In game terms, this is the damage of the initial Kick of DTalon (you have to calculate the damages of DTalon's follow-up Kicks separately). However, the subsequent Kicks of DTalon do not gain TS's ED bonus, and hence the skill_bonus should be 138, not 1578, when calculating the damage of each subsequent Kick.
For information regarding Kickspeeds, [http://forums.diabloii.net/showthread.php/?p=2336056 consult this page].
For information regarding the types of mods that stack on Kicks, consult the first few FAQs of this post.
Special thanks to jrichard for helping us understand the formula (in addition for the answers to a lot of the above FAQs). The above is a simplified version of his own [http://forums.diabloii.net/showthread.php/?t=127905 explanation, found here, which is a good read].
==Does plus damage work with Kicks? (I.E. 15-25 damage from War Traveler)==
No.
==What can I do to increase my Kick damage?==
Use items that add to STR/DEX and MA skills. Bartuc's is an excellent claw to boost kick damage. It has 20 STR/DEX and +3 MA skills. Having a pair of Boots with high damage is also critical (Myrmidon Greaves currently have the best boot damage).
==Is Dragon Flight bugged? What happened to its casting delay?==
No, DF's south bug has been fixed. DF's casting delay has been reduced from 2 seconds to 1 second, in 1.10.
==What's a Charge-Up move?==
A Charge-Up move is any skill from the Martial Arts tree that's labeled Charge-Up. Some Charge-Up attacks can be used by any melee weapon, though the Elemental branch of the Martial Arts tree (Fist of Fire, Claws of Thunder, and Blades of Ice) can only be used by claw-class weapons. The maximum number of charges you can accumulate per skill is 3, though you can have multiple Charge-Up skill charges active at once.
==Okay, so what's so special about the Charge-Up moves?==
When you attack an enemy with either a normal attack or a specific Finishing Move skill, all charges are released, and their effects added to the effect of the Finishing Move. For instance, let's say you charge Tiger Strike three times and Phoenix Strike two times. You then release with a normal attack. This normal attack now has the damage increased by the Tiger Strike's three charges, and has the effect of releasing a bolt of chain lightning starting at the enemy you hit.
==So what's the best Charge-Up skill to use?==
It really depends upon what you need to do. There is no all-purpose Charge-Up skill, but there are three very good ones. Tiger Strike increases the physical damage you do, which is great against single targets. Phoenix Strike is an all-purpose elemental attack Charge-Up skill, which is better suited for groups of enemies. Cobra Strike is best coupled with Tiger Strike, so the life and mana recovered by a finishing move is much higher.
==How do Martial Art Charge-ups work?==
A Charge Up skill can be charged up to three times, each charge is more powerful than the previous. You must successfully hit your target to register a charge indicated by a colour orb circling the Assassin. Once charged its bonuses can be released by using a Finishing Move {or Attack}. The Finishing Move will also apply a bonus to the attack.
An example combination of Charge Up and Finishing Move would be:
{|
! Left Skill - Fists of Fire <br />Charge Up
! Right Skill - Dragon Claw <br /> Finishing Move
|-
| Level One<br />
Charge 1: Fire Damage: 6-10 <br />
Charge 2: Fire Damage Radius: 2 y <br />
Charge 3: Burning Duration: 2.5 sec <br />
Attack: +50% <br />
Mana Cost: 2
| Level One<br />
Damage: +50% <br />
Attack: +50% <br />
Mana Cost: 2
|}
[[Category:Assassin]]