(02-21-2023, 12:33 PM)Dazzer Wrote: Axe Kick has a delay after being used, which means that the ability to chain it and actually benefit from it's GCDE status is very low. I'm assuming it's animation time, or being caught up spell duration if hitting on first tile rather than its max range, so it makes you wait until the spell is completely finished as opposed to on hit.
Just think the delay needs changing, then I think the Weighted Punch GCDE removal hits a lot less hard. Cause right now Unarmed down bad, and the changes seems to have damaged the normal unarmed dudes as opposed to the hyper jab abuse dudes. Which I don't believe was the intention.
https://i.gyazo.com/67b50d86850b96dcfa31...b88209.mp4
That delay is caused by both:
Axe kick natural animation
The way axe kick works, where on hit, you cause a small knockback, the problem comes when the spell does not end on hit, but instead keep tracking the target until all movement tiles from the spell are moved that knockback adds distance result? you push them far on hit and keep moving when the move should had ended, creating a delay. you can see that kind of delay on double slash as well but is more animation based.
The way to "buff" it? since any adjust in unarmed these days is seen as buff, is make the spell track end when you cause damage or cause the 'knockback' because , that way you wouldn't get the extra 0.25 seconds of delay track that you dont need, in theory you already landed the target, adding on axe animation (+- 0.25) resulting in a 0.5 seconds delay.
![[Image: RiCGkjL.png]](https://i.imgur.com/RiCGkjL.png)

