Power Blow
Let the weight gather, then bring it down. Hold the blow through the swing.
- Mode
- Charge
- Used with
- Any
- Stamina
- 11
- Cooldown
- none
- Range
- 1.5 tiles
- Price
- 80 gold
- Needs first
- nothing
What it does
The opener and the heave. A press always swings at once (no tap latency). Keep LMB held past that swing's end (and at least 0.18 s from the press) and, instead of an auto-repeat swing, the weapon is raised and charges 0 to 1 over 0.6 s (one-handers) or 0.8 s (two-handers), divided by attack speed x weapon speed. Stamina is paid as the charge begins: 1.5 x the class's swing cost, clamped 8-25 (dagger 8, sword 11, spear 12, axe and mace 14, greatsword 20, greataxe 23, warhammer 25); none regenerates while charging. Charging: walk x0.45, no sprint, face the aim; Space dodges out (charge lost, stamina stays spent); a stun or stagger cancels it. Release: one blow of the class pattern at the class windup x0.5 and the weapon's reach: power lerp(1.3, 1.8, charge), stagger lerp(6, 20, charge) (two-handers lerp(8, 28)), knock x(1 + 0.5 charge). At full charge also +10 % crit chance, the power crescent, and the blow is unparryable (an NPC guard it meets breaks: +10 poise to that NPC instead). Released under 0.15 charge: a plain swing and the extra stamina is refunded. Held 1.0 s at full: it fires itself. Without this technique, holding LMB auto-repeats as today; the command pilot's held attack never charges (PilotControls is synthetic).
Edge: Ringing Heave
Full charge comes 17 % sooner (0.6 to 0.5 s one-handed, 0.8 to 0.66 s two-handed).