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  [2.73d] Conversion Glove vs. Schwarz Sturm
Posted by: MuniCuz - 06-10-2023, 06:11 PM - Forum: Bug Reports - Replies (2)

When having Shock Collar + Conversion Gloves or just Conversion Gloves for that matter while getting hit by lightning damage, the Weapon Autocharge triggers. Due to whatever reason, this applies as a non-Boxer action and actively lowers the Schwarz Sturm level by 2 which should only normally occur in other manual actions.

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  2.73d Trap
Posted by: Senna - 06-08-2023, 07:34 PM - Forum: Bug Reports - Replies (1)

Trapper bag doesn't seem to be applying the plus 1. I check if it's size of the traps or rank of the traps, it didn't change anything.

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  (Arbalest) Special Armament is too limiting!
Posted by: Snake - 06-08-2023, 06:53 PM - Forum: Balance Fu - Replies (7)

[Image: image.png]

This is way too limiting, even if thematic. I have a small suggestion about how this could be changed to embrace a little more:

Allows the Arbalest to equip any Sword, Axe or Spear as a sub-weapon. When a weapon of one of those types (or any type, if monoclassing) is equipped as a sub-weapon, it is fired when using Cannon Skills. (If Arbalest is your main class, any melee weapon that is not listed above can also be used as armament, but it increases the cooldown by 2.)

See Arbalest Cannon for more details.

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  2.73d Dripping Dimension (ShapeShifter)
Posted by: Raigen.Convict - 06-08-2023, 10:06 AM - Forum: Bug Reports - Replies (1)

So to my knowledge Dripping Dimension when you use Chaotic Form to change your youkai install, you immediately put out tiles of a particular type based on youkai BUT... in the current iteration, you will put out tiles upon your first chaotic Form, and when swapping to a new youkai, you will put out tiles of the PREVIOUS install instead of updating to the current one.

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  (2.73d) Auto-Tune Nerd
Posted by: Rendar - 06-06-2023, 09:17 PM - Forum: Bug Reports - Replies (1)

Auto-Tune, when playing a song, does not reduce the FP it costs to use said song by the user's Efficiency.

Meaning that Dawr of Defense, with max Vocal Training, still costs 20 FP, rather than 17.

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  (2.73d) Light-Handed Playing
Posted by: Rendar - 06-06-2023, 09:16 PM - Forum: Bug Reports - Replies (3)

Light-Handed Playing, despite not stating it anywhere, is being considered an Effeciency cost negation, meaning it doesn't apply if the user takes Vocal Training.

(Dawr of Defense is 17FP to cast with Vocal Training: 5 and Light-Handed Playing: 1, rather than the estimated actual cost of 15 FP)

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  Dark Bard Weapon Durability
Posted by: caliaca - 06-06-2023, 07:43 AM - Forum: Balance Fu - Replies (8)

It sucks.

Running through 29 durability in a Medis fight, not killing it cause of reboot, and ending with 0 durability is prettty unpleasant.

I think, in general, being able to eat through 3+ durability per turn as a Dark Bard lets you get fucked on durability pretty easily, especially since things like trickery procs of Crazy Rift take 2 durability and additional pyrotechnics FP.

A lot of things from other classes don't take durability when using them as skills, I won't list out what does and doesn't but essentially everything in Dark Bark does and this can mean you run through your weapon's durability in prolonged fights really fast, and all means that while farming you can actually break your weapon while most other classes can get by based off stuff not eating durability and weapon repairing talents.

I'm not asking for Dark Bard's songs to take 0 durability or something like that. I'd prefer it that way cause i think durability in general is not something other classes even have to engage with outside of rustic or desperado striker shit, but maybe a Galdr talent that stops songs from using durability up to SR * .10 percent, 50% reduction at max talent.



(Yes I'm totally making this thread after timing out a fight of Medis cause my weapon broke.)

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  White Prison
Posted by: Shujin - 06-04-2023, 10:10 PM - Forum: Balance Fu - Replies (5)

A little Lackluster in its current state. 

I propose a little change to it, that it also blocks Projectiles similar to waterwall. The line-of-sight mechanic is a doubled edged sword and I doubt it warrants to be its "Identity" on its own, as it has very little tactical applications on its own.

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  Lantern Bearer's Lantern Bearing
Posted by: CuteYellowCrabby - 06-04-2023, 11:14 AM - Forum: Balance Fu - Replies (2)

As a class focused on using different kinds of elements, primarily through the use of Lantern Flame spells, the amount of points needing to spend to max out only one is far too much. Coupled with the resistance passives or other passives one would likely get, it leaves you with four, maybe in some cases only three Lantern Flame spells to choose from that are max rank. This makes Lantern Bearer a very limited class for what it's supposed to be.

I think that changing all the Lantern Flame spells from rank 5 to rank 3 would be appropriate, with the scaling as follows:

Rank 1: 30 FP, 80% Elemental ATK, 100% Scaled WPN ATK
Rank 2: 26 FP, 100% Elemental ATK, 100% Scaled WPN ATK
Rank 3: 22 FP, 120% Elemental ATK, 100% Scaled WPN ATK

And with the following changes made to certain Lantern Flame spells to accomodate this change:

Salamander
Unleash the flames of a volcanic spirit from your lantern, engulfing all enemies within 3 Range and dealing Fire magic damage to them.  It can also inflict Burn LV X 1+(3*Rank) for 3 rounds on those enemies.

Golem
Unleash a shockwave from your lantern, staggering all enemies within 3 Range and dealing Earth magic damage to them. All enemies damaged are also Magnetized for 2 rounds (LV = 5*Rank, but may be stronger/weaker based on distance).

Typhur
Releases a gust of wind from the king of the skies, dealing Wind magic damage to all enemies within 3 Range and knocking them back (+1 tile at Ranks 2 and 3). If a knocked back enemy is Airborne, they are also Knocked Down.

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  [v2.73d] Whirlwinds are not on your side
Posted by: SolAndLuna - 06-04-2023, 09:40 AM - Forum: Bug Reports - Replies (4)

Again, fairly simple one this time - The Coastal Squall (and presumably, other tomes like it) amplifies damage done with certain elements. While it does do so correctly with usual spells, like Evoker or Aquamancer, it doesn't seem to work at all in the case of youkai evokes.

Given that the exact wording on the tome's description is "+UL% Power to Aquarian Spells (Halved if not main weapon.);+UL% Power to Sylphid Spells (Halved if not main weapon.)", this doesn't seem like an intentional function of the tome, seeing as there is no other conditional in the description.

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