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  Flying Dagger (Spellthief)
Posted by: Snake - 03-23-2021, 01:29 AM - Forum: Balance Fu - No Replies

Quote:Dagger skill. Throw a barrage of daggers in a line, which will travel up to 3+Rank tiles away and inflict unresistable Piercing damage to the first enemy hit equal to Dagger Power + Rank. Can only be used once per turn.

This is kinda... 'eh'. First and foremost, Spellthieves -do not- use daggers, since they're locked to needing tomes to properly cast spells. Which makes it a huge problem itself.

It should be a general skill (i.e, not require a specific weapon type to be used) that deals protection-ignoring damage, sort of like this:

Quote:Flying Dagger
1M
10/9/8/7/6 FP


Spellthief skill. Throw a concealed dagger in a line, which will travel up to 3+Rank tiles away and inflict unresistable Pierce magic damage to the first enemy hit equal to Spellthief's LV + (Rank * 5), and inflicts Lingering Damage (LV = 50% of the damage) for 2 rounds. If already with Lingering Damage, instead increases LV by (Rank * 4) and duration by 2.

If the projectile hits an enemy who is not facing you, it ignores Evasion and reduces their Move by Rank until your next turn.

This skill is mostly for when a Spellthief is silenced and has no other combat options. It feels very thief-y for a person to have concealed throwing daggers hidden in them that they can have options when their backs are against the wall.

If the effect is too overbearing, just add something like Lingering Damage's LV will not increase higher than Spellthief LV * 3, or whatever. But it's only once per round anyway. As much as I wish you could throw a barrage of daggers one after another for a playstyle that involves using 1M, then 2M, then 4M to throw three daggers in a whole round.

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  Krabby Damage Formula
Posted by: Miller - 03-23-2021, 01:20 AM - Forum: Suggestions - No Replies

Given there's been a lot of confusion on the subject in the past, would it be possible to have the exact damage calculations posted somewhere that we can access?

My general assumption as to how the formula works at the moment is the following.

(((SWA * SWA Modifier + Flat Damage Modifier) * Critical Modifier) * Stat DEF/RES * Elemental Resistance - Armor) * Damage Boosts * Damage Reductions

While this has worked for me in the past, there's been a few discrepancies that have been pointed out to me lately. While I can confirm the formula with a bit of math and trial and error, it'd take a while to account for everything.


Having the damage formula readily accessible would make it so:
1) We can easily point out discrepancies if something isn't working as intended.
2) Balance discussion be more grounded in actual numbers instead of examples in game which may or may not account for everything.

3) Easier to balance out mobs damage output on the Eventmin side of things.

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  This but made accessible
Posted by: FatherCrixius - 03-22-2021, 10:55 PM - Forum: Suggestions - Replies (5)

[Image: unknown.png]

There is a hella cool area in the sewers that could be made accessible...It's always bothered me that it's been blocked off with an urn.
[Image: unknown.png]
It might open up the sewers to dregg RP.

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  v.2.40b [EVENT TOOLS] Move Range not working for Loaded Mobs
Posted by: Fern - 03-22-2021, 08:59 PM - Forum: Bug Reports - Replies (1)

[Image: QBZuJZY.png]
  
The Move Range variable in the monster editor doesn't change the movement range of your character when you load the mob on yourself. It still works on AI controlled mobs, though.
  
To replicate, make any mob with any Move Range and load it on yourself, then go into a battle and note your movement still always being 5 base.

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  Face icon selector QOL
Posted by: FatherCrixius - 03-20-2021, 07:53 PM - Forum: Suggestions - Replies (6)

Just a change so that the face icons all display in the middle of the field if spectating or combatting in a fight, or if otherwise cut off by map boarders such as in the OOC corner.

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  [v2.40b] Amiuther Miuner Miu Bug
Posted by: The Alpha Bat - 03-20-2021, 07:02 PM - Forum: Bug Reports - Replies (2)

As pictured below, Miu no longer creates an ice tile on the tile it starts on. The remaining three are fine.

Damage is dealt normally but the ice tile simply does not spawn at all.

[Image: hx1ifYd.png]

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  Homunculi die hard [v2.40b]
Posted by: Senna - 03-19-2021, 07:38 AM - Forum: Bug Reports - No Replies

From the looks of it, when a Homunculi procs die hard, the Homunculi healing reduction affects the 1 HP die hard provides. Since the game rounds down, that sets them to 0.


Proccing die hard but never truly got up.

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  [Query] [v2.40b] (Un)Crippled Leg
Posted by: PossumParty - 03-19-2021, 04:26 AM - Forum: Bug Reports - Replies (1)

Ran into some inconsistencies with the skill Cripple Leg and unsure how it's suppose to actually work. The skill description says:

[Image: 4b13c3cfacd2f6a38e730f046cd83655.png]

So this, at max rank, should be 3*5 for a total of -15 CEL (which seems correct to me, as say if you were at 300 Hit you'd lose a total of -60 hit just to try and apply this skill).

Here I am applying it to an enemy. Does this on any enemy with the skill.

Before -
[Image: f1e6bf080724576e023a2f083b827712.png]

After -
[Image: e6f3cf3c295ddebdec4ddf98038e0c3f.png]
[Image: vwbu0BX.png]

But as seen here and by the amount of CEL lost, it only takes away -6 CEL (I have it spirited). The skill has two descriptions at the moment and it's unclear which one should be working.

Thanks for taking the time and effort to look into this Heart

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  Bear Claws Bare Claws Clause
Posted by: Sawrock - 03-18-2021, 10:39 PM - Forum: Balance Fu - No Replies

Make claw weapons count as being bare-handed for Felidae/Lupines. I don't have a particular feeling that those races are under/overpowered. I just want to have three topics made by me in a row in the forums. Again. Please forgive me, Dev.

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  Infliction Restriction
Posted by: Sawrock - 03-18-2021, 10:36 PM - Forum: Balance Fu - No Replies

Make Status Infliction have halfsies effects; effects where they sort of work but not fully. Example could be half status level, or half duration on status effects. Make RES give status resistance to compensate for this change.

Give DEF two free netflix accounts.

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