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  [Fallcall] Borked Bellowing
Posted by: Ranylyn - 11-26-2014, 07:25 PM - Forum: Bug Reports - Replies (1)

Scarebear's turn.
Tara Weiss-Etrama takes 47 Sound damage.
Tara Weiss-Etrama was frightened by the bellowing!
Scarebear's turn.
Scarebear's turn.
Tara Weiss-Etrama takes 123 Sound damage.


Fallcall passively does... double damage when the opponent is feared, right? As in... double of 47... for... 123- I'm sorry wait what!?

Yes. It was two different scarebears. No, I didn't get to examine their exact stats because I died. But this is closer to triple (141) than double (96), which seems a tad outlandish to be chalked up to simple stat variance (nearly a 1.5x difference!?) Yes, I know bellow gives the user "Roar" but this second scarebear was not under the effect!

EDIT: Confirming that I checked again. Bellow is 10+ Level. The scarebears on that floor were level 66. Considering I likely had 27-36 res at the time (Based on installs, etc) the above damages actually seem fairly okay despite me being too lazy to crunch the numbers. The issue came, once again, from the description throwing me off by saying "double DAMAGE" and not "DOUBLE BASE BEFORE MODIFIERS." You know, my usual "aaaand invalidating resistance" argument.

Going to mark this as solved without deleting it in case someone else finds something IS wrong with it,

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  Something Went Wrong
Posted by: Xero Shade - 11-26-2014, 06:06 PM - Forum: Bug Reports - Replies (2)

http://gyazo.com/2d8c135652a6f3e4fa39a5f75feebe83
Level 51 Giant Crazy Black Door.

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  Dancing Kraboids
Posted by: Dinogun - 11-26-2014, 06:03 PM - Forum: Bug Reports - No Replies

When Sand Kraboids use Lucky Dance, they get Power Dance instead. No, there wasn't any soldier kraboids near it and they didn't use power dance.


[Image: j6cyaTu.png?1]

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  Not as dense as you, dummy.
Posted by: Ryu-Kazuki - 11-26-2014, 04:50 AM - Forum: Bug Reports - No Replies

Drakengard jokes aside. The spot my character is standing in can be moved into via the Home key, or left-click. I noticed a chest was there, I opened it, and then moved into the chest's spot.

[Image: 25qginc.png]

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  Mad Vine Madness
Posted by: Rendar - 11-26-2014, 03:33 AM - Forum: Bug Reports - Replies (2)

Mad Vines, according to Dev, has a basic elemental weakness.

This does not seem to be the case whatsoever.

Elements tried

Darkness, Light, Lightning, Earth, Water, Ice, Fire, Acid, Wind, Slash, Blunt, and Piercing

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  Analyzation Failed
Posted by: Rendar - 11-25-2014, 08:01 PM - Forum: Bug Reports - Replies (1)

Analyze Weakness failed to call out a target's 'elemental' weakness at A, S, SS, and SSS rank.

I have tested this upon Firespitters whom have Firebody which gives a 50% water weakness, I did not call out their weakness whatsoever.

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  I Can't Read This
Posted by: Mivereous - 11-25-2014, 07:21 PM - Forum: Bug Reports - Replies (3)

[Image: ogtrudZ.png]

The FP costs and numbers on the skills are mega-bold to where it can't make out what they are. I would say it's something with my font stuff, but I haven't changed it. Ever. Also wondering if anyone else is experiencing this.

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  Gun General Weapon Skills
Posted by: Rendar - 11-25-2014, 07:14 PM - Forum: Suggestions - No Replies

Can guns, in general, for general weapon skills < Repel/Riposte/Hanging > Maybe go off of their weight if they are above a 1-round gun instead of power. It makes more sense since you're more than likely pistol whipping someone with a riposte, or rifle-butt smashing someone if you're repelling them with a spirit hunter.

Just a thought that ran through my head.

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  [Mad Vine] Sub-Par Lawn Care
Posted by: Mivereous - 11-25-2014, 06:44 AM - Forum: Balance Fu - Replies (9)

Mad Vines are the most bland enemy in the game, in my opinion (at least Jammer Alphas have a skill!). They have no weaknesses or resistances. I really think they should have a 25% Earth/Blunt resist, and a 50% Fire/Slash weakness.

They could also perhaps get an Immobilizing skill like Restrain, which could work in synergy with the ranged attacks and abilities of Vampiric Legumes, Scare Bears, and Vorpal Bunnies. Or a version that works on your main or off hand, keeping your main hand weapon from use for a turn, or your sub hand item from being used/having an effect.

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  [Skip] Skipping Along
Posted by: Mivereous - 11-25-2014, 05:53 AM - Forum: Bug Reports - Replies (5)

In a battle with Crypt munsters. There was a Back Attack round where all but one enemy was killed. Two person party.


--- ROUND 0 ---
Geared Warrior's turn. (Moved closer to enemy.)
Geared Warrior's turn.
Geared Warrior skips their turn.
Quiet Hooded Woman's turn.
Quiet Hooded Woman skips their turn.
Geared Warrior's turn. (Ended Turn, because why didn't the thing have a turn?)
Sliding Zombie's turn. (Oh, now it has a turn.)


Skip isn't putting you at the end of the turn order list with some AI opponents, it seems.

EDIT: Definitely applies to Sliding Zombies.

In addition, Skipping as a Tactician with On My Order causes the entire party to Skip.

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