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"On attack" will trigger if you do an attack. This is primary through the attack action, though there are ways to trigger extra attacks.
An attack that isn't dodged will produce a hit. This will trigger any "on hit" effects.
So generally speaking, the "on hit" by default will be triggered by an attack.
But there is a big difference. While "on attack" only has a few ways on getting extra attacks, there are a lot of ways to produce additional hit triggers. Pugilism for example gives you an additional hit per skill level. So with Pugilism 10, you will trigger any kinesis skill 11 times on an attack. Maybe even 12 if you dual wield (don't remember if bare fists count as dual wield).
Kinesis also generally have additional effects and not just an "on hit" trigger. Fire triggers on kill, Frost on applying freeze, Lighting on dodge, Poison on applying sickness, death on getting healed, blood on applying bleeding, life on applying entangle, psycho on standing still.
They are generally a good way to cheaply add a bit more damage to a build or trigger additional status or "on damage" effects. For your build, no, it doesn't look like it would actually help you. But you could change that by taking a single point in Projection, which gives you one range 4 hit per skill level on standing still. If you had the space for it. :D
I will add that most kinesis skills do kind of seem like 1 point wonders to me. They usually scale with 30 damage * skill level, so each skill point is only worth 30 damage + your willpower boost. Flat damage boost like that is generally not as useful as things like applying more debuffs/buffs, getting more hits or summoning more allies. I might be wrong, but I usualyl only put a single point into them. Though I suppose they are cheap.
Edit: Block might also prevent "on hit" effects to trigger. I am not sure though.
The damage scaling is more impactful than you'd think with how point efficient the powers are and especially if you're proccing them a lot (morbu/cryomancy builds are least fiddly on that front but most of them can pop off pretty hard if you happen to be outputting a lot of hits or somethin'), but it's not likely to make or break a build.
Templar had been my nemesis--this was my first Templar win after about five defeats. The trick is to strip the character of ALL gear, including the weapon, before making the first move. Trust me. This character had my highest glory yet (85) and took a total of 6,000 damage for the entire run; had 0 divine interventions; took 0 Vigor; and didn't even get the Staff of Chaos or the Staff of Life.
Apparently the maximum starting number of points is 13 and I always reroll to get that. This was an absolutely pure Stand Still summoner build with NO kinesis skills. My stats at the end were as follows:
Strength 78
Dexterity 10
Willpower 78
Burning Ooze 43
Innervation 1
Poison Familiar 1
It helped to get the Robe of Vigor to boost ally HP. It would have been good to get Bracers of Command to boost ally hit.
I suspect I can march this exact build all the way to Cycle 32. But now I think I'm going to look around for other candidate Prestige classes.