Flicker Strike

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JoeBlack13 wrote:
I have a problem with Flicker strike and i'm not quite sure what is going on....i'm a lvl 76 Marauder and i'm using flicker strike with multistrike,additional accuracy,faster attacks,increased critical strikes and critical damage gems and when i'm using Flicker Strike and kill a mob,i get a frenzy charge and i can have up to 4....then when i expand 1 frenzy charge it comes a timer with this charge and with each enemy killed this frenzy charges timer re-new so with constantly killing mobs my timer should alway be at the beginning and i should have 4 frenzy charges max but the problem is,when i expand 1 or 2 or even 4,it happens when i attack a mob or a group of mobs,my frenzy charges just dissapear eventhough i had 4 or 2 before i attacked the mobs with the timer active.....????
Is this a bug or what is it???
inGame name is JudgeAssassin
Anybody know what is the problem?

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.
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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JoeBlack13 wrote:
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???


since one of the final patches of the closed beta
and i suppose your dps is 10k, not your damage per hit
and where can i see my damage per hit?
The [C]haracter sheet :/ Click the skill you want to look at, then look at the numbers.
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?
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.
Main Hand total combined damage is your damage per hit, naturally.
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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CaptinSupreem wrote:
Ok, to make this more precise so the devs can address this stuff:

* Desync is a huge issue with MS+FS. At the moment, it is skill-destroying. The majority of the time, the game will not register which enemies have been hit by FS, especially if teleporting into an adjacent enemy cluster a few screens away.

* Whilst the game does not register hits, it will still expend frenzy charges whilst not gaining any. FS is more sensitive to desync than almost any other skill, as it is critical to maintain frenzy charges, mana leech and life leech to stay alive, which all proc on enemy deaths/hits - if your character stops, he dies. Yes, I have cable internet, no I do not get desync in any other game, no it is not my connection nor my computer and yes my toon is built well. This is clearly a server-side issue specifically with FS+MS combo.

* The skill itself is effective if the above issues can be fixed, and I think a purchasable shadow/smoke/phase effect for FS would sell really well in the shop once the desync issues are fixed.


Exactly

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