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[3.03g] Colorless Feast T...
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[3.03g] Eye Colors
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Invocations (The Summoner...
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Quality of Life Balance F...
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Speed Up slow skills
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[3.03g] Tile Sounds
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| Guard Cap |
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Posted by: Ranylyn - 06-07-2015, 04:23 AM - Forum: Balance Fu
- Replies (6)
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I made a new Dullahan today, and something hit me. Like a truck.
Soul Rage + Tactician Trait = 10 Momentum
10 Momentum + Guard = 100% Damage reduction.
Yes, you still lose 10% of your hp per turn, but otherwise, you block ALL incoming damage. And there's ways to exploit this, such as biding time for an ailment to kill your enemy, waiting out turns to accumulate Ki/Void Energy/etc, or, the best two: Engineer bots and Youkai. If you can keep your Will low, your max FP won't even be high enough to be a concern with the 5% lost per turn guarding.
I propose capping Guard at 80%. It's a number a LOT of classes can achieve via damage between turns (Duelists via Riposte, Rogues via traps, Mages via Eruption, LB Via Raging Flame, Engineer via Flamethrower's Burn, hexers via Underworld Flame, MGs via Charged Fire Shells, etc, you get the idea) so it won't nerf anything besides Dullahans.
I know a lot of PVPers want Guard's percentage to be lowered, but that would just hurt PVE too much, IMO. Earlier today, I was in a Black Beast party; the only warrior in a group of spellcasters who didn't have fire (Priest/Tactician and Ice Evoker/Verglas.) Naturally, due to how beasts work, I rallied everyone around me and used Protect. Even at reductions of 70%, one of them needed to heal me every turn. We don't need to nerf Guard. This is just to prevent shameless exploitation by a single race whose unique mechanics happen to coincide with the issue.
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| Youkai Bases |
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Posted by: MegaBlues - 06-07-2015, 02:36 AM - Forum: Balance Fu
- Replies (2)
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Why is it that Dragons have a base total of 49, but Night only have a base of 41, and Sazae-Oni only has a base of 26?
Youkai base stats are wildly irregular, which leads them to be mismatched in power for installing. Their actives, passives, and install skills don't always make up for this either.
I support going back and redoing bases to make them slightly more uniform.
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| [Special Attack] Display issue |
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Posted by: Ranylyn - 06-06-2015, 07:23 PM - Forum: Bug Reports
- Replies (1)
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It's easy enough to do the math yourself, but Special Attack does not factor in modifiers.
Example: headshot gives -10% hit, +10% Crit. Across 2 turns trying against the same target, I managed to both miss and crit a 101% hit, -7% Crit.
I know it's been discussed before, but I didn't see the old thread anymore and I forget if this was ever noticed/acknowledged.
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| [Query] Medibot AI |
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Posted by: Ranylyn - 06-06-2015, 07:19 PM - Forum: Bug Reports
- Replies (3)
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Medibot's description says it heals the closest ally.
Medibot's ACTUAL behavior is that it "locks on" to an ally, so long as that ally is in range. An ally that gets closer to the Medibot on the next turn will be ignored. The original target needs to leave the Medibot's range for Re-allocation to take place, and considering the short range of Repair/Overclock, this basically means the Medibot is obsessed with it' creator 9 times out of 10, slaughtering it's viability as an asset to teammates.
Is this intentional?
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| [Needle] Detonation Anxiety |
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Posted by: Ranylyn - 06-06-2015, 07:14 PM - Forum: Bug Reports
- Replies (1)
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Detonating needle does not grant the allied recovery effect within 2 tiles as advertised. It instead does 10% damage.
Example: Needle totals 90 damage. Detonation causes 45 and 9, individually.
Should be: Needle deals 90 damage. Detonation damages target for 45 and heals allies in 2 range for 45.
Theory on what went wrong: At rank 5, Needle does 18 per needle. Totalling 90 damage. One half of 18 is 9. The CASTER used to take 9 damage upon detonation. That number appears to have been re-allocated to the target after an older report. So half of one needle explains the 9. I hope this helps narrow down where to start looking in the code.
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| [Jackhammer] Arena's Bugging out. |
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Posted by: Ranylyn - 06-06-2015, 07:07 PM - Forum: Bug Reports
- Replies (2)
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An arena opponent was firing a jackhammer at me. Nothing happened. No hit/miss indication, no damage. I only know it was a jackhammer since I recognized the projectile.
Unknown if applying to all Jackhammers or just Arena Combattants.
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| [Indicators] Playing for the wrong team. |
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Posted by: Ranylyn - 06-06-2015, 07:02 PM - Forum: Bug Reports
- Replies (3)
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Supposedly, your team is blue and the enemy team is... not blue.
It seems randomized what team gets what colors. Not an issue, but not intentional according to the update log.
Priority level: Incredibly low.
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| [Phenex] Ressuwreck'ted |
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Posted by: Ranylyn - 06-06-2015, 06:46 PM - Forum: Balance Fu
- No Replies
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Now that FTA procs... well... any time it's not on cooldown and you have any FP... this is causing some issues. Get downed when an ally is nearby and could res you anyways? Nope, still going to eat half your remaining FP. So in addition to the new penalties to being freshly revived AND likely going down again soon to compound those penalties if your FP wasn't at/near max to begin with, you're also losing a SUBSTANTIAL chunk of FP. 300 FP? Congratulations, you just wasted 150. 200 FP? Well, not only did you just waste 100 FP, but odds are, you won't even survive until your next turn anyways!
My proposal is to make it a Toggle Skill, so you can choose if you want it to be able to trigger. If your team CAN revive you, you WANT it disabled!
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