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Monoclassing support |
Posted by: Senna - 11-11-2019, 08:12 AM - Forum: Suggestions
- Replies (9)
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Not sure if I should add this in balance or not but I am a little tired ANNND I don't wanna forget this thought so.
Monoclassing has been a meme for a while now; it isn't taken seriously due to the fact people can easily use another class and get more and better bonuses. Some turn to gimmicks for sort of success whenever they do so but that can only last for so long. So, this suggestion is to make mono class just as viable as using two different classes.
Quote:Firstly - Technique cost reduction when mono-classing, ranging from 25% to 50% less.
Second - Techniques within the class (Not the passive and innate), scaling (Damage or not) should be one rank higher than normal as long as points were invested into it. (Still allow spirit bonus.)
Reasoning: Focusing mainly on one class instead of two, Its only fair for the player to have a better mastery over the techniques, from improving the overall effectiveness and efficiency. In game sense, it'll set the difference between the two, giving the players a reason to truly think about mono one class or using two classes instead.
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[2.13b] Ghost Items |
Posted by: Shujin - 11-07-2019, 05:27 PM - Forum: Bug Reports
- No Replies
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http://prntscr.com/ptunga
Apperently we still have some Ghost Items.
The problem with these is:
- that they prevent me to actually craft as it doesn't let me acess the higher stack.
- I can not Delete them to get rid of them
- I can not store them into crates in a house
- I can however put them into Asago Bank, but thats a valuable storage slot that I am missing.
How I got those? I have no idea, the Dark shard probably from the chests in the Graveyard area, no idea about the rest.
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[2.13b] Aggresive Brute(Cold) |
Posted by: Shujin - 11-06-2019, 09:22 PM - Forum: Bug Reports
- No Replies
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Aggresive Cold says in the description that it deals Ice MAGICAL damage, it is however Ice physical damage,
I doubt this needs more infos.
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Erase Shield Bullet |
Posted by: Autumn - 11-06-2019, 11:09 AM - Forum: Balance Fu
- Replies (2)
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I asked previously if null effects were supposed to erase Guarding as a status and didn't really find anything conclusive on whether it was a thing or not, but I swear it was discussed before. Either ways I thought I might as well make a thread over it instead of making a bug report about an unknown.
Is it possible to have Null effects not erase Guarding as a status? Guarding is already countered by guard breaks and knockdowns, and probably should be restricted to those methods as most of them require specific setups.
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[v.2.13b] A Field of Frozen Spaghetti |
Posted by: Kameron8 - 11-05-2019, 10:14 PM - Forum: Bug Reports
- Replies (8)
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Ice Sheets have a neat little quirk where some skills have different priorities when creating them. This means that SOME abilities deny the creation of Ice Sheets when Sheets are already present, while others will slap a second set of Sheets directly on top of it, allowing multiple instances of them to exist simultaneously. One spell will do the sensible thing and overwrite all preexisting Ice Sheets.
Hate yourself yet? No? Great. I'm compiling these inconsistencies in the hope that all skills and spells that generate Ice Sheets will be changed to consistently overwrite other Ice Sheets on their tile when forming.
To explain this phenomenon, I'm going to be vaguely referring to different skills and spells as low-priority, high-priority, or special cases. The high-priority abilities appear to be, from various test cases, elemental compatible skills that gain the 'Freezing' prefix. Low-priority skills and spells are abilities that have Ice Sheet generation baked into their ability inherently.
The single special case I've identified is Miu, which overwrites everything it passes over. Here's a quick chart with some examples to keep track:
Low Priority Ice Sheet Generators: Crawling Spikes, Famiuga, Libegrande
High Priority Ice Sheet Generators: Freezing Heaven Kick, Freezing Crystal Rose, Freezing Sidecut.
Special Case: Miu
If I haven't lost you by now, let me give a tangible example of this behavior. We can use some helpful tools like Expanding Ice and Frostbite to give us insight into whether Ice Sheets are coexisting on the same tile, and whether or not they have varying stacks of themselves.
Example 1: Freezing Crystal Rose creates tiles that exist on the same square as Famiuga:
![[Image: jzB2Dnu.gif]](https://i.imgur.com/jzB2Dnu.gif)
Note that Expanding Ice harms both the character surrounded in Ice Sheets created by Famiuga, and the character surrounded by the last created Ice Sheets from Freezing Crystal Rose. Because a high-priority skill was used on top of a low-priority one, both sets of Ice Sheets exist at the same time.
