I was thinking about it earlier today and it sounded cool (qt least in my head).
How about adding a second Rank (or an innate requiring you to grab Katana Master first) for Kensei that makes it so if you're dual wielding katanas, all Kensei offensives except Wazabane cost 1 less Momentum?
Essentially the idea is that if you're dual wielding katanas and have the required innate, offensive skills such as Kagekiri, Hirazuki, Raijinken, Sharenzan, Toiken (excepting Wazabane) would be costing 2M to use. But only if you are using two katanas at once.
This is more so a concept for fun that came to mind. The intention would be to:
1. Give people more room with styling as a Kensei
2. Give Kensei an appealing dual wielding route since they currently lack one even as a Destiny Duelist
3. Further encourage dual wielding by making it a little bit more efficient mechanically.
Posted by: Shujin - 03-29-2019, 06:07 AM - Forum: Suggestions
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No biggie really, and mostly a quality of life thing for me.
But as an Archer it is near impossible to use the capture feature towards certain enemies because you do not only gain the archer melee hit malus but also the capture malus. Making your hit chance near unexistant.
Could capture maybe get the range of your weapon, or at the very least not make you stack those two debuffs to my hit?
Posted by: Rexan - 03-27-2019, 03:51 AM - Forum: Gold
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Ye' Weary Ye' Windswept Ye' Desert-Ravaged Wanderers. Come one; come all.
Rumors spread far and wide of a recently opened camp. Residing along a straight path; around half-way between the grand city of Oniga and the crime-trodden Law's End. A upstart by a young Redtail. It's rules are simple. And it's purpose; plain.
I. There is no needless fighting in the camp. It's meant to be a pit stop and nothing more; a place to rest in the otherwise dangerous desert.
II. Your past; and your deeds are of no importance. So long as the first rule is followed; you are to be welcomed. No matter your purpose. Nor your crimes.
III. A exception is made to the above rule in the case of Slavers. Such will be refused service; their 'goods' forfeit.
IV. Do not take more than you need. There are more surviving out here; than yourself.
There is little more explained aside this. But perhaps it's something to keep in mind; in later travels of the unforgiving desert.
OOC Note: The camp in mind will be under the alias 'Benevolent Drifter'.
Is there any interest in making builds with 9+ "main" elements?
I was interested in making a character like that. Understanding of multiple domains is a simple way to show your character is a researcher or a studious mage of some sort.
The main problem is that there aren't a lot of items to help those kind of characters other than Chimeric Bands, so I'd like to request some additional support like a tome(and potentially Fists for similar reasons) intentionally geared for such build.
I didn't know where else to post this, and since it's balancing in a way or more, here goes.
Right now? Upgrading a 10* weapon costs a whoppin' 7371 Murai. Besides the Raremetal Shards cost.
That is quite the amount, and while yes, I do understand 10* weapons are usually stronger due to stats or an effect of sorts, I find this price to be quite ridiculous. Let's not forget to mention the time it'd take to grind that out.
Reducing the price to something lower would definitely help a lot.
I believe a discussion about this would be useful, given that 10* weapons do have a certain advantage over normal gear.
As a player of SL1 I miss quite a few things from the game. Just one of those is the Detective class, it's abilities and the Unique items it had access to. While some were good for combat there were also some items that were really good for RP purposes, such as the Night-Vision Goggles or the ever classic Wiretap.
I've been thinking of a way of how they would work in SL2 and honestly the best method I've come up with would be having them connected to traits. A pair of Detective Themed Traits that would require certain stats to have, like several others from the trait reckoning. I figure the requirement would be something along the line of 15-20 in Skill, Guile and maybe another stat (probably something like Will or Cel).
The first trait would be a sort of General Detective trait with bonuses to Handguns but also a RP bonus to 'sleuthing' such as increasing the distance they can hear says, emotes and whispers (mostly whispers).
The second trait would be the ability to craft the special items, this trait would be required to both craft and use the items giving them more importance and so that people can't just craft them, LE, and then use them.
As for some of the items the second trait can give access to I can imagine it could be new items like the wiretap or being able to upgrade some of the Detective Items Air gives out to make improved versions of the badge, coat, watch and boots, and so on. The Watch could get some Magic DR kinda like the one in SL1. Maybe they could even craft upgrade parts for Guns as well.
Of course there would also be the wiretap which honestly should just work like it did in SL1. Using it drops the invisible 'bug', it has a time limit before it fizzles out, it can 'hear' whispers from further away and through walls and of course it turns every single person it hears into 'Some Dame' but of course the person who used the Wiretap would be able to hear every single conversation within its 'range' no matter where they currently are.
