My testing:
Tachi: Kasha -> Daze = Transfixion, placing Daze in that area on the skillchain chart. The damage multiplier: Ranged attacks for 50(ish) to a mob, a Daze to the same mob for around 200. Ranged attacks against too weak mobs for 300+ yielded Dazes for 1200+. The automaton's ranged attacks dont seem to cap out the way the melee attacks do. Tahngarthor 17:38, 22 December 2006 (EST)
The Inhibitor causes the automaton to hold its TP (If the master has more than a certain amount) until *any* WS is performed, at which point, if a skillchain is possible, it will use the WS that creates a skillchain; if it can't make a skillchain, it will wait briefly and then use whatever WS it would have used if the Inhibitor was not present. DY7 or whoever it was, was correct in saying that One Inch Punch will cause it to use Daze but any WS which Daze can close a skillchain for will cause Daze to be used (Otherwise, it would wait briefly, and then use the WS that it would have used without the inhibitor's influence. Tahngarthor 04:40, 7 January 2007 (EST)
effect of TP[]
I finally maanged to get it to save to 200% and 300% a few times; the damage remained about the same. TP seems to control the additional effect. Tahngarthor 11:42, 11 January 2007 (EST)
Interesting Behavior[]
I need some confirmation on some interesting behavior I'm seeing with the Automaton when Daze is the WS the most dominant WS (i.e. no Inhibitor equipped, Thunder Maneuver Present, no Dark Maneuvers). It seems that the automaton will hold its TP until the mob will either moves out of the automaton's melee range or it begins to use a TP move, at which then the Automaton will fire off Daze to stop it. If that is true, then Sharpshot with Overdrive Thuner, Fire, and Wind Maneuvers with the correct attachments could be invaluable to a zerg. Can anyone please help confirm this behavior? --Kametame 09:26, December 4, 2009 (UTC)