2009-04-22, 01:56 PM
My speculation is that Full Swing and Over Swing just boost Double Swing and Triple Swing's damage passively, like how Burst Fire is a passive boost to Double Fire for Outlaws.
Alternatively, it could be a buff if it is listed as an active skill as opposed to a passive, you don't seem to have that listed.
However, the damage% listed does seem to differ from an effectiveness standpoint; it makes sense for Full Swing's Triple Swing Bonus, but it appears that Double Swing is lowered, but twice. Possibly, it would allow for a double hit attack during Double Swing, as opposed to a single strike.
The character mechanics appear to be that combos occur during the attack animation if you press the attack button.
ex: Max Double Attack = A
Press A; One attack, 160%.
Press A, and press A while in Double Attack animation, two attacks occur successively, 160% each, in a way that would be faster and more efficient than just two unchained Double Attacks.
Accordingly, Full Swing could possibly divide the Double Attack swings into two hits:
Press A; Two hits, 90% each, which would total to higher than the original 160% at max, making it a beneficial boost.
Full chain would be Two Double Attacks in quick succession, equaling 90%x4.
By dividing the attack into more multiple hits, it allows for a greater representation of a "Combo chain", and promotes damage with Critical Combo.
Similar to how Buster for Dragon Knights gains differing hits according to level, some not being as efficient nor powerful as the previous, this would create a more "difficult" or complex skill build to consider. At first, Full Swing would be detrimental towards attacking with Double Attack (provided it's a passive boost), but it contributes towards your Triple Swing regardless. Consequently, the same occurs for Over Swing, where Triple Swing's constituent combo attacks are broken down into double hits.
Is there any information in there about Stun Length as well?
Alternatively, it could be a buff if it is listed as an active skill as opposed to a passive, you don't seem to have that listed.
However, the damage% listed does seem to differ from an effectiveness standpoint; it makes sense for Full Swing's Triple Swing Bonus, but it appears that Double Swing is lowered, but twice. Possibly, it would allow for a double hit attack during Double Swing, as opposed to a single strike.
The character mechanics appear to be that combos occur during the attack animation if you press the attack button.
ex: Max Double Attack = A
Press A; One attack, 160%.
Press A, and press A while in Double Attack animation, two attacks occur successively, 160% each, in a way that would be faster and more efficient than just two unchained Double Attacks.
Accordingly, Full Swing could possibly divide the Double Attack swings into two hits:
Press A; Two hits, 90% each, which would total to higher than the original 160% at max, making it a beneficial boost.
Full chain would be Two Double Attacks in quick succession, equaling 90%x4.
By dividing the attack into more multiple hits, it allows for a greater representation of a "Combo chain", and promotes damage with Critical Combo.
Similar to how Buster for Dragon Knights gains differing hits according to level, some not being as efficient nor powerful as the previous, this would create a more "difficult" or complex skill build to consider. At first, Full Swing would be detrimental towards attacking with Double Attack (provided it's a passive boost), but it contributes towards your Triple Swing regardless. Consequently, the same occurs for Over Swing, where Triple Swing's constituent combo attacks are broken down into double hits.
Is there any information in there about Stun Length as well?

