Tate_LeTerre Posted November 7, 2015 Share Posted November 7, 2015 This is a bit odd to explain. Basically, if you hit something with the first hit of the Ninkondi's quick melee combo, it does no damage. That bit's fairly straightforward. This part isn't. Even though the attack does no damage initially, it does seem to leave a "marker" (for lack of a better term) on what it hits. When you next hit the melee button, the damage from the Ninkondi's attack is dealt to the marked target. You could be on the complete other side of the tile, facing the opposite direction. It'll still hit. Confirmed to be showing this behavior with enemies and crates. Every other attack, including subsequent quick melees, seems to be working fine. Link to comment Share on other sites More sharing options...
CelsiusPrime Posted November 7, 2015 Share Posted November 7, 2015 I agree. I have noticed this effect before. It's really annoying when trying to break open storage containers. Link to comment Share on other sites More sharing options...
Pride Posted November 7, 2015 Share Posted November 7, 2015 what stance ill attempt to isolate it Link to comment Share on other sites More sharing options...
Urlan Posted November 7, 2015 Share Posted November 7, 2015 Atlantis Vulcan should be the stance. First attack won't damage a foe but seems to mark the container or opponent for delayed attacks. Might be related to some problem with melee range. Link to comment Share on other sites More sharing options...
rapt0rman Posted November 7, 2015 Share Posted November 7, 2015 No stance necessary, it's the ninkondi itself that's wacky. Link to comment Share on other sites More sharing options...
Pride Posted November 7, 2015 Share Posted November 7, 2015 eh i played around with it and honestly i kinda like it felt like anime style ninja magic +1 Link to comment Share on other sites More sharing options...
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