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Searing Wounds |
Posted by: Autumn - 03-14-2019, 09:31 PM - Forum: Bug Reports
- Replies (1)
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When Ether Invitation applies cursed wounds from its claret call effect, it seems to add any on hit damage after the fact to the cursed wounds amount, for example I was hit by EI for the following amount:
Code: OOC Trailblazer's turn.
Critical Hit! OOC Trailblazer attacks Scarred Shotgunner with Magma Emperor and hits them!
Scarred Shotgunner takes 157 Fire physical damage. (Magma Emperor)
Scarred Shotgunner takes 16 Ice magical damage.
Scarred Shotgunner takes 225 Fire magical damage.
Which proceeded to give me lvl 398 Cursed Wounds, which is the exact sum of all those numbers added up.
Now I don't know whether this is a bug or not but considering one hit was almost 400 HP worth of cursed wounds I'd assume so.
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Evasive Maneuver |
Posted by: Autumn - 03-14-2019, 09:28 PM - Forum: Bug Reports
- Replies (1)
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Screamer seems to trigger Evasion, which can lead to some hilarious but funky looking interactions with Flottement, now I don't know if Screamer is suppose to trigger evasion (My thought is that it isn't), but Flottement probably shouldn't trigger from self damage.
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Hit rates - Diminishing returns |
Posted by: Lolzytripd - 03-13-2019, 03:50 PM - Forum: Suggestions
- Replies (3)
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I feel that in all honesty, hit rates should be changed to some kind of bell curve, scaled, diminished system.
the goal of the system would be that it be simultaneously impossible (without statuses such as blind/fear and soul shot ) to either have a 100% or 0% hit rate.
All hit rates would fall in between those numbers, with a chance to hit or miss always being possible.
The issue itself would be where the peak should be, what should the average point be and how big the negative or positive hit/evade difference would be on the scale.
Personally I feel the neutral hit point where equal investiture of evade and hit should be at 65%, It should be relatively straightforward that against a low cel tank for hit to reach 90%. At the same time an evade build should be able to reliably reduce hit to the 20's and 30's against '40+racial and forget' builds and PVE creatures that aren't supposed to have 'relatively' high hit.
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Protection talents (Or something similar) |
Posted by: Argonus - 03-13-2019, 09:17 AM - Forum: Suggestions
- No Replies
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Currently there aren't any talents that support using a shield, and often the two handed talents really outclass using one, even in a tank build.
I suggest a talent line based around defensive tactics in the War category. Sub talents would include bonuses for using shields, a percent chance for an NPC enemy to target you over an ally (basically a way to grab aggro), and possibly bonuses to heavy armor. Lets give some love to our tanks.
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Forgrint Doesn't Transform (2.00.6b) |
Posted by: Turadis - 03-12-2019, 11:17 PM - Forum: Bug Reports
- No Replies
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As the title says, I've been having troubles with my Forgrint not being able to change into it's spear mode. The transform weapon skill is still there, and it grants me the status effect, but it remains a tome.
-While transformed it still grants Spellpower buffs to magic.
-It does not allow me to use spear skills
-It's range is reduced to 1 like a spear's however.
I've tried a bunch of quick fixes.
-Un-equipping and re-equipping the tome.
-Repairing the tome.
-Relogging.
-Un-equipping and re-equipping my spear skills.
Sometimes it seemingly randomly begins to function as normal again, and sometimes it breaks again. Very strange.
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Skill Tag Additions |
Posted by: Autumn - 03-12-2019, 06:08 AM - Forum: Suggestions
- Replies (3)
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With Skill quotes you said that you could technically add flags for skills procs such as Vydel and Steal, is it possible to add those? Also I have a couple ideas for skill tags as well, namely:
Charge Mind tag for Evoker spells
Annorum tag for Ranger Spells
Gentle Embers tag for Lantern Bearer auras
Hidden Cut tag for Sheath Sword
Needles detonation tag(?)
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Protecting the Masses |
Posted by: Turadis - 03-12-2019, 04:37 AM - Forum: Suggestions
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The concept of using a big shield to protect other people is something of an iconic, compelling fantasy. Pretty classic stuff. Right now though, all we've got is Protect, which is very niche in it's usage. I am not entirely confident there even exists a monster in PvE which procs protect in it's current state, and only a few select classes in PvP will ever use attacks that will proc it.
Does Protect really need to have a restriction to only basic attacks? Surely needing to be cardinally adjacent is enough of a limitation already. I would say it could be safely expanded to work against all single target attacks, considering there are a number of ways around it's limitations still. Charm, in addition, basically already works this way as far as attack intervention goes.
Buuuut if this was my only suggestion, this thread would probably belong in Balance Fu. I think giving such a buff in the types of attacks that can proc protect would be enough, but here are some alternatives.
Quote:Shelter the Weak - If an adjacent ally is afflicted with Knockdown, Blind, or Fear, your Protect skill will defend them against any attack targeting them. Not just basic attacks (Or skills that perform them).
This could work as a soldier passive or a chivalry subtalent. It could perhaps have multiple levels that cause the skill to affect more types of status effects.
Quote:Intervention - Shield Skill. Target an ally within X range and rush to their side to defend them, causing the next damaging attack or spell that would target them to target you instead.
Modifying protect could be all the archetype of the 'Shield Defender' really needs. But a brand new soldier skill with a more powerful version of the protect effect in exchange for some momentum and FP could also provide the desired flavor. Perhaps at Max Rank, it could block the next two instances of damage instead.
Shoutout to Spoop's 'King's Guard' skill suggestion over here, which also would service this 'Protect Others' archetype. http://www.neus-projects.net/viewtopic.p...amp;t=6883
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Thematic Gun Imbalance (ft. Talents) |
Posted by: Snake - 03-10-2019, 08:15 PM - Forum: Balance Fu
- Replies (2)
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Why were Rifles the chosen weapon for the trait? At the moment I've been noticing no other gun is worthy being used at all aside Excel Sniper.
It seems to be the main offender of all. It has a high damage due to Charge Weapon. It has a high critical hit ratio thanks to Sniper Barrel and recently it gained a new 'friendly hand' that also turns its hit ratio high thanks to Steady, which leaves all other guns kind of sucking their thumbs, especially if they are more risky ones (like Handguns or Launchers) or just outright weird for not having long range and low power (Shotguns).
There is no reason to use any of those at all, when you can just hold an Excel Sniper, or Moonlight Mercy and turn the enemy into a puddle of flesh due to your high-damage-high-evade-ignorance-and-nigh-guaranteed-crits.
I request the Talent to be adjusted a little, if possible. Move the bonus granted to Rifles and spread them to guns that really need them, namely Launchers, Handguns and Shotguns. They're supposed to be 'heavy damage and low hit', but at the moment it's not really worthy using them if you can't hit anything, or if their damage is just outmatched by a single gun.
It's just not fair for people who want to use things that are not 'meta', as those got overshadowed. So I suggest this minor change:
Quote:Steady
While you do not have a Shield or Sub-Weapon equipped: Increases Hit of Gun weapons by SR * 2; amount is doubled for Handguns/Rifles. For Shotguns/Launchers, increases Critical Damage by SR * 3% instead.
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