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Doriad Light Resist? |
Posted by: Rendar - 12-25-2014, 06:50 PM - Forum: Bug Reports
- Replies (1)
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So.. Uh.
Doriads apparently have somewhere between 15 and 20% light resist for seemingly no reason. I first noticed this with a Sayakana against a spatial blast that did 0 damage due to "RESIST" which.. didn't make much sense. I don't have Ashe's LIGHT stamp, nor do I have anything for the tests.
Tiny Fawn Girl says "( What rank holy arrow? 0"
Sigoro Koray says "(ank with ARROW! Rank 5.)"
Tiny Fawn Girl says "( And are your stats the same? )"
Tiny Fawn Girl takes 23 Light damage.
Sigoro Koray's turn.
Sigoro Koray says "72 WIL yep)"
Tiny Fawn Girl says "( uhmm )"
Tiny Fawn Girl says "( Thats weird )"
Tiny Fawn Girl says "( 12+72 = 84 )"
Tiny Fawn Girl says "( That should have done 15 more damage if I had 0 resist )"
Tiny Fawn Girl says "( Wait do I have .20%. light resis? )"
Sigoro Koray says "so you DO have Resist.)"
Enemy Status: 72 WIL, Rank 5 Holy Arrow
My Status: 46 RES, No gear equipped.
72+12=84-46=38 Light damage I should have taken.
However I took 23 Light damage
84*.85=71.4
71.4-46=25.4
So I am still taking a little under, which means I randomly have 15-20% light resist for.. seemingly no reason. I mean it isn't a bad thing, considering our race doesn't have much going for us and. Well. No one uses light damage and it makes SENSE ICly for us to shrug off earth/water/light damage but.. it still just makes me go ????
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[Racial Trait] Decoy Illusion |
Posted by: Ryu-Kazuki - 12-24-2014, 11:38 PM - Forum: Suggestions
- Replies (4)
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Just a small simple thought for PvE and to make Papilions a little more interesting. And this really only does affect PvE.
Requirements: 1 Trait Point, Papilion
Decoy Illusion
Cost: 20 FP, 3M
Creates an Illusion within 6 range that tricks monsters into thinking that it's you and angering them by how you tricked them, giving the Illusion a higher target priority than anyone else. (Illusions are level 1, have 1 HP, and last for 1 turn. They stay in their spot and do nothing other than attract monsters to their location. Their icon is the player who cast them with a slightly faded appeal to it, so PCs know which is real and which isn't. Again this is pretty much just a PvE skill.)
I think it would be a nice little benefit for PvE in the event you want to run, or line enemies up for you / your allies. And it'd make Papilions a little bit more useful for support to their allies in combat for PvE. Kind of plays off the whole illusionist thing.
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Mage: Fake Out |
Posted by: Rendar - 12-24-2014, 11:10 PM - Forum: Suggestions
- Replies (5)
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Can Mages get a 'skill' or a delayed Swap Position that takes all momentum < 6 and ends turn > that lets you begin to watch an opponent. If said opponent strikes at you, you swap position with them to, effectively, make the attack fail. If they fired a projectile however, they would instead be struck by it. It'd be great for those troll-worthy mages who do said things ICly.
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Hexer Medals |
Posted by: Neus - 12-24-2014, 02:58 PM - Forum: General Discussion
- No Replies
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As a note, I added the Hexer medals to the BYOND hub page, but you won't be able to unlock them until next update (1.08). If you've already cleared the criteria for them when that update hits, you can talk to the Medaru Jiisan to unlock them.
Thank you.
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Curate Skill: Dipoisona |
Posted by: Rendar - 12-23-2014, 09:21 PM - Forum: Suggestions
- Replies (5)
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Can we have Curates get a skill to remove Poison from allies? There isn't a really 'good' way to remove it, and other debilitating status effects without the person in question using an item, OR a skill that is class specific. It'd add more to their whole "I'm a support base class!"
Cleanse Body, and Cleanse Mind sound like a few skills that could help get rid of certain status effects like BURN/POISON/IMMOBILIZE and FEAR/HESITATION/INTERFERENCE respectively.
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Dual Strike: Rogue |
Posted by: Rendar - 12-23-2014, 07:24 PM - Forum: Suggestions
- Replies (3)
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A new skill I thought of for Rogues that like to dual wield daggers
X Momentum, X FP
With a dagger in the offhand, and one in the mainhand, you're capable of utilizing them to perform two quick strikes. A little less lethal and precise than normal, but it gets the job done right fast.
Rank 1: 6 Momentum, 10 FP, 25% Strength, -30 hit, -30 crit
Rank 2: 5 Momentum, 9 FP, 40% Strength, -25 hit, -25 crit
Rank 3: 5 Momentum, 8 FP, 55% Strength, -20 hit, -20 crit
Rank 4: 5 Momentum, 7 FP, 70% Strength, -15 hit, -15 crit
Rank 5: 4 Momentum, 7 FP, 75% Strength, -10 hit, -10 crit
You perform 2 basic attacks using those penalties
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Oil Spill |
Posted by: Rendar - 12-23-2014, 03:47 PM - Forum: Balance Fu
- Replies (12)
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So, we all know why Magaisendo got nerfed, it was due to CM > Magaisendo entire field wipe. But.. now there raises another issue.
WRETCHED OIL, while it uses 80% of your WIL instead of 100%, it has no negative scaling for cross-field sniping and also POISONS your enemy with a level 30 status. That only a level 60 using an anti-toxin can get rid of. Which.. you spent 3M getting rid of a poison, to then be smacked for it again RIGHT after, alongside some rather heavy damage... Which means you can either spend 3M healing, or advance with massively crippled HP.
Did I mention they can just use the Wretched Oil again and get you poisoned again right after an anti-toxin since it doesn't give immunity?
A way to fix this would be to give it the Magaisendo nerf, which means at longer range it's damage gets bad, and its chance to inflict you with its poison gets way-way- worse.
As it stands now its deaing out about.. 20-30% of a person's max HP, alongside whatever damage the SPELL causes. And hey, if they're close up with you, they can just make it incurable and deal 40-60% of your HP from poison alone because "FUCK YOU!"
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