The basic attack part of the Shinken skill from Soldier does not count for Black Drain from Black Knight, despite being a Soldier skill. The projectile part counts, though.
Tested by battling the debug Prinny from the arena and using Forced Move > Shinken (hitting it with the basic attack of it.)
Currently the trait Lovely Face isn't available to Corrupted. I can understand there are several reasons why this might be, namely given Shaitan's physical mutations and Papilion's craziness, and the inherent 'seeing them differently' that comes with the group in general. You could make a solid case for Theno as well. However, I think at least Umbral and Oracle shouldn't fall under this restriction. Umbrals are, more or less, very similar to ordinary humans aside from a few slight physical oddities (and you know, the darkness thing) while Oracles are not only near-identical aside from their eyes, but also have a good reputation going for them.
Basically, I'm saying I can't think of any reason they can't also do a little blowy blowy kissy if they have the guile and the looks. If big snake women, keepers of the underworld, and so on can do it, they should too. I feel like it makes sense.
Relent Gale is for some reason, doing three times the damage it should do, and moves up to three times.
Inspecting the wording I'd assume it's uhh...
bugged
I have been getting reports from a friend who is playing a Bonder/Spell Thief that since ascending their Seiryuu they have not been able to summon it.
Equipping it to the hotbar has not resolved the issue, neither has /Fruit of Fluidity/Reboot/or switching classes and then swapping back. They have also bonded with it via massage.
There doesn't seem to be any solid start of point for the glitch other than the ascension.
It was changed before that skills which ignore Evasion will also ignore Cobra Stance's Snake Dancer. It seems like Falcon Strike is not really doing that unless you do something really mysterious, which is dashing on the tile behind the Demon Hunter's back. That probably means the skill works right, but the small interaction of resonating feathers, the animation and Danger Sense makes that point moot or glitchy.
For instance, another skill that ignores evasion, Lance de Lion, properly ignores Snake Dancer's proc, so it's safe to say this is not intended.
Knight's Intimidation - Main class only. Black Knights have a reputation for being intimidating figures, even saying to give those who know no fear a taste of it. You can inflict Fear on enemies who are normally immune to it (excluding Boss monsters). In addition, defeating a unit will attempt to inflict Fear on all other enemies for 3 rounds.
Sacrifice - Defensive skill. Max Rank of 1. 1M. 5 round CD.
Sometimes strategic sacrifices are required to protect something important. Targets an ally within 1 Range. Until your next turn, if the target ally is within 1 Range of you and takes damage from an enemy, you take that damage instead.
Black Drain - Passive skill. Max Rank of 3.
Sap the strength from your foes using the mysterious power of the Black Knight's gale. If you have invoked the Black Wind, physical damage dealt from Soldier class skills drains the target of their Scaled Weapon ATK, as a stacking status effect (1 LV, 3 rounds per damage instance, max LV 1+(Rank*3), 10 rounds). You gain the same amount of Scaled Weapon ATK. (The drain effect can apply to multiple enemies, but you only gain this status once.)
Prophylaxis - Defensive skill. Max Rank of 3. 5 round CD.
Prepare yourself to fend off the worst. Creates a group of counter-attack tiles at all tiles within 1 Range of you. When an enemy steps on one and you are within 1 Range of that tile, you perform a basic attack (treated as a counter attack) with a bonus to your Critical Damage equal to X (X = Rank*10%.). If the attack hits and the enemy was using basic Movement, they stop.
The tiles will last for 2 rounds or until triggered.
Grandmaster - Innate skill. A sharp mind is a deadly weapon. Increases your Hit with Greatsword, Greataxe, and Greatlance weapons by half of your scaled GUI.
Additionally, your Tactician class's Tactics Rank boosts the range of Black Knight projectiles and skills that can invoke the Black Wind to gain increased range (by half of its value). Furthermore, Tactics Rank cannot decrease due to taking damage during a turn your Parry skills are triggered, or have invoked the Black Wind.```
Black Knight Skill Adjustments
Checkmate - Max SP changed to 1. FP cost changed to 15. Additional effect; If the enemy is defeated by the attack, inflicts them with Certain Defeat for 6 rounds.
