Khri Steady
Requirements: | Unknown | |
---|---|---|
Slot Cost: | Unknown | |
Difficulty: | Unknown | |
Type / Skill: | khri, khri / Unknown | |
Use Cost: | 24 Concentration | |
Contest: | Unknown vs. Unknown | |
Path: | Unknown | |
Description: | Varsyth says, "The Steady meditation will allow for smoother throws and shots at targets, and will help you solidify your balance should it have degraded. Simple, and effective. You must understand the Prowess khri before you can comprehend this one." | |
Effect: | [[ability effect is::, , , , To the great amusement of those who enjoy the Prowess meditation and receive disdain for it, it is required to learn Steady. This meditation allows for an easier, skillful handle on ranged weaponry, and allows the Thief to better recovery their footing if it has degradated to a poorer position in battle.]] | |
Messaging: | Willing your body to meet the heightened functionality of your mind, you feel your motions steady considerably. |
NOTES
Some testing with Khri Steady:
All tests done using my hunting script, in armadillos, so fairly controlled. Same gen (i was only one in that area of dillos) and script does same thing over and over.
SUMMARY (in order from worst to best): 76 agil, no steady = 5.76 86 agil, no steady = 6.21 76 agil, with steady but with out spar = 11.18 86 agil, with steady but with out spar = 11.56 76 agil, with spar = 12.39 86 agil, with spar = 12.89
CONCLUSIONS: - Raising agil from 76 to 86 doesn't do much. the difference between steady and steady as part of SPAR is larger than this 10 agility. - Steady helps a bunch.
MORE DETAILS: here's the scale: action echo [Hit Level: 1] when light hit.*\. action echo [Hit Level: 2] when good hit.*\. action echo [Hit Level: 3] when good strike.*\. action echo [Hit Level: 4] when solid hit.*\. action echo [Hit Level: 5] when hard hit.*\. action echo [Hit Level: 6] when strong hit.*\. action echo [Hit Level: 7] when heavy strike.*\. action echo [Hit Level: 8] when very heavy hit.*\. action echo [Hit Level: 9] when extremely heavy hit.*\. action echo [Hit Level: 10] when powerful strike.*\. action echo [Hit Level: 11] when massive strike.*\. action echo [Hit Level: 12] when awesome strike.*\. action echo [Hit Level: 13] when vicious strike.*\. action echo [Hit Level: 14] when earth-shaking strike.*\. action echo [Hit Level: 15] when demolishing hit.*\. action echo [Hit Level: 16] when spine-rattling strike.*\. action echo [Hit Level: 17] when devastating hit.*\. action echo [Hit Level: 18] when overwhelming strike.*\. action echo [Hit Level: 19] when obliterating hit.*\. action echo [Hit Level: 20] when annihilating strike.*\. action echo [Hit Level: 21] when cataclysmic strike.*\. action echo [Hit Level: 22] when apocalyptic strike.*\.
(1) 76 agil, khri spar. 711 shots, 8810 total damage, 12.39 AVERAGE damage /shot
(2) 76 agil, khri focus, steady, prow (aka SPAR but without strike. i dropped strike because focus and prow give stat bonus. i wanted to test how much better SPAR is than just STEADY). 831 shots, 9291 total damage, 11.18 AVERAGE damage /shot
(3) 76 agil, khri focus, prow, strike (no STEADY). 773 total shots, 5.76 average damage/shot
(4) then i train agil to 86. still focus/prow/strike (no steady). 604 shots, 3749 total damange, 6.21 average damage/shot.
(5) 86 agil, focus/strike/prow (NO STRIKE but w/ steady), 700 shots, 8089 total damange, 11.56 damage/shot, average.
(6) 86 agil, full SPAR combo, 9218 total damage, 715 shots, 12.89 damage/shot average