About flicker strike interactions

I'm a big fan of flicker strike builds, but the skill itself doesn't really reveal much info about itself so I have a few questions:

Does having increased aoe affect the targeting range of the next strike? And vice versa would having reduced aoe make it easier to not fly off somewhere en the other side of the map?

On the topic of aoe, would having increased aoe affect the radius of the splash damage caused by the "tribal fury" node?

When ancestrally boosting flicker strike, does each strike affect two additional enemies or just the first one?

Also I know that whether every hit is a critical or not is based on the first hit's critical hit chance, but does this same logic apply to the damage rolled for each attack? Or in this case the dmg from each hit is calculated individually?

Bonus question: Do the extra strikes from the ancestral boost benefit from the "tribal fury" splash?

I'd usually try to test these myself but the skill happens so fast it's impossible for me to really know what's happening. Thanks to everyone in advance!

Comments

F8_zZ5 months ago2

Does having increased aoe affect the targeting range of the next strike? And vice versa would having reduced aoe make it easier to not fly off somewhere en the other side of the map?

Yes

When ancestrally boosting flicker strike, does each strike affect two additional enemies or just the first one?

It should affect every monster you hit, same as Infernal Cry, I imagine

Degen_MMO_Enjoyer5 months ago1

Just feels. But i feel like the ancen call adds 2 more flicks to every flicker in the chain. Every time i took the support out in 0.4 it felt like my flicks would burn the 9 power charges twice as often.

I always scale aoe. 0.1 i did pillar so free aoe. 0.2 i couldnt figure out why i was stopping with charges while mobs were on screen. I always slot conc effect for the insane damage but without any aoe scaling at all, conc makes flicker flick less.

I would love some free aoe scaling again like pillar days. Sucks invensting into it, sucks playing without it. Thank atziri the devs put some aoe on monk side of tree.

I am really certain that damage roll ranges are snapshotted from first flick. Would make sense for crit to only calc at start but then have the server do calcs for every single flick.

I took tirbal off, put it on, took it off, put it on. Couldnt feel a difference. I even slowed my skill speed and remoced every other damage effect to see it. Imo, better putting those skill points into chain lightning herald with armour explosion.

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