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Poruku
Pocket Sand (Rogue)

Forum: Balance Fu
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  Heaven Below
Posted by: Trexmaster - 02-16-2023, 11:32 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Currently, Bonder's Heaven Below does not state its maximum level, so it's impossible to tell for sure if you meet the requirements to earn the 10% Drop Rate and EXP boost for getting its maximum level to 30 or higher.

Some indication of your current maximum level would be nice.

Also some clarification as to if the skill stacks with itself would be nice, too, in the unlikely event you have more than one instance of it active.

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  WASD Toggle
Posted by: firehawk11 - 02-15-2023, 02:33 PM - Forum: Quality-of-Life (QoL) - Replies (2)

Would be nice there was a way to quickly activate cores without needing to click them with WASD movement enabled.

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  2.70e Snow region trees giving Ashwood?
Posted by: Shujin - 02-15-2023, 09:33 AM - Forum: Bug Reports - Replies (1)

Not sure if bug or not, But I assumed since usually snow trees give coldbark, That this might be a bug, since the new region gives ashwood/devilbark instead.

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  [v2.70e] Cold Front Mystery
Posted by: Autumn - 02-14-2023, 06:50 PM - Forum: Bug Reports - Replies (4)

[Image: vCh8DD3.png]

The description for Cold Front states that there may be a bonus effect occurring from Ice Point Greaves specifically, so far during in game testing I have not seen a singular visible effect for Ice Point Greaves + Cold Front, including tests for:

-Seeing if Knockback breaks ice sheets (it does)
-Seeing if Knockback immunity prevents it. (It does)
-Seeing if it creates ice sheets along the target's path. (It does not)
-Seeing if there is an additional damage proc similarly to Axe Kick. (there is not)

After all of this testing I looked up the old patch notes and dug up this.
(https://neus-projects.net/forums/showthr...Cold+Front)

Quote:Cold Front - Knockback changed to 2 + Rank. Can now target tiles with deployed Ice Point Guards or empty tiles if you have Ice Point Guard active (it will deploy it in the tile you target). If the target is an Ice Point Guard, it will kick it the same distance. If it encounters an enemy, they take the skill's damage and are knocked back the remaining distance.

And so with that reasoning, I believe that this may either be a bugged mechanic which never shows up, or a simple error in the skill's description.

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  [2.70e] Gunfighter Boots without the Gun
Posted by: HexGirlBestGirl - 02-14-2023, 10:52 AM - Forum: Bug Reports - Replies (1)

Relatively simple bug report. Since I won't let this win.


[Image: EKgeGCQ.png]
[Image: k5lNigy.png]


Launcher = Mutated Helrenroka (This makes it a gun.)
Bolt Splicer = Tarnell (This is a gun.)

Neither of them are applying the proper effect. Notably, it says the 'Kick Skill' as opposed to 'a kick skill' like something akin to Bladed Soles does.

Also tested with Roaring Rose and Crazy Coyote from another player in the same testing session.
That's it. That's the bug.

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  Mech trait, Artificial skin
Posted by: Lolzytripd - 02-13-2023, 09:50 PM - Forum: Class/Race Ideas - Replies (3)

This trait would basically be a stepping stone to allow mechanations to take natural skin locked traits, like the arcane tattoos.

I request such a trait because there's a lot of interesting options for natural skin required traits and mechanation is already a pretty bland race these days.

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  Avoiding Eviter
Posted by: JamOfBoy - 02-13-2023, 01:09 PM - Forum: Balance Fu - Replies (7)

Eviter overwrites all other parry attempts. It selfishly takes centre stage, even when toggled off, even when inapplicable!

This is a bit silly. I don't want to Eviter when I'm being shot at since I can't; I want to shoot the projectile out of the air with my gun, but so long as I have Eviter equipped, I'm denied the possibility of using any other parry skill. Now, I'm not saying there should be multiple rolls for parries when being attacked, and that you should cycle through your 500 defensive martial arts methods in a picosecond in the face of an approaching attack, but being outright denied any other parry skill just for having one specific one equipped?

There's flawed logic in making a reactionary skill with a toggle so selfish in comparison to other similar skills but the toggle doesn't remove the downside, only the upsides.

Either get rid of the toggle so I don't have reason to complain or make the toggle disable Eviter's parry checks, thus allowing other parries to function (and thereby making the toggle useful).

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  Strangle (Dancing Lanturn)
Posted by: renowner - 02-13-2023, 12:47 PM - Forum: Bug Reports - Replies (1)

The Dancing Lanturn monster's skill strangle will still silence even if it misses.
However since the Dancing Lanturn only has 15 skill at level 60, is this intentional? 
I feel its not, but maybe the move should be made unevadable anyway.

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  Spell Parries [2.68/Test Server]
Posted by: MegaBlues - 02-13-2023, 10:32 AM - Forum: Bug Reports - Replies (2)

I've noticed that Ring of Pearls and Ice Point Guard can parry spells cast from gem staves, though Know no Pain doesn't, even when point blank.

Parry behavior seems inconsistent and it's difficult to know what's intended and what's not for testing purposes, so would it be possible to get a list of which parries should affect spells? As far as I'm aware, the list of parries in the game includes:

Eviter, Stalemate, Know no Pain, Ring of Pearls, Ice Point Guard, Bullet Barrier, and Tonfa's Potential.

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  summoning your pet
Posted by: renowner - 02-13-2023, 07:50 AM - Forum: Bug Reports - Replies (1)

Summoning/unsummoning your pet in the middle of combat will remove your overlays, allowing you to potentially hide some things from people in combat, such as your invocation aura now being gone. Coupled with Mask of Metal or Trickery, which negate your ability to see status debuffs and buffs means this could get situationally dumb. 



(Also pets still aren't the source of pet-say and pet-emote, making it so they're sometimes unhearable if the pet owner is behind something or far away)

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