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|   [v3.00j] Sensui Shippuden | 
 
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Posted by: Entropy  - 07-19-2025, 06:19 AM - Forum: Bug Reports 
- Replies (1)
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				Sensui Shippu's evade buff is ignoring the buff cap. 
 
 
This was tested by manually giving a PC +50 evade with an event tool(Level 50 distortion to be exact)l, to buff cap them, and then noting that (spirited) Sensui Shippu put them 20 over that evade amount exactly. 
 
Ontop of that, Sensui Shippu appears to be not reducing enemy hit by the full 20 when spirited, instead reducing it by about 17. (Noted in the same testing.)
			 
			
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|   [Test 3.01] Overencumberance (PAIN) | 
 
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Posted by: MultiWonder  - 07-18-2025, 07:10 PM - Forum: Bug Reports 
- Replies (1)
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				Your maximum carry capacity does not update after you slot in all of your stats unless you unequip then re-equip anything you have on currently. 
 
Strangely, this only seems to apply to STATS, not the carry capacity TALENT.
			 
			
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|   Lantern Bearer mechanical adjustment | 
 
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Posted by: Snake  - 07-18-2025, 02:51 PM - Forum: Suggestions 
- Replies (1)
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				Gentle Embers should be remade into an Utility Skill that costs 0M to use (1 round CD). Similar to how Mass works. I find it more mechanically engaging than its current iteration. 
 
And most importantly? 
 
It lets Phoenix become Light Damage AoE. 
 
So, here's the cut and dry idea: 
 
 Quote:Gentle Embers 
 
0M, 5 FP, 1 round CD 
 
A pacifist's approach to Lantern Bearing. On use, lantern activations will not deal damage or inflict status effects. Instead, all allies in the lantern's aura will gain immunity to the status it normally inflicts, if any, for 2 rounds. It will also reduce the FP costs of Lantern spells (except General domain ones) by 50%. 
 
Quote:Phoenix 
 
Lantern Flame spell. 
Unleashes a burst of Light magic from the endless bird, dealing light magic damage to all enemies in range. It can also inflict Glowing LV X (2*Rank) for 3 rounds. 
 
Quote:(Gentle) Phoenix 
 
Lantern Flame spell. 
Same stuff as it currently does. The prequisite is to use Gentle Embers before casting this. 
 
Quote:Raging Flame 
 
The light from your lantern becomes hotter, burning those within its light. At the start of every round, enemies within your Lantern's range take protection-ignoring bonus damage (based on Rank) of your last invoked flame's element. 
 
If you have used Gentle Embers this round, instead of damage, it will heal your allies instead. 
 
Rank 1: LB Class LV + 3 
Rank 2: LB Class LV + 4 
Rank 3: LB Class LV + 5 
			
			
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|   Magical set Potential ideas | 
 
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Posted by: Snake  - 07-18-2025, 02:28 PM - Forum: Suggestions 
- No Replies
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				 Quote:Magical Star 
Become the star of the battlefield. Will not help you transform, however. 
 
Animation: Stalagmite Shuriken, but revolving stars. 
 
Stellar Charge: 
Gain 1 Star whenever you attack (max 5). Each Star gives +5 Evade, Critical Evade and Damage Retaliation (LV = 10 * Stars). 
 
At 5 Stars, your next basic attack releases them, dealing Light magic damage in a star-shaped blast that ignores protection, breaks guard, and erases tile effects regardless of their hardiness. 
 
Quote:Magical Moon 
Suitable for dishing out punishment in the names of things. Will not help you transform, however. 
 
Animation: Moon Slash, but without the sick riff to it. 
 
Lunar Brand: 
Mark 1 ally or enemy within 8 range. 
 
- Ally: You gain Lunar Resolve, they gain Lunar Protection (5 turns). 
- Enemy: You gain Lunatic Hero, they gain Lunatic Villain (5 turns). (LV is based on the amount of allies on your team. 1 ally = LV10, max. LV40.) 
 
>> Lunar Resolve: Light ATK-based chance (max. 40%) to reduce non-status, non-field damage of the marked ally by 50%, and then suffer the damage equally. 
>> Lunar Protection: +15 Evade, +10 Armor & M.Armor. 
 
>> Lunatic Hero: +LV to Power, Hit, Crit and Crit Dmg vs. the Villain. Every time the Villain deals non-status, non-field damage to another target than you, reduces LV by 2. If the damage defeats the unit, LV is reduced by 20 instead. (Status does not end at LV0, and may go into negatives.) 
>> Lunatic Villain: +LV/2% damage to others, -LV% damage to the Hero. If the Hero dies, status ends. 
 
Quote:Magical Sun 
The whole world will revolve around you. Will not help you transform, however. 
 
Animation: idk 
 
Skill. Raise your weapon high, forcing all units in 8 Range to be pulled (8) towards you, and then you slam your axe down on the ground, releasing the power of a sun while knocking back and knocking all enemies down. Allies are granted Fiery Armor (LV40), cured of Burn status and gain Burn Immunity for 3 rounds, while enemies take hybrid protection-ignoring damage, between Fire, Earth and Blunt and are inflicted with Elemental Pierce (Fire), and Lingering Damage (Fire) LV40 for 3 rounds. 
 
Long cooldown. 
 
Quote:Magical Photon 
Suitable for casting technics and wearing fancy hats. Will not help you transform, however. 
 
Passive. Casting any spell will teleport you to a random tile within 3 range of the target (or randomly around yourself, if no target). Every time you teleport or perform a movement spell, you gain a LV of Hat Trick. 
 
Hat Trick: If LV is 5 or more, grants the skills: Blind Justice, and My Job Here Is Done. 
 
Blind Justice: Targets one enemy within 8 range and teleports to their backs (if accessible, otherwise, by them, otherwise, this skill will fail), before plunging this weapon on them, performing a basic attack for free that deals bonus Light/Acid magic damage (7% of their max. HP + Light ATK + Acid ATK), that ignores protection and can Guard Break. If the enemy is Guard Broken, they are also Knocked Down. 
 
My Job Here Is Done: If you are the only player unit standing in your party, flees from combat; otherwise, you cleanse all non-permanent negative status effects, recover HP and FP, and get removed from combat until your next round. When you are back, randomly teleport somewhere on the battlefield, and inflict all enemies within 4 range of where you end with Confusion, which lasts for 3 rounds. 
 
Quote:Magical Meteor 
Leave streaks of stardust across the sky. Will not help you transform, however.   
 
Meteor Trail: 
Hitting new enemies builds Trail Marks (max 5), for every Trail Mark, increases your Hit against them by 5. Scoring a Critical Hit against an enemy with 5 Trail Marks will explode the tag, dealing Light damage based on their missing HP. The damage will then fork out in a star shape, damaging nearby enemies. 
			
			
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|   Auto Tuning Start Positions | 
 
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Posted by: Rendar  - 07-18-2025, 01:09 PM - Forum: Balance Fu 
- Replies (1)
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				Some maps are just not designed for Bard to be able to buff all of their allies at the start of a fight. Whether because the Bard doesn't spawn in the center, or because they just spawned on the far edge and their other 2 allies on the far edge. 
 
Either allow for PCs to be able to 'select' which slot they want to pick at the start of a fight... 
 
Or perchance. Just have Auto-Tune apply the first applicable song to ALL allies on the field. As it stands, the order of operations goes.. 
 
Auto Enchant > Auto Tune > Auto Summon > On My Mark! 
 
Which does also mean auto summon'd allies don't get the buff. Which is sadge.
			 
			
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