Hanging - Max SP changed to 3. Range changed to 1. Effect changed;
Can only target an enemy with no adjacent allied units. Exploit your target's lack of protection, performing a basic attack with a bonus to Hit. (The bonus is higher the further away you were from the enemy.)
If you have invoked the Black Wind this round, gains +15% Critical Damage for the attack. Otherwise, invokes the Black Wind to change skill Range and teleports you near the target. (Range (Wind); 2+Rank, Bonus Hit: 2+Rank per tile)
Negation - Max SP changed to 3. Now only applies while wearing Heavy Armor. (Max: +24 Critical Evade)
Sudden Death - Max SP changed to 1. Now triggers versus physical damage that is less than Scaled SKI+5 (Fear duration now 3). Now also causes enemies you have Feared to suffer -15 Critical Evade versus you.
Indomitable - Max SP changed to 3. Effect changed; When wearing Heavy Armor with a weight of 10 or more: Reduce physical damage and total Battle Weight by 1+(Rank*3)%. Against enemies that you have inflicted with Fear, the reduction is doubled.
Prophylaxis - Renamed to Black Deflection. Max SP changed to 1. Effect changed; Black Knights are capable of turning their foe's momentum against them. When you successfully trigger your own Parry skill, you gain +15 Hit for 2 rounds.
Zugzwang - Max SP changed to 1. Effect changed; A tactic that forces enemies to make moves they don't really want to. Enemies affected by your Forced Move, Flatfoot, or Fear status effects have their Parry skill's reduction effectiveness halved and suffer -15 Evade (versus you only).
Crescent Rook - Max SP changed to 3. Scaling changed to 100% SWPN Ratio, 80%+20% Wind ATK per Rank. Effect changed; Sword, Axe, or Spear skill. Unleashes a projectile in a line that deals elemental magic damage to the first enemy hit (based on enchanted elemental).
If you have invoked the Black Wind this round, the target may also be inflicted with Interference for 3 rounds. Otherwise, you invoke the Black Wind to appear either nearby the enemy hit, or if none, the tile the projectile expired at.
Bright Bishop - Max SP changed to 3. Scaling changed to 100% SWPN Ratio, 80%+20% Light ATK per Rank. Elemental ATK and damage type now depend on your enchanted elemental (or Light if none). Now a Sword, Axe, or Spear skill. Glowing LV changed to 10 * Rank.
Forced Move - Max SP changed to 3. 2 round CD. Range changed to 2+Rank. Effect changed; Utilize sheer force to manipulate your enemies into making unwise moves. Inflicts Forced Move LV X (X = Rank) on all enemies within a circle until your next turn, reducing their Move by LV.
If you have invoked the Black Wind this round, all those enemies are also pushed back 1+X tiles. Otherwise, you invoke the Black Wind to draw them closer, pulling them 1+X tiles towards you.
Board Shaker - FP cost changed to 25+1 per Rank. Max SP changed to 3. 3 round CD. Earth ATK ratio changed to 110%+15% per Rank. SWPN Ratio changed to 50%+10% per Rank. STR ratio removed. Effect changed; Slam something heavy, be it your weapon or foot, into the ground, causing it to shake. All enemies in a 4 Range Circle around you take Earth magic damage (this damage is increased by your Torso's weight). Enemies who take damage may also be inflicted with Clumsy for 2 rounds. (Clumsy prevents the use of movement skills aside from basic Movement.)
Does not affect flying or airborne units.
Castling - FP cost changed to 15. Range changed to 2. Effect changed; A protective move to get an ally out of danger. Targets 1 ally within 2 Range and switches places with them. You and that ally also gain a Defense buff based on Rank for 3 rounds.
If the Black Wind has been invoked this round, the duration of the buff is doubled. Otherwise, the Range of the skill increases by 5, and you invoke the Black Wind to utilize it.