However, if we reverse the order, and try to stack Ice Sheets created from a low-priority spell on top of a high-priority one...
Example 2: Famiuga fails to create Ice Sheets on top of Freezing Crystal Rose tiles:
![[Image: fmMJDdW.gif]](https://i.imgur.com/fmMJDdW.gif)
Note that the character standing in the center of the Ice Sheets generated by Freezing Crystal Rose is not harmed by Expanding Ice, and the character that used Famiuga is. High-priority generators will simply add another layer of themselves atop preexisting Ice Sheets, while low-priority generators will not.
This means, after using a skill such as Freezing Heaven Kick five of six times, there are also five or six layers of tiles all stacked up on top of one another. Cue Frostbite:
Example 3: High-priority generator (Heaven Kick) creates five sets of Ice Sheets:
![[Image: MWO8gsX.gif]](https://i.imgur.com/MWO8gsX.gif)
To prove something otherwise invisible exists, note the 5 instances of Frostbite damage received from walking a single tile at the very end of the example.
Because it's relatively self-explanatory, no gif will be provided for Miu's interactions. When Miu is cast, all Ice Sheets, whether it be one or six stacks, are removed and replaced by one belonging to Miu's caster. I believe ALL abilities should function this way, and that every ability should overwrite Ice Sheets when creating them. Obviously, stacking multiple iterations of the tile is not intended, and it seems preferable to allow characters who create the tiles to fight over space to control than sit in a permanently safe zone.
TL;DR: (I don' t blame you this time) - Some skills don't care if Ice Sheets already exist, and create them on top of the tile anyway. This leads to tiles with both friendly and hostile Ice Sheets, or several stacks of Ice Sheets that can all explode when triggered via Frostbite. All skills and spells should replace Ice Sheets that are already present, regardless of original creator, when creating new ones.
TL;DR for the TL;DR:
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[Evoker] Bigger Sear |
Posted by: Snake - 11-04-2019, 10:49 PM - Forum: Balance Fu
- Replies (1)
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With the nerf to Cinders, there is no real reason for Evoker's Sear to be so small-ranged anymore. Kind of lame to have it so short when Blazing Cyclone Spear has a huge range and even pulls for an additional tick of damage.
Requesting it to have its old size (4 range circle), and further increased by 2 under the effects of Nerhaven.
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[v.2.13b] Acceling to the Sun |
Posted by: HexGirlBestGirl - 11-04-2019, 04:24 PM - Forum: Bug Reports
- Replies (5)
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Agile Accel. A coveted skill by many. 1M. 1T cooldown. 10 FP to use. Same effect as Winged Serpent only for 5 tiles at the cost of needing no shoes equipped. It's perfect!
However. It should also be doing damage to you when you're overheated, which is where this bug report comes in!
Please correct me if i'm wrong, but i'm most certain something's off at least.
Now, to get to the point. Agile Accel doesn't seem to be giving me proper values of damage when I use it while overheating.
It should be.
Use.
Cooldown.
Use again, take 15 fire damage that's unresistable and unabsorbable.
Cooldown.
Use again, take 30 fire damage.
Then 45.
Then 60.
Then 75.
Then 90.
Then 105.
Then 120.
Yet, based on what this seems to be here. As tested with nothing more than 21% Fire Resistance.
![[Image: 53wMqSQ.png]](https://i.imgur.com/53wMqSQ.png)
![[Image: Oq63Kjx.png]](https://i.imgur.com/Oq63Kjx.png)
Now, i'm not the best at math but I don't believe it's supposed to be
10, 19 , 29, 38, 49 , 58, 67, 77 when it should be 15, 30, 45, 60, 75, 90, 105, 120.
Even when accounting for 21% Fire Resist. My Armor was exactly 50. I tested and got the same values with and without an Ensui (-7 Damage/14 if they stacked but irrelevant since values were the exact same) as well as Know Your Pain at Level 5. No Claret Call or Hunted. No reason to take less fire damage of the physical kind beyond Fire Resistance.
I've shaved off and have been able to take a ton of risks with the mitigated damage this seems to be doing while still spamming it carelessly. Doesn't feel all that reckless. I genuinely failed to burn myself out and only realized after attempting to kill myself with it for IC reasons and it falling short.
So unless something else that I don't know of is being taken account for here, I believe this deserves a look at as for it seems bugged with how it's worded seen here.
