So, beyond them being pretty meh-worthy for the effort you'd need to put forth to get them, I have a few issues with the clear bonuses (the current bug with the 'full' clear aside, as I've already made a report about it).
For one, in the situation where a party or even a person is trying to get a Full clear bonus, all it takes is one person going for the core to sabotage the run. There isn't really much you can do to stop that, but it makes it even worse when in the event you -can- peacefully clear an entire dungeon without interference, the reward is fairly miniscule.
To give an idea, let's take the average max level floor in a level 60 dungeon (it's typically 66, going as high as 68, for the record).
A full clear would reward (assuming the reward is based on the dungeon level and not the max floor's level) 210,000 EXP. And some mura, but, the amount (level * 10, so, 600. Wow.) is so low, it's not even worth mentioning, that's about what one or two fights of that dungeon's level would give.
That may seem like a lot, but, considering the effort it takes(seriously, try doing this in a dungeon that isn't a desert or cave, and lacks the spacey prefix. it's not fun.) and the likelyhood of it being either 1. impossible to get (see: dungeons spawning sealed pockets with monsters in them, another potential bug that I reported in light of the bonuses) or 2. nullified by the core being finished prematurely by another party, you're better off just hunting for a dungeon with optimal prefixes for your dungeoning needs.
The EXP reward is pretty close to being fair, but that's assuming the dungeon is optimal for clearing (see: open ended dungeons like deserts and forests, or those with the spacey prefix to minimize time spent finding enemies). The Murai reward is absolutely pathetic. You'll earn more in the fights it takes on one floor than what the 'full' bonus would award you, but in the odd event you've a full party, odds are it'll be slightly better due to how money is split (but it's still rather low).
The EXP reward could be slightly higher (like, say, 750-1000 times level instead, but like I said this isn't too bad as is, it's just not worth doing at all for dungeons not-optimal for full-clearing). The Murai reward should at least account for all floors for the full-clear, it'd definitely be worth the time if it counted each floor for the bonus (even if it was reduced to level * 5 as a result, a level 60 dungeon with the min. amount of levels would still award 2,100 murai, which while not -amazing-, that's about what a core-rush gives you).
In a perfect world we could have something like 'Dungeon Complexity' that offered higher rewards for obviously more difficult dungeons to clear (I.E. Giant Crypts/Fire Altars) as the +5% exp bonus for prefixes doesnt take into account just how hard a dungeon is made by certain combinations of prefixes and dungeon types (I.E. a Giant Desert is almost entirely unchanged compared to the latter examples, yet gives the same rewards for fights assuming equal level).
After clearing a crazy-spacey dungeon in its entirety, I only ended up getting the partial reward.
I even double checked, and there were no monsters, the only thing still around was an Assassin NPC.
Then I did another, prefixless dungeon (a Whirpool, level 5), and...again, only got the partial reward, despite looking in every accessible area I could.
Im thinking the 'full' reward is bugged, or at least whatever variables it's using are.
EDIT: People seem to be claiming they can get it. I think both these incidents were due to the other bug I reported.
The new ten star dagger does not apply any levels of fray. I hit a player and an NPC in the back with 0 upgrades and 3 upgrades (should be fray level 1 and level 2 respectively), but the status was not inflicted. The defense of the target is not lowered either, so it simply does not appear to be working.
Well, here we are. Do you know what number is greater than 9? 10. 9 also happens to be the currently highest rarity of item... until now. I've been working on, well, planning the next series of updates over the course of a few months. I am introducing, for your hunting pleasure, 10* equipment items. These are a bit more unique than existing items for reasons that will be elaborated in the notes below.
Currently, there are 5 new ones. These all drop from the bandits. Every week, I will add items for another dungeon group (there are 8 total, so most likely, 8 weeks worth), and in total, we'll have 42 new equipment items for 10* rarity. There will also be some other stuff added!
1.33 10* Equipment - The addition of 10* equipment has begun. This will take place over several updates.
10* equipment is dropped by a specific enemy that is level 61 or higher. The higher the level, the higher the chance. (Be warned; the chance is relatively small, slightly rarer than 9* items.)
10* equipment requires a new crafting material called Raremetal Shards to be upgraded. You can obtain this material by breaking down items with a rarity of 8* or higher (the higher the rarity, the more you can obtain.)
10* equipment have unique, powerful effects... Discover the rest yourself! (For now, at least...)
All of the items added in this update are dropped by Bandits.
Bandit Dungeon Revamp (Partial) - Bandit dungeons have been partially revamped.
Minor visual improvements to the walls.
