Talk:Gale Kick/@comment-2604:2000:1105:4104:2DC6:A9A8:DF4B:66FE-20190529011736

So, after quite a bit of testing:

The effect for gale kick was added as a standard mechanic several updates back, before even Jovian Concord. So, "adding 100% melee damage to impact" is completely moot and does not function via equipping the mod. It's a mechanic that's already implimented to jump kicks, and the mod does not increase that damage, decrease that damage, change the distribution or allow any other additional mods to take effect.

Jump kicks, with or without gale kick, will only take the effect of base damage mods and faction mods. Elemental mods, like Fever Strike, do nothing. IPS mods like Collision Force and Heavy Trauma do nothing. Energy Channel after being properly charged does nothing. Combo count of any number also does nothing.

Contrary to what was stated in a lower comment, Gale Kick WILL knockdown enemies in a radial upon killing them.