Flicker Strike
" im still hoping someone will give some feedback on my dsync question but this one is easy to solve. the thing is that u get a frenzy charge per kill but lose one per attack aswell. in your case one attack yields three strikes. so if u kill monsters within three strikes you will continue flickering and if not, you will run out of charges. in your case its obvious youre not always doing enough damage so id recommend replacing faster attacks with a melee damage gem and, depending on your accuracy, replacing the accuracy gem with melee on full life. |
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Not enough damage?!
My damage is almost 10k and since when am i losing a frenzy charge per attack? Sometimes its showing me that i got a frenzy charge,also the timer but under the timer were the number of frenzy charges is supposed to be shown,it stands 0 even though the timer is running!!!How can that be possible??? |
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" since one of the final patches of the closed beta and i suppose your dps is 10k, not your damage per hit |
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and where can i see my damage per hit?
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The [C]haracter sheet :/ Click the skill you want to look at, then look at the numbers.
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You mean when i go to character and then to offence,select the desired skill and read the numbers?!
If its that,i can just see damage per second,main hand total combined damage,main hand physical damage and so on but no damage per hit! Can you be more specific pls? |
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press c
look at middle of the new window that appears click skill icon for flicker strike there you go alternatively just mouse-over the icon in skill bar, its the stuff in larger part of box. dps is on top of the thing that appears which is wrong for how much damage you deal due to stupid speeds. |
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Main Hand total combined damage is your damage per hit, naturally.
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Flicker Strike currently interacts with the zoom-in mechanism in a seriously dysfunctional manner. If you zoom in for a close-up view of melee fighting, Flicker Strike will cause your POV to abruptly shift upwards at the moment you flick to your target destination. This scrolls your character vertically below the bottom of the screen, making it impossible to see what you're doing for a couple of seconds.
This bug, combined with dozens of cases where foreground objects obscure your character, makes me doubt whether combat has been tested much in zoomed-in mode? It's not just a matter of a visual display preference - there is a significant tactical trade-off in sacrificing targeting range in favor of enlarging the hit-zones of your targets. For the most part, I've been playing ranged characters zoomed-out and melee characters zoomed-in, but Flicker Strike is unusable when zoomed-in. |
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" Exactly |
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