Can now spawn several special rooms, such as weapons storage, stolen goods cache (which you can search for stolen goods in), prison cells, etc.
Bandits now gain stronger potions the higher level they are instead of always having Stabilizers.
New Static Random Dungeon - The Den of the Vipers is a level 65 Bandit Den on Kysei. A good place to look if you can't find any other high level Bandit Dens for the above additions! Multiple Hotbar Pages - The battle bar and item belt both now support multiple pages.
Battle quick bars and item belts can now hold up to 10 pages.
You can change through the pages by clicking the up and down arrows now displayed next to these interfaces.
You can also use the Shift+Up and Shift+Down (for battle bars) and - and = (for utility belt; the shift+direction functionality is already taken by directional facing) macros to change the pages. (Up/down function exactly as if you'd clicked the arrow of the same direction.)
Classes with tons of active skills such as Magic Gunner, Demon Hunter, and Mage classes will benefit the most from these changes!
Dungeon Clear Bonuses - You can now earn bonus rewards for clearing dungeon floors.
A 'cleared' dungeon floor is a dungeon floor without any monsters in it.
You earn rewards after defeating the core boss. You cannot retroactively earn clear bonuses if you clear floors after defeating the boss.
Partial Clear Bonus - For every dungeon floor cleared, gain an additional (Dungeon Level * 10) Experience Points and (Dungeon Level * 1) Murai. (Does not stack with Full Clear Bonus)
Full Clear Bonus - If all floors in the dungeon are cleared of monsters, for each floor, gain an additional (Dungeon Level * 500) Experience Points. You will also gain (Dungeon Level * 10) Murai; note that the Murai does not get multiplied per floor.
Important: You can only gain clear rewards if you participated in a normal battle within the dungeon. Therefore, people who came afterwards to clear the core, or alts you bring to a cleared dungeon afterwards cannot earn the bonus!
Lastly: Since you must clear the core floor in order to defeat the boss, you will always earn at least a Partial Clear Bonus (assuming you won a normal battle first).
Inventory Sorting - A new button has been added to the inventory screen titled 'Sort'; you can click this to have the game sort your inventory based on a variety of criteria, including name, worth, rarity, upgrade level, etc. New Lore - Added 4 new entries to the random lore blurbs, with some related to July's Lore Questions. (These have been in for about a week and you might have already seen them.) Adjusted - Item breakdown has received a few adjustments.
All items can now give materials when broken down. If there is no material present on the item, it will default to the basic types.
The 'possible yield' now shows how many of a material you can get instead of just x1. (For example, you can get x1 to x4 with an 8* item.)
Adjusted - The Jackhammer weapon has received some statistical adjustments.
Base Power is now 22 (from 25).
Base Accuracy is now 55 (from 50).
Base Weight is now 20 (from 15).
Rarity is now 9 (from 6).
Adjusted - Chaser's range is now a 2-5 Line (it can be resized now; defaults to the maximum distance). Adjusted - Further fine-tuned the mercenaries' bonus stats to make them more useful in higher level situations. Adjusted - Bloodstained's 'attracts monsters' curse now adds more enemies to battles. (Undocumented change from previous update.) Adjusted - Automated Shopkeepers can now hold a maximum of 100 items at once. If you are already over that limit, the items will remain in the shop, but you won't be able to add more until you are under the limit. Adjusted - A new OOC talk tab has been added. This tab will display all OOC messages, even if you have OOC toggled off (OOC will not show up in the main chat window while toggled off still.) Adjusted - Dungeon generation should now pick the first non-dense tile it can find for the floor entrance stairs in any situation where it can't find a free tile. (If you find a dungeon that has something occupying the same tile as the entrance stairs, please screenshot and report it!) Adjusted - Enemies with the Flier tag, such as Wings of Fire, now ignore unit collision and dense tiles in their way when moving, as if they were actually flying. Adjusted - Static random dungeons now spawn many more enemies. (Due to a previous change that makes more monsters spawn per floor in random dungeons, they only had a few at a time, which is contrary to their purpose.) Adjusted - Airborne units no longer trigger field hazards when moving (forced or otherwise). Adjusted - Pull effects no longer trigger hazard tiles and things like Hooked Spearhead unless you actually move to a different tile. Adjusted - Nitrogen Drop now costs 4M (up from 3M). Adjusted - Bullet Barrier now expends all rounds to deflect single-shot gun attacks, similar to how it behaves with bows. Adjusted - Small change to the status display procedure to shift some of its clean-up to BYOND's inate garbage disposal. (Minor optimization/performance change, let me know if any issues occur as a result.) Adjusted - Optimization change for something found to be redundantly updating with the character HUD. (Could increase server performance, please let me know if any issues occur!)
