Quickdraw. Weak damage and one useless UL effect. This item is on the lower end of the 10* pyramid by now just due to those two reasons. This thread's for an attempt to put it back on the 'average' for 10* items.
Since the secondary UL effect of Quickdraws was nulled due to some balance changes in regards to turn order... Can the CEL it grants be something like Hands of the Giant does to STR but a little different since we already have a weapon that grants flat bonuses?
Quote:[strike]CEL is treated as UL/2 higher for the purposes of determining turn order.[/strike] -> Increases the softcap for CEL by UL/4 (halved if not main weapon).
I'd be fine with its damage staying low, if this is accepted. Or else, it's either this or getting the total Scaled Weapon Attack's numbers a tad up.
As you can see here. Rogue's 'Evasion' skill, from the skill tree, is not showing any further information nor what it does per rank. (Also, can the name of this be changed to 'Improved Dodge'/'Evasive Prowess' or something other than the same name of a skill that's global now? It's confusing the new players a little. I also miss the old ' A wise rogue once said: "Don't get hit even when you're going to." ' fluff text.)
There's also In-Fighter Gi's description, which is telling the old UL effects instead of what it was changed to, but that's maybe because it doesn't update when the new description is launched. Can I get what In-Fighter Gi's effects currently do, just for science and Wiki reasons?
Most of those little facts haven't been put in the update logs, so yeah, it's confusing people.
Underworld flame doesn't got much going for it, its a single target spell that does okay damage if you build the right stats for it, inflicts a burn lvl 40 which is pretty alright as well, but with a lot of what hexer holds it doesn't hold up as much of a torch to its other skills.
Here's what I suggest, can underworld flame leave down dark cinders in its path? (even if it has to become a line based skill for this) the level of the dark cinders would be equal to 50% of your dark ATK and also have their duration increased by Pyromancy's scorch sub-ranks.
It'd make the skill a lot more interesting to use, and also we don't have dark cinders available to players yet, so it might be cool to play around with.
Posted by: Fern - 12-22-2017, 01:51 AM - Forum: Bug Reports
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If you have Death Knighting up and use Create Shade, people can find out the real one via targetting, because it shows the glowing frames of both the Death Knighting icon -and- the Illusionary Shade.
Tested with Forced Move and Drown. Might happen with Shine Knighting too.
Steps to reproduce:
1. Use Create Shade
2. Have someone target your illusions with Forced Move or Drown, while you're in Death Knighting
3. Watch as the mystery is revealed.
Alright so, it's probably better for this to get its own thread, rather than be mentioned every time.
Damage stacking currently gets out of hand, simply because of its math being multiplicative. Usually it involves packing Fallcall, Hunted (Bloody Palms), Absolute Death, Charge Mind, Voltiger, Greaper... lightning talent that boosts your damage on shocking criticals, and pretty much almost every damage buffer ever.
The reason it's an issue, is because multiplicative calculations appear to make its damage reach insane levels, regardless of one's damage reduction. To provide some examples:
This is the test subject in question for most of these screenshots, except the Poison one. The following stats were used:
Isenshi with Charge Mind, Fallcall and the Rank % Bonus, as well as Greaper
Charge Mind Ryemei with Fallcall and Hunted, as well as 36 GUI.
Fallcall Earth Spells, with Charge Mind for the Magaisendo.
Absolute Death, Fallcall, Hunted up.
Swift Crystal Rose with Fallcall, Hunted, Absolute Death and Splash up.
Normal poison damage from Wretched Oil, before and after getting Fallcall with Menov's Fang. You could slap Bloody Palms on this to make the damage even higher, maybe Imagin's Despair. It's actually not that hard to pull off, after you succeed the invocation.
There's many other examples, and others are welcome to present their own. If you involve Hunted in your damage stacking, you usually can grab the Chimeric Prayer which boosts its LV by 5, usually when it's max loyalty. I did not use such prayer for these screenshots, unfortunately, but you can imagine what the damage would end up being.
That said, a few solutions to this easily accessible problem have been mentioned, so far.
A) Creating diminishing returns for damage increases.
B) Nerfing Bloody Palms and Fallcall, since they're the most common in these set ups.
C) Making the math become additive, instead of multiplicative.
Personally, I'm leaning towards C, because I feel that it'd solve many issues in one go- the damage turns out to be much more bearable when the math is additive instead.
Here's a quick example of Multiplicative versus Additive:
"Shujin"' Wrote:And just to add on this and my usual concern with how damage stacking currently works.
Fern Is doing roughly 178 damage without critting or any multi
So the damage right now (not the exact numbers but not far off):
Chain-calculation: 178 base Damage*1.75(Crit)*1.1(1vs1)*1.25(Absulute Death)*1.25(Splash)*1.5(Fallcall)*1.17(Chimera paint prayer+bloodypalms/Hunted)=939 damage
So alone with this change we can combat insane damage multi stacking in future, and almost half this damage, while people that use like only two multipilers are barely noticing any change.
For balance sake (And also that Dev brought it up in a bug report) I think that beast youkai and beast type players/monsters should be seperate for multiple reasons.
1.) Judgement blade's interaction can potentially nuke people who aren't even installed with youkai (more on this in a later point)
2.) Can cause troubles when interacting with GM Monsters.
3.) As brought up before, anyone with Bands of the Chimera equipped will be unfairly nuked by certain skills that do more damage to youkai (Mythslayer's effect, Judgement Blade, Youkai Tamer)
As I do think bands of the chimera does need its downside, that is currently in the form of Ranger's 15% bonus damage vs beasts, Hunting Bow's potential and also the beast aspect in your legend extension.
That said you can easily navigate around this by making two beast type races, one for Youkai/Black Beasts and one for players/Vorpal Rabbits/Scarebears
Ashe's (And possibly Sadie's) positioning in this here lore snippet actually completely locked everyone off from using the only free kitchen in Sigrogana.
Could we have Ambidexterity when concerning spells allow for casting tools of a weaker scaled weapon attack to be used instead of ignoring Ambidexterity for the sake of the stronger casting tool?