|Release date||5 September 2016 (Update)|
|Backhand, Impact and Binding Shot no longer stun and deal 40% more damage per rank to targets that are not facing you. Forceful Backhand, Deep Impact and Tight Bindings no longer stun and deal 15% more damage per rank to targets that are not facing you.|
|Infobox • Talk page|
Flanking is an Invention perk. It causes certain abilities to lose their stunning ability in exchange for dealing increased damage to a target that does not face the player. It can be created in weapon gizmos. The affected abilities are Backhand, Forceful Backhand, Impact, Deep Impact, Binding Shot, and Tight Bindings.
Usage[edit | edit source]
The perk increases the affected abilities' damage when the player's target does not face the player, although depending on the monster and the number of game squares it occupies, it may be ambiguous when they actually face the player or not. The effect is applied only if the player attacks from behind or the side of the target's facing direction. Flanking has no effect if the target faces the player; the abilities would stun and inflict the same damage as usual.
Flanking is most commonly installed on off-hand weapons, which are temporarily equipped to use the affected abilities.
Flanking 4 basics are by far the best non-bleed basics, dealing a maximum of 260% ability damage. The threshold abilities deal a maximum of 320% ability damage.
Use at bosses[edit | edit source]
Most static monsters that do not change direction are treated as if they face south, meaning that Flanking can be used on them anywhere north of them. For example, smoke and shadow pillars and all the amalgamations at Nex: Angel of Death are affected by Flanking from the north, as are Solak's volatile rootlings, arms, legs, and blight afflicted core.
Flanking has no use in most solo situations, as the player's target must face the player due to the player having the monster's aggression. Some bosses, like the black stone dragon, Taraket the Necromancer and The Ambassador as they have a mechanic(s) that allows them to be susceptible to Flanking for the duration of the mechanic.
Even when the Flanking effect is applicable, the abilities do still trigger Solak's stunning mechanic in phase 3 and Yakamaru's mirage pool. Flanking, however, cannot be used to dispel an unstable black hole created by The Ambassador.
Sources[edit | edit source]
|Material||Rarity||Perk ranks with X materials|
|Standard Gizmo||Ancient Gizmo|
Suggested gizmos[edit | edit source]
|Gizmo layout||Possible perks|
|Chance increases with lower Invention level. Chance at level 52-53 Invention for Flanking 4 is 81.56% or 1/1.22.|
|Chance increases with and level 120. Chance for Flanking 4, Equilibrium 1 is 4.801% or 1/20.8|
|Chance increases with and level 120. Chance for Flanking 4, Equilibrium 2 is 0.3057% or 1/327|
|This combination can be used to roll Flanking 3 Equilibrium 1|
Update history[edit | edit source]
- Yakamaru's Stun Phase and Mirage Stun phase will now take into consideration the Flanking Perk.
- patch 22 July 2019 (Update):
- If the game detects you have a flanking weapon in either your backpack or worn equipment it'll now display a flanking icon on the monster bar to inform you that your Flanking perk will work in that position.
- patch 17 June 2019 (Update):.
- A Flanking icon has now been added to the monster bar, it will appear if you're in the right spot to use the Flanking perk and have a weapon equipped with the Flanking perk on.
Trivia[edit | edit source]
- The perk's name and activation requirement references flanking maneuvers, a military tactic that involves attacking an enemy army from their side.
- Interestingly, when used in ancient gizmos, Flanking has a significantly higher chance of success when making a gizmo if the players invention level is between 50-55, maxing out at an 81% success rate. This is likely due to enhanced efficient being considered a higher priority perk as it takes up two slots in a gizmo.