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[v2.51] Mystic Shank |
Posted by: Collector - 09-27-2021, 01:24 AM - Forum: Bug Reports
- Replies (1)
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Mystic Dagger deals magical damage instead of physical damage ignoring whether the target evaded or not.
No switch to magical damage is listed in the skill description, or anywhere.
Unsure of this is intentional.
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[v2.51] Door to Brazil |
Posted by: Collector - 09-27-2021, 01:21 AM - Forum: Bug Reports
- Replies (2)
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Rarely, floors within Black Doors and Spirit Forests either prompt a completely black screen with no ability to move or place the character in a hellish realm with no stairs up or down. The only way to exit these places is either through an Alga Plume or GM help.
Oddly enough, no enemies spawn in these places despite the enemy count being greater than one.
TL;DR doors to Brazil keep eating my plumes. Dev please.
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[v2.51] Ghostman Twinblade |
Posted by: Collector - 09-27-2021, 01:12 AM - Forum: Bug Reports
- Replies (1)
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Snakeman Twinblade's 'Hunter's Leap' ability has several odd features that don't seem quite right (but are rather funny).
-When leaping to a target, a Snakeman Twinblade can place itself inside enemies and attack them (Vanishing Serpent included).
-When leaping to a target, a Snakeman Twinblade can enter and remain inside a wall.
-If a Snakeman Twinblade cannot be forced off a target when its turn starts, it will remain there and attack them. Multiple Snakeman Twinblades can share a tile with an enemy (see: Seto).
-When leaping to a target that is not in a straight line away from their original position, a Snakeman Twinblade will end the leap diagonally from the target, forcing them to move again to attack. (Perhaps not a bug, but listing it anyway for consistency).
TL;DR the X-Men have superpowers.
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[v2.51] Evicted |
Posted by: Collector - 09-27-2021, 01:07 AM - Forum: Bug Reports
- Replies (2)
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As of the 'GR2' evasion update, I have been unable to place furniture within my house at all. Already placed furniture can still be moved.
This issue has persisted through multiple restarts.
Other building features appear to be unaffected.
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[v2.51] Twin Don't |
Posted by: Collector - 09-27-2021, 01:05 AM - Forum: Bug Reports
- Replies (2)
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When using guns for twin dance, firing at a stack of targets or objects will only fire with your primary weapon for the attack (i.e 'attack' only fires mainhand, 'sub-attack' only fires offhand).
Each target in the stack will take a round from your primary weapon, but not from your other 'twin danced' weapon.
Objects under a target will still disable the twin dance, but will not be fired at by your primary weapon.
Field objects I've confirmed that prevent twin dance if a target is on top of it;
-Gravestone
-Warding Rune stones
-Flowers (what)
Ground tiles, such as cinder tiles, are unaffected.
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[v2.51] Goose Bitten |
Posted by: Collector - 09-27-2021, 12:58 AM - Forum: Bug Reports
- Replies (1)
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Goose bite's effect ignores evasion, but the damage does not. A full miss on a target will still apply goose bite.
Unsure if this is intentional. Doesn't look like it.
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[v2.51] Instagib Evasion |
Posted by: Collector - 09-27-2021, 12:56 AM - Forum: Bug Reports
- Replies (1)
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Currently, it is possible for monsters to evade the instant kill effects of both Moonlight Mercy and Vorpal enchantment.
Even more bizarrely, the hit of the instant kill effect seems to be directly related to your weapon's hit.
If you manage to land a full hit on a monster to trigger your instant kill (no glancing) and that monster could have potentially evaded that attack (less than 100% hit) the 9999 akashic damage can miss completely or even glance a target (3999 akashic damage). This does not occur when hit on a target is 100% or higher.
Not so much of an instant kill if the target chooses to evade death.
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Custom Tome Damage |
Posted by: Autumn - 09-26-2021, 09:04 PM - Forum: Balance Fu
- Replies (15)
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Custom Tome spells still have among the highest damage of all spells in the game, and with it having a higher scaling, as well as the most recent nerf to DEF/RES, these spells are hitting even harder than before this update.
The issue is mostly the three Noble/Baron/Lord line seeds, these seeds, unlike the Wild Seeds, have virtually no cost to using them, and can stack up quickly and effectively. I also think this sort of subtracts from the diversity of custom spells given most if not all custom spells are solely focused upon pumping in 325% Elemental ATK + 100% SWA damage, which is almost certainly more damage than most invocations in the game can even acquire.
I would say its getting out of hand but honestly I rarely see people abusing it quite as much for how powerful it is. I would normally suggest lowering the damage of the individual seeds but that might too greatly affect just not stacking on 3 damage seeds at once. Instead I'd like to bring up my previous point from another thread:
-Custom Spell Tomes may only support one seed from a single line of seeds at a time.
This would mean that each seed would be categorized, and only allowed one of in each custom spell lineup, further diversifying the pool and allowing these tomes to stay just as strong at what they do.
For example, Lord/Baron/Noble would become a line where you're only allowed one of those 3 seeds in a single tome, and if you wanted to give it even further damage you'd need to slot in a Dragon/Wild/Cat seed, which would damage you in the process, being a pretty fair trade off imo.
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Destiny = Always a Main Class |
Posted by: Snake - 09-26-2021, 05:35 PM - Forum: Suggestions
- Replies (9)
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Could Destiny allow you to use your main class and subclass's "main class only" skills and passives as if both were main classed?
It would offer an extra 'oomph' on some certain gimmicks, since you're only ever limited to 3 classes anyway. The possibilities of this being broken are very minimal, and at least it will give Destiny a new face.
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Tactician's Changes vs Turn Order |
Posted by: Snake - 09-26-2021, 03:29 PM - Forum: Balance Fu
- Replies (10)
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Playing Tactician as a sub-class is now impossible if your allies are faster than you, since Orders only last 1 Round. (I.E, they end once Round ends, making this a waste of 3M)
So, could this be changed? There's no way you can command your allies and build up ranks anymore, or even remotely be useful if Tactician is not your Main Class. It has so many MC-only limitations and boons already that its subclass is very moot and useless.
Quote:Order skills should normally last 2 rounds, instead of 1. On My Mark further increases the duration by 1, or gets its additional effect removed.
Alternatively.
Quote:On My Mark is no longer a 'Main Class-only' passive.
It's not that it's powerful such as the likes of Fleur; it's just that it got changed to be literally 'get this or you're not doing anything useful with the class's core mechanics'.
As if Analyze Weakness and Enemy Evaluation being halved was not bad enough on subclass. Nerfs made purely on salt back then due to how Cobra Stance worked.
(PS: Also yes, I'd like to just get ONLY this changed for now, I deleted the previous post for being too extensive and aimless, and after playing more BK/Tactician, this is apparently the only glaring flaw that I can't simply get over with or play around. If an ally is faster, they're not getting commanded -at all-. It's ridiculous. Apologies to the people who posted on the last! I hope it's understandable.)
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