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Cinders vs Frostbite |
Posted by: Kameron8 - 11-02-2019, 11:29 PM - Forum: Balance Fu
- Replies (10)
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I believe Frostbite should return to doing full damage per tile when pushing or pulling someone through them, and that the current damage division should only apply to Cinders. As someone who used a whole lot of Frostbite, you can fully expect both bias and some degree of knowledge on the state of it.
To explain why I believe this, here is a list of the various traits of Cinders, versus Ice Sheets:
Cinders:
- Deals damage passively, without any further interaction required.
- Never destroyed by triggering tile damage.
- Has the added benefit of dealing damage at the start of a round.
- Damage is reduced by Flamewalk.
- Dissuades movement by causing full damage per tile if traversed.
Ice Sheets:
- Does no damage unless the Frostbite status is applied.
- Destroys Ice Sheets upon stepping on them.
- Does nothing to individuals starting the round on top of Ice Sheets.
- Damage is not reduced by Flamewalk.
- Dissuades movement by costing 2 tiles per movement, and dealing full damage per tile, if traversed.
Because most class combinations possess an external form of movement that allows them to disregard Ice Sheets, the impact of the movement reduction they were created for is severely hindered. Coupled with the fact that using Ice Sheets for damage requires the application of Frostbite (which is often very difficult and for a brief duration, outside of some skills), there are very few scenarios where Cinders wouldn't be far more preferable.
The previous go-to strategy, and the cause of so much heartache on the forum, was to slap down a bunch of Cinders and push/pull people through it over and over again. This formula does not work for Frostbite. The simple act of inflicting the status effect limits class and item choice severely, and often times comes with an infliction chance that can be resisted. Once that's sorted, pulling someone through Ice Sheets destroys them -- making the subsequent push do very little. The status itself can be purged or waited out, and Spiked Treads negates a large portion of the strategy to begin with.
Overall, it's just more effort than it's worth to try and use Frostbite to great effect. I'd like to see the penalty removed for pushing people through them, because it doesn't share much with its fiery brethren once you get passed a surface level.
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Mechanation Traits |
Posted by: Snake - 11-01-2019, 06:57 PM - Forum: Balance Fu
- Replies (1)
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Not wearing something to use a Trait is way too detrimental in any situation. The only that is plausible so far is Agile Accel, for being a 1M movement.
Anyway, it would be pretty nice if this condition was removed, but in return, the traits were a bit nerfed. My ideas for each are the following:
- Mechanical Body: Increases HP by 25 and reduces all damage taken by 7. -15% Water Weakness. +5% Fire/Ice Resistance.
- Cabal needs no change, as it does not have such interaction.
- Agile Accel: The magic Fire Damage starts from 25, and also lowers Fire Resistance by 25% on every additional usage while overheated.
- Raid Cannon: Becomes a racial skill that can only be used if you have no sub-weapon equipped. On use, you fire a bolt of energy that consumes 25% of your maximum Focus Points. It deals magic damage split between Lightning and Akashic equal to (Character Level + Amount consumed * 2) and inflicts Rampaging and Flatfoot LV25 for 2 rounds.
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Personal Wardrobe Malfunction [v.2.13b] |
Posted by: Tanasinn - 11-01-2019, 05:57 AM - Forum: Bug Reports
- No Replies
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Quote:Can't get enough of the fashion game? Well, this is just the thing for you! This personal wardrobe will let you store up to 10 extra outfits. Ten! (This item cannot be traded. Multiples of this item will work; simply change the item's name at a blacksmith to a unique one)
Despite the directions on the item description of personal wardrobes, they do not stack. Purchasing a second personal wardrobe, even after renaming the one you already have, causes them to stack together, with no gain of wardrobe slots. Changing the name when stacked does nothing. Deleting them to remove one, rename it, and then remove the second still results in them stacking together.
To recreate, simply purchase a personal wardrobe, rename it, and purchase another.
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Towering Towering crashing clients [v.2.13b] |
Posted by: Tanasinn - 11-01-2019, 05:21 AM - Forum: Bug Reports
- Replies (4)
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During the new mine raids, it's possible for the bosses to be given the same prefix twice. In the case of 'Towering Towering', it crashes the client every single time the monster takes a turn.
So far, it's been reproduced every instance of 'towering towering' monsters spawning, requiring GM intervention to end the fight as people's turns are almost always skipped.
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Giant Black Doors, not so giant [v.2.13b] |
Posted by: Tanasinn - 11-01-2019, 05:01 AM - Forum: Bug Reports
- No Replies
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The 'Giant' prefix seems intended to make every floor of a black door larger, but only makes the very first floor larger than the standard 2x2 layout. This is best seen in castles, where every floor past the first is the same singular-room layout. This has been the case since at least January 2018.
To replicate, enter any 'Giant' prefix black door, and go down a single flight of stairs.
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Wicked Mirage |
Posted by: Grandpa - 10-31-2019, 08:22 PM - Forum: Suggestions
- Replies (3)
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To continue with the bat-themed things being added that are cool as fuck, I think it would be interesting for a bat mirage to exist for papilions. Just like all the others, they apply a specific status on death - this one being Fear. I don't think that'd be too overwhelming at all. Just very cool and thematic.
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[v.2.13b] Greaper Doesn't Apply to Nova Eraser |
Posted by: Kameron8 - 10-31-2019, 05:13 AM - Forum: Bug Reports
- No Replies
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When casting Nova Eraser, the damage is not increased by Greaper. To replicate, use the spell without points in Greaper, then compare the damage to the attack WITH points in Greaper. It will stay the same.
Prinny takes 246 Light magical damage. (Nova Eraser / 10-Gauge)
Prinny takes 246 Light magical damage. (Nova Eraser / 10-Gauge)
EDIT: This was patched and is no longer an issue.
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[2.13b] Certain Defeat |
Posted by: Kameron8 - 10-31-2019, 05:11 AM - Forum: Bug Reports
- Replies (4)
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Certain Defeat, when inflicted upon a character with the Nova's potential, does not do anything at the start of a round. The character will continue to live, even though the status remains.
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Prinny Debug QoLs |
Posted by: Fern - 10-31-2019, 12:35 AM - Forum: Suggestions
- Replies (4)
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While testing things with the Prinny, I thought of making these suggestions that would make it more feasible to test other things you normally cannot do (or find it very difficult) with the normal Prinny. I.E:
1. A Prinny fight option in the Statue of Memories with player-debug where the Prinny is treated as Possessed. This makes it easier to test Holy, Black Spirits, etc.
2. A Prinny fight option where it has 1000 HP (or increasing the normal ones' HP to that). This makes it easier to test stuff that needs you to whack them more than once.
3. An option that makes the Prinny unable to be critically struck, like the Lich racial. This makes it easier to compare normal and critical damage. It could probably be a skill you're given when you fight the Prinny specifically, a toggle maybe?
4. I'm not sure if this one would be easy to implement at all, but an option that lets you set the number of Prinnies you're fighting at once (with a cap) would be appreciated too!
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