Stalemate - Main class only. Effect changed; Parry skill (only one takes effect at a time.) Grants the ability to parry attacks and skill damage from Sword, Axe, Spear, or monster weapons, at a chance equal to half of your Scaled DEF + a bonus based on Rank (+10% if you have inflicted Fear on the target). When triggered, damage is reduced by 50%. If the attacker was within 1 Range, and you have a weapon with 15 Weight or more equipped, they are also inflicted with Flatfoot LV 10 until their next turn.
You can only parry attacks you can see.
Enchantment Adjustments
Volcanic - Weapon: When you land a critical hit with a Volcanic enchanted weapon for the first time in a round, deals unresistable Fire magic bonus damage to all enemies within 5 Range of the target, equal to this weapon's Power + your Fire ATK. (Ignores damage immunity and absorb of non-Boss enemies.) (No change to Armor effect.)
ETC
Passives and toggles now appear in their own individual category on the skill selection menu.
Black Beast attacks now announce which region they will be attacking five minutes prior to the start of the attack.
Characters in a town when Black Beast attacks start are given the walking monster 'grace period' where they will not be 'seen' by them (so that AFK players aren't assassinated).
The '(Player)'s turn.' message will now only appear when that unit's turn starts instead of before every action.
When a skill is used in battle, a message will be displayed in the battle log showing what skill was used. The skill name can be clicked to get a description of the skill.
Added Greataxe classification to the following weapons: Grand Axe, Grand Smasher, Mythslayer, Guillotine
Added Greatlance classification to the following weapons: Great Spear, Sea Hunter Spear, Knight Slayer, Shizumare`
Sup. Simple bug here. More likely just a little oversight.
After the recent racial changes, vamps' Stillness, Darkness should be reducing most forms of healing by 25% when Sanguine Crest is activated. It is not. It's still reducing it by 75%. Sometimes.
Here's some quick maffs for you:
On a vampire, a PR-Hi heals for 590 HP without Sanguine Crest.
With Sanguine Crest, a PR-Hi heals for 147 HP.
That's 25% of 590, not the 75% it should be.
Miracle staff, 8 HP to 2 HP.
Mend staff, 39 HP to 9 HP. (don't laugh)
Curiously, an SR 5 Perfect stabilizer heals for 20 HP without Sanguine Crest but with it, it heals for 15 HP. This is the proper 25% loss they should be having. Make of this what you will.
Initiative can be considered an actively detrimental stat to pursue. Kinda sucks.
Celerity, the stat providing it, likewise is in an unfortunate position. Arguably not awful. Here's why.
>stacking evade with non-stat-related effects is easy as pie.
Plain and simple. Acrobatics. Hare Stance. Disengage. Miragewalk. Southern Wind(specifically for its Duration). Fear. Evasion, the passive from Rogue. Light Armor Mastery. And more.
Evade has always been recognized as something you can't really run on some classes. Black Knights do not support Evade, whatsoever. Summoners do not support evade(outside of Skitterscale, but even that's meager.)
There are other classes that, while they don't have an anti-synergy with evade, they do tend to struggle to use it effectively. I'll call out Engineer and Arbalest as easy examples.
Let's look at classes that *do* synergize with evade, though. Ranger. Ghost. Verglas. Spellthief. Demon Hunter.
One of these things is not like the other, of course. I'll address the last one first.
Demon Hunter uses Cobra to evade auto attacks, working as a very nice defensive tool. However, Soldier and DH don't have any evade steroids, so typically DH works towards having a very high baseline Evade....
...But that's not particularly necessary if it's simply paired with a class that synergizes with evade in the more traditional way. Evade Steroids. I mentioned a lot of them up above. It's really easy to stack evade out the wazoo if you want to, even just from a passive standpoint. You don't need cel to do it.
But, you know. Cel does pop up in two ways.
1. Cel makes it 'easier' to stack evade at 2 points per invested stat compared to luck, freeing up more stats for Strength for weapon scaling, or Will for FP, or def/res for simply *better* defenses, or faith for FP and crit evade and Devotion armor, or SAN for racials, or whatever else you're willing to squeeze out.