![[Image: v5fDUlU.png]](https://i.imgur.com/v5fDUlU.png)
Please let me touch the sun as I intend.
Thanks for your time for reading this, I guess.
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Trip to the Shadow Zone |
Posted by: LiquidRecluse - 11-04-2019, 07:12 AM - Forum: Bug Reports
- No Replies
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So, I was helping out with a Black Beast attack in Dormeho, all is going well. I join a party of somebody who ICly would need assistance, and of course, the black screen join glitch happens. I close dreamseeker, open it again, and I make a move at the same time as the party leader did. It was odd, but I didn't make any mind of it, and so the battle ended normally. I left the party, but suddenly...
It happened.
All of the sudden, I was in a completely dark dimension! Nobody to see, nobody to hear.
![[Image: XXuZ4an.png]](https://i.imgur.com/XXuZ4an.png)
![[Image: HX7jiUs.png]](https://i.imgur.com/HX7jiUs.png)
So, being curious as to where I was transported, I walked around. At first, there was a whole load of nothing. But, suddenly...!
![[Image: wwGCQuk.png]](https://i.imgur.com/wwGCQuk.png)
I happened upon a battle! In fact, multiple. I watched each one with intrigue, until I happened upon Walrus, and spectators seemed to have been able to see me.
![[Image: 24zqOGN.png]](https://i.imgur.com/24zqOGN.png)
![[Image: PvgjAz2.png]](https://i.imgur.com/PvgjAz2.png)
(picture credit to Ritsu!)
After that, Walrus set me back to my home of Law's End, and all was seemingly normal, however, I have no idea how this happened, but I assume it had something to do with the party leader and myself trying to do moves for my character at the same time. Don't try that at home, kids.
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[v.2.13b] Double Tap Calculation Error |
Posted by: Kameron8 - 11-03-2019, 04:45 AM - Forum: Bug Reports
- Replies (2)
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For some unknown reason, the Crazy Coyote's ability Double Tap is doing less damage than expected. Since I don't have any conclusions, I'll instead just provide replication steps and debug logs. To replicate, equip two classes that will not interfere with damage (I used mage/mage), and attack a Prinny with a basic attack. Afterward, attack that same Prinny with Double Tap, and observe that the damage being dealt is not 55% of the first attack.
Example: Crazy Coyote with 89 Scaled Weapon Attack, and 40 Guile.
Quote:Critical Hit! Phenex Mobster attacks Prinny with Full House and hits them!
Prinny takes 152 Pierce physical damage. (Full House)
Example 2: The same Crazy Coyote using Double Tap:
Quote:Critical Hit! Phenex Mobster attacks Prinny with Full House and hits them!
Prinny takes 41 Pierce physical damage. (Full House)
Phenex Mobster recovered 2 FP.
Critical Hit! Phenex Mobster attacks Prinny with Full House and hits them!
Prinny takes 41 Pierce physical damage. (Full House)
Phenex Mobster recovered 2 FP.
The battle has ended.
Debug Logs:
Basic Attack:
Quote:Debug: Total Power for Full House / Full House was 0.
Debug: Before Use Skill called. Prinny, Phenex Mobster, Attack, 1
Debug: Full House; rounds = 1, rounds_over = , bonus_dmgs = 95, bonus_dmg_over =
Debug: bonus_dmg_this = 95
Debug: Total Power for Full House / Full House was 0.
Debug: Critical Multiplier for this attack is: 160%
Debug: no_armor was in flags
Debug: projectile was in flags
Double Tap:
Quote:Debug: Total Power for Full House / Full House was 0.
Debug: Before Use Skill called. Prinny, Phenex Mobster, Double Tap, 1
Debug: Full House; rounds = 2, rounds_over = 2, bonus_dmgs = 47, bonus_dmg_over =
Debug: bonus_dmg_this = 47
Debug: Total Power for Full House / Full House was 0.
Debug: Critical Multiplier for this attack is: 160%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 47
Debug: Total Power for Full House / Full House was 0.
Debug: Critical Multiplier for this attack is: 160%
Debug: no_armor was in flags
Debug: projectile was in flags
Additional Info:
![[Image: frdEQL5.png]](https://i.imgur.com/frdEQL5.png)
![[Image: iW32Sr3.png]](https://i.imgur.com/iW32Sr3.png)
![[Image: 8k0Cgmu.png]](https://i.imgur.com/8k0Cgmu.png)
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