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  Trex's Icons
Posted by: Trexmaster - 06-02-2015, 01:52 PM - Forum: Submissions - Replies (14)

I'm just gonna leave these here. If I happen to be stricken with the mood to make anything else, it'll go here.

In the event the race does get in in some shape or form, it could use these. Included are two sets of two bases, and a race icon.



Attached Files
.rar   GhoulIcons.rar (Size: 7.75 KB / Downloads: 235)
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  Bourneblood: maybe she was bourne with it not working...
Posted by: THE Xecron - 06-02-2015, 01:04 AM - Forum: Bug Reports - Replies (1)

So after testing bourneblood on a shotgun, the enchant claims to do the following:

Borneblood (Special) - Gains Hit equal to 25% of the attack target's missing HP.

However, regardless of reduction, the hit is not increased at all. If you wish to have more visual demonstration, I shall present it once the Server goes back up.

Attached is the gun in question, for your convenience.


UPDATE!:

[strike]I THINK the enchant does work, but not for sub weapons. HOPE THIS HELPS.[/strike]
NOPE I scratch that. It doesn't work at all. I had 262-263 hit on someone and no matter how low their health was, it was not adding 25% of their missing HP



Attached Files
.png   Screenshot 2015-06-02 01.53.09.png (Size: 51.23 KB / Downloads: 1724)
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  Banquet, Golden Blood, and Protect
Posted by: Kameron8 - 06-02-2015, 12:13 AM - Forum: Bug Reports - Replies (1)

If you use Banquet on a target, and that attack is redirected via 'Protect' to a Glykin, the attack hits the Glykin and does not trigger the Golden Blood damage. Blood levels rise normally, as if it hit a non-Glykin target.

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  Spiked Treads Not Preventing Some Knockbacks
Posted by: Kameron8 - 06-02-2015, 12:11 AM - Forum: Bug Reports - Replies (3)

Spiked Treads do not seem to change any knockback from the Arbalist skills blowback cannon or heavy tackle. It also doesn't effect turnover, but that may be classified as something different than knockback.

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  Magnetic Shield Does Not Intercept Bullets/Arrows
Posted by: Kameron8 - 06-02-2015, 12:10 AM - Forum: Bug Reports - Replies (3)

Magnetic shield's property, "Redirects Bow and Gun attacks on allies within 2 Range to yourself," does not work at all. Both bullets and arrows will hit the target in your party, regardless of whether you stand within 2 or 1 range of them. The soldier skill 'Protect' will still intercept these attacks, but the Magnetic Shield does not.

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  [QUE] Shinken
Posted by: Trexmaster - 06-01-2015, 11:37 AM - Forum: Bug Reports - Replies (1)

After the update that fixed projectiles not properly hitting targets, Shinken's projectile now hits whatever is directly in front of it.

This makes it so that against a target at melee range, it not only makes a basic attack against them, but hits them with the projectile as well.

Is this intentional?

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  Drain life
Posted by: Sarinpa1 - 05-31-2015, 09:56 AM - Forum: Bug Reports - Replies (1)

Drain life doesn't get affected by fallcall. (Not sure if bug or intended.)

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  Trait Suggestion: Deceptive Fighting
Posted by: RoboCat - 05-31-2015, 04:12 AM - Forum: Suggestions - No Replies

I think there should be a trait that allows a character to toggle between fighting using their base evade stat instead of their total evade stat, preferably in-battle. Mainly for RP reasons, though I can see it being used for testing and things of that nature.

That would be the Deceptive Fighting trait.

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  Ghost Class Stats
Posted by: Slydria - 05-31-2015, 12:11 AM - Forum: Bug Reports - Replies (4)

Basically unlike all other classes, Ghost does not give you bonus class stats for using Ghost. (Double clicking Ghost on the class board shows this.)

[Image: 1ba87d097a.png]

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  Black Knight Skills
Posted by: Jay - 05-30-2015, 07:13 PM - Forum: Balance Fu - Replies (3)

Checkmate
- This attack is one of the most unused skills, because it went from 3M to 5M. While at the time, EI and PG were still 3M (later 4M). You get bonus damage equal to your defense, where only a critical hit will allow a secondary attack. Even with crazy defense, it's not even worth using your entire turn on. Neither does it seem to proc black wind. You can also imitate this set up by simply equipping a crystal blade, or galren badge and crystal rose. The default momentum cost should be 4M and actually apply black wind.

Steel Mind
- Whether or not it was overlooked, this skill should work similarly to Magic Gunner's Recklessness. You are spending the same amount of SP for an effect, except you're gaining zero immunity. It should have at least two rounds of immunity, if not the full three that Recklessness has.

Steel Blood
- The sole purpose of the skill is to purge poison, but there's no leeway for the Black Knight to recuperate. They should not be prone to spam poisoners and forced to spam that skill pointlessly. But besides all that, it's another unused skill in their repertoire. If the Black Knight was previously poisoned and used Steel Blood, they should gain an immunity to poison for X rounds.

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