There is still some spading as to whether or not there's something else influencing these numbers and making it charge faster. Charges do not reset upon rollover and also can charge past the final use of the skill each day that means using the familiar for at least two more combats after getting your 7th paste will ensure you have the skill available on the first combat of the next day. Assuming 100% combat rate with no special monsters, and using the skill each time it came up this means at the latest you'll get the skill on the 3rd, 7th, 12th, 18th, 25th, 33rd, and 42nd combats. So this makes the charges required to be N+1 (1st is 1+1, 2nd is 2+1). For the first charge of the skill, you generally require up to 2 charges to obtain it, and then for the next one it's up to 3, then up to 4, etc.The parenthetical note instructing the player to use the Release the Boots skill only appears the first time per day the "stomps in place restlessly" message appears.This will come up a maximum of 7 times a day. At the beginning of some combat, if you see the message saying that the familiar is stomping in place, this means your familiar is fully charged and you will have usage of the skill Release the Boots.Damage ranges from ⌈X/2 ⌉ ?+2 to X+5, where X is the familiar's weight.Since these boots don't have laces, they don't have eyelets. tries to kick you in the butt to speed your escape, but you leap out of the way. Upon running away, if the Boots are out of free escapes:.kicks you in the butt to speed your escape. Upon running away, when the Boots can provide a free escape:.The wax lips hang precariously from one of the boots' many zippers, smiling fitfully. You shout, "Oi! Oi! Oi!" as the boots stomp around the flagpole. With miniature gravy-covered maypole equipped:.The Tam O'Shanter bobs back and forth as the boots riverdance beneath it. tries to start a mosh pit, but ends up slam-dancing with itself. stomps around in a circle, its buckles jingling. proves that it's made for dancing, not walking, with a little impromptu line dancing. leaps up and clicks its heels together in midair. does a little of the ol' soft shoe, except it's more of a hard boot. When you're a pair of boots with no legs, the sky's the limit for how high you can kick. assumes the plié position and bends its calf-parts in and out a few times. You spin around, and boots your opponent in the head. hops out of the throne and kicks your opponent in the shins, dealing 20-30 damage. makes sure kicks aren't getting harder to find by kicking for X damage. kicks into next week, for a time-traveling X damage. kicks out the jams, and by that I mean kicks for X damage. does a little dance on top of, to the tune of X damage. boots, then re-boots them again, for a total of X damage. It doesn't get fully funded, but does do X damage. Clearly, the violence it's done so far is only making it ache for some quality stomping. (Use the "Release the Boots" skill to let it go nuts.) rubs its soles together, then stomps in place restlessly. Rubs its soles together, then stomps in place restlessly.
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