Striking Asp Stance: Difference between revisions
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(few more details, link to calculator) |
(Updated to reflect PSM3 update.) |
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{{Player System Manager |
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{{Combat maneuver |
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⚫ | |||
⚫ | |||
|verb = [[CMAN]] |
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⚫ | |||
|type = Martial Stance |
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|roundtime = 0 |
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|stamina = 20 |
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|cost=20 [[Stamina]] |
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⚫ | |||
|requirements=None |
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⚫ | |||
|prereqs=None |
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{{PSM3.0costs |
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|rank1 = 3 |
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|rank2 = 6 |
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|rank3 = 9 |
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|sq3=12 |
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}} |
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|sq4=- |
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{{TOC limit|2}} |
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|sq5=- |
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{{PSMinfo |
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⚫ | |||
|description = Strike quickly and with less effort. |
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|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. |
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|additionalinfo = |
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==Messaging== |
===Messaging=== |
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Starting |
;Starting |
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<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
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>cman asp |
>cman asp |
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</pre> |
</pre> |
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Stopping |
;Stopping |
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<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
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>stop stance |
>stop stance |
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</pre> |
</pre> |
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Recovery Messaging |
;Recovery Messaging |
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<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
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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. |
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</pre> |
</pre> |
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Extra Charge Messaging |
;Extra Charge Messaging |
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<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
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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. |
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</pre> |
</pre> |
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Activating |
;Activating |
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<pre{{log2|margin-right=325px}}> |
<pre{{log2|margin-right=325px}}> |
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>quickstrike 1 tackle troll |
>quickstrike 1 tackle troll |
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Roundtime changed to 1 second. |
Roundtime changed to 1 second. |
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</pre> |
</pre> |
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}} |
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==Resources== |
==Resources== |
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* [[/saved posts|Saved posts]] |
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*[[List of combat maneuvers by profession]] |
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* [[Player System Manager/saved posts|Player System Manager saved posts]] |
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*[https://www.desmos.com/calculator/expetwsdqj Celerity and Striking Asp Stance Calculator] |
*[https://www.desmos.com/calculator/expetwsdqj Celerity and Striking Asp Stance Calculator] |
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[[Category: |
[[Category:Combat Maneuvers]] |
Latest revision as of 16:06, 31 July 2021
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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.