exactly what I said, is there ANY reason not to set multihit grabs to the max? yeah I know thermo fist fucking dies but apart from that, you (I assume) get more damage for free.
I mean technically health regen makes shorter ones better but you also get self synergy depending on the source that makes it higher overall damage, so I genuinely have no clue why you shouldn’t ever set it to 20.
I mean, multiple hits means longer distance travelled when you finish your combo, but yeah idk what multiple hits does in a grab when you only need to hit once for the whole damage whereas multiple shots/blasts have slightly increased damage the more shots/blasts you use in one skill.
So maybe use it when you want to travel longer?
EDIT: Forgot to mention snare, it’s only purpose for the multi hit is for magic like light or sand for the blinding effect, though not sure if it actually still applies that.
DOT magics probably like the big single hit. There’s also the thing where your grab gets cancelled sometimes if you’re too close to the ground, so having it set to a low number lowers the chance of that happening
1 hit = you don’t get self synergy unless your dot was already applied
2 hit = half your self synergy
20 = 19/20 of your self synergy bonus (if it rounds enough)
theres no immunity after the attack ends so if the move takes too long other players can charge their attacks and wait for the i-frames to end.
Same goes for skills with long lengths and high end lag like beast instinct, when u can just wait around them and charge your…
PILLAR EXPLOSION TIMES 5 ULTIMATE WITH MODE LEZ GOOO
For some reason grabs will just spontaneously end so I prefer to keep them short to prevent this from happening. There could be a reason as to why but I have yet to discover how or why.
iirc this only ever happens on npcs because they randomly get grab immunity mid rushdown so they just cancel it, ive never had this issue with players before