type="adjacent" icon="skills/killing_blow32.png" > <anim sprite="sprites/sfx/rage/rage" frames="3" framerate="50" sfx="ping" /> <effect type="trigger" amount="1" spell="Killing Blow" /> <description text="Your next attack is going to make a real splash."/> </spell> <spell name="Killing Blow" downtime="40" type="self" icon="skills/killing_blow32.png" > <anim sprite="sprites/sfx/rage/rage" frames="3" framerate="50" sfx="ping" /> <buff useTimer="1" time="1" self="1" attacks="1" stackable="0" stacksize="1" icon="skills/killing_blow64.png" smallicon="skills/killing_blow32.png" > <effect type="buff" self="1" sprite="sprites/sfx/psionic_generic/psionic_generic" frames="5" framerate="100" sfx="magic" /> <secondarybuff id="2" amount="5"/> <!-- melee power --> <secondarybuff id="4" amount="100"/> <!-- crit --> </buff> <description text="Your next attack is going to make a real splash."/> </spell> Itemdb, expansion1 Code: <item name="The Hexaxe of the Magic Axe Lords" iconFile="items/axe_hex.png" level="12" type="1" artifact="1" > <price amount="17003" /> <weapon slashing="36" /> <artifact quality="5" /> <targetKillBuff percentage="100" name="Cleave" /> <description text="The Magic Axe Lords imbued this axe with their mighty Axe Magicks: Whenever this axe tastes victory, it gains power for a mighty, deadly strike." /> </item> skilldb.xml Code: <berserkSkills> <ability name="Poor Impulse Control" icon="skills/warrior/berserker0_64.png" skill="9" level="0"> <description text="When you attack, there is a chance that you'll become really angry! This increases your attack abilties."/> <targetHitEffectBuff percentage="25" name="Berserker Rage" /> </ability> <ability name="Viking Temperment" icon="skills/warrior/berserker1_64.png" skill="9" level="1"> <description text="When you defend, there is a chance that you'll become really angry! This also increases your attack abilities."/> <playerHitEffectBuff percentage="25" name="Berserker Vengeance" /> </ability> <ability name="Ancestral Body Paint" icon="skills/body_paint64.png" skill="9" level="2"> <description text="The markings of your ancestors will protect you in battle."/> <secondarybuff id="11" amount="10" /> <!-- magic resist --> <secondarybuff id="22" amount="5" /> <!-- magic reflect --> <resistbuff aethereal="1" transmutative="1" conflagratory="1" hyperborean="1" /> </ability> <ability name="Berserker Rage" icon="skills/skill_berserker.png" skill="9" level="3"> <secondarybuff id="2" amount="1"/> <!-- melee power --> <targetHitEffectBuff percentage="13" name="More Berserker Rage" /> <playerHitEffectBuff percentage="12" name="More Berserker Rage" /> <description text="In melee combat you are prone to fits of extreme Berserker Rage! Even more! All this anger also causes you to hit harder."/> </ability> <ability name="Berserker Cleave" icon="skills/killing_blow64.png" skill="9" level="4"> <description text="Killing an enemy will turn your next melee attack into a real splash."/> <targetKillBuff percentage="100" name="Cleave" /> </ability> </berserkSkills>
Hexaxe is missing the after="1" flag, which is why it doesn't work. You kill a dude, it procs Killing Blow, and then goes "oh hey, you just attacked" and erases Killing Blow. Agreed, though.
hmmm... this effect will always trigger when an enemy is killed, even if he's killed with a thrown weapon, spell, or crossbow. This might prove a problem because it means that crossbows and thrown could also do heavy kill chains too. I would want only melee kills to trigger the buff.
So...give Cleave a spelltype of "adjacent" (so that it checks that the target is next to the player)?
I think that only affects the ability to target the spell and not it's effect once it's triggered. Of course, I've never tested this.
I have. Extensively. Archmage uses a shitload of strange tricks like having a type="rook" spell trigger a type="targetmonster" spell and a type="targetcorpse" spell. Triggered spells only activate if their specific type is actually targeted by whatever triggers them. Basically, if you make Cleave type="adjacent", it'll check whenever you kill something, look to see if the target is actually adjacent to you, and if it's not, it won't trigger.
I suppose you could still trigger it if you killed a monster that was next to you with a spell or thrown weapon... but it's better than it was before.