* Bug Fixes
- Multifront's default targeting should now the same as its targeting upon being moved.
- Elemental Rave's Bonus Bloodshed effect now properly checks its magic damage against RES instead of DEF.
- Jump Cancel now properly ends Combination Fighter.
- Combination Fighter's upper limit of 2 is now properly enforced.
- Chaser's aerial movement should stop properly when you encounter an airborne enemy now.
- Associates (such as mercenaries) using Sear should now properly cause Cinder tiles to be created.
- Combination Fighter's Momentum reduction now functions properly.
- Checkmate now costs the proper amount of Momentum in Stylish dungeons.
- Wild Grass's skill icon has been restored.
- Lava Leak's cinder tiles should now burn as hot as you'd expect.
- Wild Ride should no longer leave you wildly in the air in certain circumstances.
- An instance where you could be trapped behind a house in Tannis during Black Beast attacks has been patched up.
- Winged Serpent's now has its listed minimum and maximum target size.
- Snake Dancer's description now reflects what the skill actually does.
- In the case of back attacks, no battle participants should spawn on the same battle tile when the ambushers are placed near each other.
- Rye can no longer critically strike. (Rye, not Ryemei, before anyone freaks out.)
- Poison Bite can no longer trigger Evasion (since it requires a hit check already.)
- A few bugs where Tactician skills were gaining the Tactics Rank bonus despite not having Performance Rating learned have been corrected. (Previously, they were treated as the minimum level, leading to Assault Order getting a minimum bonus of 2, for example.)
- An issue with temporary maps that was causing camps to not reflect day/night/etc has been corrected.
- Pull effects will now correctly move the victim to an adjacent tile if applied while diagonally 1 tile away.
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The Issue: Evasion triggers against the pierce damage from Poison Bite. This is not right. The bite can miss. It's not an autohit.
Theory: Poison Bite does not trigger on-hit effects due to not using the weapon. As such, it likely falls under the same Jurisdiction that Mad Chop used to. However, I've also missed bites when my weapon hit was over 100%, so poison bite likely has it's own base accuracy, unaffected by weapon.
So I set a few macros to be able to use the emotion bubbles easier in combat, but Ctrl+R seems to be the only one that doesn't work, and setting it to a different key works fine.
Is that some secret Dev macro for a battle debug option, or what?
I've spent the last few days trying to think of ways to stop the so-called "omni-classing" that's been rising in popularity lately.
Now, using every class is a bit of an exaggeration, obviously - but it's more accurate than you might think, with people frequently swapping between six to ten different promoted classes in the span of an hour or two, depending on their opponent.. leading to their opponents doing the same to keep up with them, and so on.
In the past, there was talk of 'tokens' that had to be used to unlock class promotions - a limit on how many classes you could get, essentially - but I believe that idea was generally disliked as it was too restrictive and would be far too punishing to players that changed their minds down the line.
After some careful thought and discussion, I came up with an idea that I believe would be fair: Adding a cap on total SP spent towards promoted classes.
The way it would work is simple:
Let's say the cap is 100, and you definitely want to be using Evoker most of the time, so you spend your allotted 35 SP in it.
This leaves you with a total of 65 SP left towards your cap. Being a damage focused mage so far, you might want a bit more utility, so you pick up Lantern Bearer and throw 35 SP into it.
Perfect.. but wait, this only leaves you with 30 SP left towards the cap, a whole 5 short of maxing out a third class! Hmm.. perhaps you use a bit of dark magic on the side, so you want to spend SP in Hexer. Let's say you max out three of the spells, Dark Invasion to keep your status infliction high, and grab Endurance for a decent health boost..
Wait, this still leaves you with 9 SP, huh. Maybe you'd like to mess around from time to time, take it easy on the low levels? Let's say you take up magic punching as a hobby, so you head over to Monk.. and you still have enough total SP left to max out Spirituality and pick up every offensive skill! Wonderful.
This allows your character to not be locked into only being able to do one thing ever, but stops them from being a Mary Sue-ish master of every fighting style in the world (as long as their stats and items permitted it).
But hey, people change, right? Maybe a new class comes out that'd be perfect for them, maybe they give up an old way of fighting, or maybe you just want to test things out OOCly or whatever. Sure thing, no problem - eat a fruit of forgetfulness and you're back to where you started.
I'm going to be suggesting a few traits to go along with this in another thread.