>The counterargument here is really simple. Celerity allows you to get other stats, but Luck gets you some of those stats you might be looking for. That extra hit/crit evade is universally useful if you're looking to skimp, since it means you don't get obliterated as bad by people who crit(like, for real, even small amounts help. People call 140 crit 'impressive' for a lot of weapons), and it means you encounter Evasion DR less often. And since the majority of evade stacking is done by buffing in the current meta anyway, evasion synergizing classes allow you to proc evasion against Autohitters and put basic hitters in 50/50 positions anyway already. I don't think anything above 20 or 30 CEL, tops, would have enough bang for your buck when you think about the 10% phys/mag DR you're giving up when you can already get the benefits of that Cel against opponents that it matters against.
In a sense? You can say this makes cel a 'good stat' because in some builds that don't want to stack quite as many buffs for one reason or another, 20 or 30 CEL can be a little useful. But then you can look at all the other stats that people pump up wayyy into diminishing returns and there's clearly a disparity.
2. Cobra. Just Cobra. Cobra is a good enough tool that it justifies making an evade build, and with enough stacked evade it can justify running evade without support. 220 evade is enough to make a lot of autohitters miss you, and with a fear-inflicting weapon you can probably 50/50 your average basic hitter- Or better, even, since Cobra gets you a second chance at dodging those too.
>Here's the issue there. Cobra isn't enough to stop you from dying. Experienced players understand how it works and will abuse it without struggling. Multihit moves. Evasion ignoring moves. Moves that work in REALLY janky ways with cobra. Or even moves that will target you multiple times when they proc Snake Dancer. And we already know that without Cobra, you need some extensive combos that people don't actually use to get enough benefit out of evasion for the sunk costs of Cel/Luck to get to the levels of evade a build needs w/out buffs. Stuff like Oracle's Preordinance in combination with IPG, or arguably Boxer's Swaying- But realistically Swaying sucks, Preordinance is a charge based system and as such is weak in teamfights, and IPG can not only be nulled off but also gets consumed for Verglas attacks.
here's, like, the end all be all with Cel and Evasion.
Do you want to spend 50 points on CEL and 50 points on LUC getting yourself 150 Evade, that someone else can buff themselves up to passively during their turns? Or do you want to spend 50 points on DEF and on RES, making yourself 50% resistant to physical and magical damage?
Rampaging and Acidity can affect def/res. But Frozen and Knockdown remove Evade entirely and aren't as hard to access as things like Buster Cannon; and Tangled and other debuffs exist for Evade too. Evade can let you dodge basic hits entirely. But the enemy can just autohit you unless they have a gun. Cobra lets you evade autohits- but experienced players understand perfectly how to get around it, leaving it as detrimental in some matchups. 50% reliable DR that's there for you through thick and thin, or 30% DR that can apply to some, but not all, protection ignoring effects, and is, put bluntly, not reliable. That's the difference between what you're investing here.
With all evade talk done with, I'd like to properly get to initiative and its impact. Initiative used to be impactful because it let you go before some measured amount of enemies on the opposing team. This let you either, as a lantern bearer or priest, ward your team and field- or as a Magic Gunner or Hexer, debuff the enemy team. Two interests in perfect counteraction.
But with current turn order, going first on your team means at worst you go second in the match. You no longer need CEL to make sure that your team doesn't get Interferenced. You no longer need CEL to put down a Sanctuary. You can have 0 invested CEL, but if you have a coordinated team that won't be an issue. The only way something like that was possible before is with Tactician.
I think- without Cel being an 'initiative race' tool, which is the main reason it was built for characters at all interested in teamfighting, it loses out as a stat. Most discussion on team fight builds pre-turn order changes indicate that Initiative was 'the' reason to build Cel.
My proposed change is to make Initiative give a new benefit, provided the trial turn order stays in place. Every 20 points of initiative grant an extra point of Move, making high-cel characters properly speedy in how they move, too.
Accidentally posted this before I finished and had to edit in the last of my thoughts asdf but I think I've pretty much got everything out there. I might add on some other notes and cite some sources, or I might leave it as is.