Striking Asp Stance: Difference between revisions
Jump to navigation
Jump to search
CAVEMANIAC (talk | contribs) |
(Updated to reflect PSM3 update.) |
||
(6 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{Player System Manager |
|||
{{Combat maneuver |
|||
⚫ | |||
⚫ | |||
|verb = [[CMAN]] |
|||
⚫ | |||
|type = Martial Stance |
|||
|roundtime = 0 |
|||
|stamina = 20 |
|||
|cost=20 [[Stamina]] |
|||
⚫ | |||
|requirements=None |
|||
⚫ | |||
|prereqs=None |
|||
{{PSM3.0costs |
|||
|rank1 = 3 |
|||
| |
|rank2 = 6 |
||
|rank3 = 9 |
|||
|sq3=12 |
|||
}} |
|||
|sq4=- |
|||
{{TOC limit|2}} |
|||
|sq5=- |
|||
{{PSMinfo |
|||
⚫ | |||
|description = Strike quickly and with less effort. |
|||
|mechanics = Unless the cooldown is active, you will be able to automatically perform one single target {{boldmono|[[QUICKSTRIKE]]}} at a discounted [[stamina]] cost. The stamina cost is reduced to 2/3, 1/2, and 1/3 at ranks 1, 2, and 3, respectively. The cooldown lasts 60 seconds, and begins immediately when a discounted {{boldmono|QUICKSTRIKE}} is performed. At rank 3, if 60 seconds pass without an active cooldown, up to 1 charge will be stored and automatically used if a {{boldmono|QUICKSTRIKE}} is performed during a cooldown. |
|||
|additionalinfo = |
|||
==Messaging== |
===Messaging=== |
||
Starting |
;Starting |
||
<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
||
>cman asp |
>cman asp |
||
Line 25: | Line 26: | ||
</pre> |
</pre> |
||
Stopping |
;Stopping |
||
<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
||
>stop stance |
>stop stance |
||
Line 34: | Line 35: | ||
</pre> |
</pre> |
||
Recovery Messaging |
;Recovery Messaging |
||
<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
||
You feel light on your feet, and ready to find an opening for a quick strike. |
You feel light on your feet, and ready to find an opening for a quick strike. |
||
</pre> |
</pre> |
||
Extra Charge Messaging |
;Extra Charge Messaging |
||
<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
||
You feel like you have an extra reserve of quickness to use should the need arise. |
You feel like you have an extra reserve of quickness to use should the need arise. |
||
</pre> |
</pre> |
||
Activating |
;Activating |
||
<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
||
>quickstrike 1 tackle troll |
>quickstrike 1 tackle troll |
||
Line 55: | Line 56: | ||
Roundtime changed to 1 second. |
Roundtime changed to 1 second. |
||
</pre> |
</pre> |
||
}} |
|||
==Resources== |
==Resources== |
||
* [[/saved posts|Saved posts]] |
|||
*[[List of combat maneuvers by profession]] |
|||
* [[Player System Manager/saved posts|Player System Manager saved posts]] |
|||
*[https://www.desmos.com/calculator/expetwsdqj Celerity and Striking Asp Stance Calculator] |
|||
[[Category: |
[[Category:Combat Maneuvers]] |
Latest revision as of 16:06, 31 July 2021
|
|
Description
Strike quickly and with less effort.Mechanics
Unless the cooldown is active, you will be able to automatically perform one single target QUICKSTRIKE at a discounted stamina cost. The stamina cost is reduced to 2/3, 1/2, and 1/3 at ranks 1, 2, and 3, respectively. The cooldown lasts 60 seconds, and begins immediately when a discounted QUICKSTRIKE is performed. At rank 3, if 60 seconds pass without an active cooldown, up to 1 charge will be stored and automatically used if a QUICKSTRIKE is performed during a cooldown.Additional Information
Messaging
- Starting
>cman asp You assume the Striking Asp Stance, ready to find the right position for a quick strike. Square assumes the Striking Asp Stance.
- Stopping
>stop stance You relax from the Striking Asp Stance. Square relaxes and no longer maintains the Striking Asp Stance.
- Recovery Messaging
You feel light on your feet, and ready to find an opening for a quick strike.
- Extra Charge Messaging
You feel like you have an extra reserve of quickness to use should the need arise.
- Activating
>quickstrike 1 tackle troll [Roll result: 203 (open d100: 20) Penalties: 35] You hurl yourself at an ice troll and connect! You hammer an ice troll to the ground. 4 hits! You jump to your feet. Your superior positioning makes your quick strike much less taxing. Roundtime: 7 sec. Roundtime changed to 1 second.