When attacking enemies with Thorns, Wallop gives you block after taking damage (vs before, protecting you in StS 1).
The same applies to Talk to the Hand, which also gives block prior to Thorns in StS 1.
I had a look at trying to improve these, but couldn't find an easy solution (unlike Like Water in #80).
Talk to the Hand (BlockReturnPower) runs in AfterAttack (and AfterDeath).
Thorns runs in BeforeDamageReceived, which may be the best target for Talk to the Hand, but I would assume the result depends on which power is applied first since the game iterates over a hook list; if so, that's no good. The ideal case would probably be to use BeforeDamageReceived but ensure our power runs first; I'm not sure if this is possible or not without a Harmony patch...? Is there no kind of priority system?
Wallop also runs in AfterAttack which is too late, but is clearly convenient since it gives you the unblocked damage number "for free". Here, I can't even see a hint of a solution; trying to calculate the unblocked damage manually may well be a nightmare with all the possible power and relic interactions.
When attacking enemies with Thorns, Wallop gives you block after taking damage (vs before, protecting you in StS 1).
The same applies to Talk to the Hand, which also gives block prior to Thorns in StS 1.
I had a look at trying to improve these, but couldn't find an easy solution (unlike Like Water in #80).
Talk to the Hand (
BlockReturnPower) runs inAfterAttack(andAfterDeath).Thorns runs in
BeforeDamageReceived, which may be the best target for Talk to the Hand, but I would assume the result depends on which power is applied first since the game iterates over a hook list; if so, that's no good. The ideal case would probably be to useBeforeDamageReceivedbut ensure our power runs first; I'm not sure if this is possible or not without a Harmony patch...? Is there no kind of priority system?Wallop also runs in
AfterAttackwhich is too late, but is clearly convenient since it gives you the unblocked damage number "for free". Here, I can't even see a hint of a solution; trying to calculate the unblocked damage manually may well be a nightmare with all the possible power and relic interactions.