Greetings ladies and gents, I present to you the SHINE SWORD it comes with a price of some two in willpower and faith, On Hit light attack damage and a potential skill to call upon THE GODS THEMSELVES AND DAWN THE ARMOR OF THE ALMIGHTY SHINE KNIGHTS basically become the antithesis of the Death Knighting form Hexers.
As you can see the scaling is fucking shit, 35% in strength, will, and faith. That's really bad especially since it's an eight-star weapon and one of the few strength faith weapons, in terms of a sword, there's the Moonblade, but that's also bad. Anyways, just to prove my point I made a few tests, this first one is 40/40/40 strength, faith, and will. (And yes, we'll be using an iron mat for the Shine Sword and just upgrading the power up by six as it's the only thing to affect the SWA at the time)
At two hands this raises up to 86, that's just absolutely abysmal and at 80/80/80 str, faith, will you can get 121, with two hands. Right, so shit, here's my idea.
We change the scaling to fit the bill more, I'm thinking 60/50 strength-faith. It'll fit the theme of the sword and the potential and it won't be too strong and we won't have another Sogensara, although 60-60 strength faith scaling isn't bad either, let's make a discussion about this.
Superiority and Crown of Heaven are not activating their effects at all.
To note: Both characters are level 60.
>The Zeran has 32 Sanctity
>Zera's Blessing that should be increasing Crown of Heaven by level has no effect either. When applied it was at Lvl 5
Superiority testing:
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Total Power for Summon Gun Story (Shotgun) / Summon Gun Story (Shotgun) was 25.
Debug: Total Power for Summon Gun Story (Shotgun) / Summon Gun Story (Shotgun) was 25.
Debug: Total Power for Summon Gun Story (Shotgun) / Summon Gun Story (Shotgun) was 25.
Debug: Before Use Skill called. Prideful Zeran, Common Student, Attack, 1
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Summon Gun Story (Shotgun); rounds = 1, rounds_over = , bonus_dmgs = 107, bonus_dmg_over =
Debug: bonus_dmg_this = 107
Debug: Basic Attack - Weapon Summon Gun Story (Shotgun); 0
Debug: Total Power for Summon Gun Story (Shotgun) / Summon Gun Story (Shotgun) was 25.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Total Power for Summon Gun Story (Shotgun) / Summon Gun Story (Shotgun) was 25.
Debug: Before Use Skill called. Prideful Zeran, Common Student, Attack, 1
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Summon Gun Story (Shotgun); rounds = 1, rounds_over = , bonus_dmgs = 107, bonus_dmg_over =
Debug: bonus_dmg_this = 107
Debug: Basic Attack - Weapon Summon Gun Story (Shotgun); 0
Debug: Total Power for Summon Gun Story (Shotgun) / Summon Gun Story (Shotgun) was 25.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Total Power for Summon Gun Story (Shotgun) / Summon Gun Story (Shotgun) was 25.
Debug: Before Use Skill called. Prideful Zeran, Common Student, Attack, 1
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Summon Gun Story (Shotgun); rounds = 1, rounds_over = , bonus_dmgs = 107, bonus_dmg_over =
Debug: bonus_dmg_this = 107
Debug: Basic Attack - Weapon Summon Gun Story (Shotgun); 0
Debug: Total Power for Summon Gun Story (Shotgun) / Summon Gun Story (Shotgun) was 25.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
This was done multiple times from range, from up close where Superiority should be activating, and from behind. Damage numbers, and hit chance remained the same throughout all of the above scenarios; being within 1 range of the Zeran did not cause any effect for any of the specifications above. With 32 San, the total power (swa) should be lowering by 9 by the conditions listed in the racial.
Crown of Heaven testing:
Disheveled Mercenary's turn.
Disheveled Mercenary attacks Prideful Zeran with Caestus and hits them!
Prideful Zeran takes 19 Blunt physical damage. (Caestus)
Prideful Zeran attacks Disheveled Mercenary with Bare Fists and hits them!
Disheveled Mercenary takes 4 Blunt physical damage. (Bare Fists)
Prideful Zeran recovered 1 FP.
Prideful Zeran recovered 2 FP.
Disheveled Mercenary's turn.
Disheveled Mercenary attacks Prideful Zeran with Caestus and hits them!
Prideful Zeran takes 19 Blunt physical damage. (Caestus)
Prideful Zeran attacks Disheveled Mercenary with Bare Fists and hits them!
Disheveled Mercenary takes 6 Blunt physical damage. (Bare Fists)
Testing was done against a Wyverntouched with 65 (total not scaled) Strength using Hands of the Giant. Numbers remained the same as above regardless of Zera's Blessing adding to the level of Crown of Heaven. Either implying Crown of Heaven is not adding armor/magic armor at all, or that Zera's Blessing is not adding the 5+ additional armor/magic armor that it should be to Crown of Heavens level.