Item talk:Jidz-Tet'ka

Sed-Zik, the Water-change stance's benefit, on confirmed natural 20 paralysis DC 17 and 1d6 dex damage, only the Paralysis is subject to the fortitude 17 save. The Dexterity damage seems to always proc as long as the 20 was confirmed. (I can definitely confirm that at least the paralysis DC check and dex damage are separate, there may be a separate save for dex damage but I have not seen a mob save against it yet. I'm inclined to believe the dex damage portion works just like bone-breaking)

Also, it does more than 1d6 dex damage. *tested* hit a wolf for -9 dex damage in STK p2 on normal.

I tried with shortswords (Ninja Spy), the buff is still apparent in my buff bar for Sed-Zik, but the venom is not triggered on confirmed 20's. --Auhfel 16:50, March 14, 2012 (EDT) Auhfel, 2012-03-14
 * Was your target helpless? (stuned/held/already at zero dex or other stat)? That would explain the 9 dex dmg. (roll a 6, +50% bonus from helpless = 9). --Shade 01:45, March 15, 2012 (EDT)

I actually just realized that yesterday (I didn't paralyze the target myself, but the Thri-Keen poison paralysis effect did (you can tell from the screenshot that the mob was definitely paralyzed ala thri keen venom). It's good to note that paralysis from this attack *does* cause helplessness, as opposed to paralyzer weapons (IIRC)). I already edited out from Jidz Tetka item description that the dex portion doesn't have a save, but I need to fix that as well. Thanks. Also important to note that it applies paralysis (pending failed save) and then it applies dexterity damage (pending save). I REALLY want to test this with the Ring of Venom/Necklace of Venom set bonus (Constitution damage on a confirmed vorpal), to see if that con damage is applied before or after paralysis. I'm thinking that the equipping order may make a difference in this, so I'll keep that in mind when testing. Jidz tetka + Venom set bonus @ lvl 7 could be very deadly in the right hands.. I've seen the con damage from venom set to be quite high (ref ). If that 12 con damage were modified by helplessness to 18 con dmg.. Well, that's quite the effect. I still have to figure out how to increase chance of success against the 17 Fort DC check. --Auhfel 14:25, March 15, 2012 (EDT)Auh 15 March 2012.


 * Actually, if you read the combat log more carefully, It wasn't the ogre, it was the wolf behind you... -- ShoeMaker 18:01, March 15, 2012 (EDT)

My apologies Shoe Maker, those are screenshots of two different encounters. You can see that the damage numbers and save success symbol appear over the ogre and not the wolf. I realize that it seems that without knowing (I took the screenies). I cropped them so that the uploader would give me no qualms. — previous unsigned Please sign posts using ~    comment by Auhfel‎ (&thinsp;c&thinsp;&#124;&thinsp;e&thinsp;&#124; &thinsp;d&thinsp; &#124;&thinsp;r&thinsp; &#124;&thinsp;b&thinsp; ) &#32; at 22:23, March 15, 2012 (UTC)

The tooltip states the in earth stance the increase is 1 die step but since motu most (all?) the 1 die augment buffs were reduced to half. Does this item work like the old or new system? Sforza (Contributions • Message) 14:36, October 8, 2014 (EDT)
 * I am unable to test this to confirm, but it should be +0.5[W] like Reinforced Fists.&thinsp;&mdash;&thinsp;Zav&thinsp; (C·T·E) 17:46, October 8, 2014 (EDT)