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  [QUE] Guns, Power, and Rounds Again
Posted by: MegaBlues - 10-13-2017, 11:14 PM - Forum: Bug Reports - Replies (1)

Apparently, guns no longer add their power to each round, but have their power divided between each round instead. However, the description for all guns states:

[Image: K3EkaWC.png]

So are guns bugged, is the description outdated, or was this fixed some time ago and I'm writing an outdated bug report?

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  Turn Order
Posted by: MegaBlues - 10-13-2017, 11:11 PM - Forum: Balance Fu - No Replies

The fact that APT, equipment, traits, and anything that isn't base+allocated stats doesn't count for turn order purposes makes being faster than anything at a high level in PvE nigh impossible without dumping a ton of points into Celerity, even before accounting for monsters not having any scaling on their stats.

I'd like turn order to just be determined at Round 0 and not be modified by any later changes to Celerity.

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  Quickdraw
Posted by: MegaBlues - 10-13-2017, 11:05 PM - Forum: Balance Fu - Replies (4)

With the changes to how turn order is determined, the Quickdraw is pretty awful in PvE now. NPCs aren't subject to scaled stats and all of their stats count as base, so outspeeding them can be difficult at times, if not somewhat impossible.

I'm not sure what kind of fix would bring this in line without messing with turn order, but the weapon could use adjusting.

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  Heavy Metal Evasion
Posted by: Grandpa - 10-13-2017, 10:04 PM - Forum: Balance Fu - Replies (5)

Because Dullahans always count as wearing heavy armor, they don't receive global evasion in any way shape or form. I don't really think that's fair, even if you can excuse it as "Oh they're walking armor" or "Oh, look at their racials, they're clearly superior to any other races" which is an argument in and of itself, but I digress.

Can we get some kind of fix for that? Just so they can have literally any reason in getting celerity as a defensive stat. I'm sure there are plenty of people still fast in lighter metal armors. It's plenty possible for it to just be a 15% reduction, or even 10%. Literally anything would be better than the nothing they receive now.

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  Invigoring STR (again)
Posted by: Chaos - 10-13-2017, 02:20 AM - Forum: Balance Fu - Replies (31)

As we all know, STR is meant to be the primary damage stat, but has consistently shown itself to be a dump stat in comparison to everything else. Its secondary contributions, Battle Weight and Inventory Weight, are easily adjusted through VIT and talents, as well as a few skills. However, it's also become apparent that throwing STR onto absolutely everything isn't doing its job. It's only drawing more attention to the outliers. Why, you ask? Because aside from its presence in weapon scalings, STR offers very little to most.

Which is why I want to suggest the following changes/additions:

1. SKI's +.5 Critical per point is transferred to STR.

2. A new trait is created:

Quote:Brute Force
Requirement: (30~40) Base STR

Through overwhelming power, one is capable of creating wounds as terrible as any lucky dagger. With this trait, your Critical Damage is determined by your Scaled STR, instead of your Scaled GUI. (Affects only melee weapons)

Or, alternatively:
Remove SKI's critical bonus, halve LUC's critical bonus (+1 -> +0.5), and make STR give +1 Critical per point.

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  Dragon Tales
Posted by: Grandpa - 10-12-2017, 03:24 AM - Forum: Suggestions - Replies (13)

Can we make it so everything that's still in dragon caps can stop being in dragon caps? Like the character info screen. I'd like to be able to read my name and alias on there. And, y'know, all the other valuable information.

I like Dragon Caps, but I really can't read it, is all. Think of all the people with horrible eyesight, Dev. Please.

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  Wings of Fire
Posted by: MegaBlues - 10-11-2017, 11:35 PM - Forum: Balance Fu - Replies (10)

They can get around 75 Scaled Resistance at higher levels, with an extremely painful ranged autohit, high evade, and decent move.

Can Wings of Fire get a nerf? They make doing Fire dungeons an absolute pain.

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  The noob courier [Black Beast Raid Stage 2 bug]
Posted by: Snake - 10-11-2017, 10:04 PM - Forum: Bug Reports - Replies (1)

So, at the 'escape' phase, whenever an ally is unconscious the whole stage is ruined, as the dead unit still counts against having all the party in the orange squares. Leading to a situation like this:

[Image: 9rGL9N3XSrGZ5YRQyPF9xA.png]
[Image: 3DcEjg-eTCiPlnyo-plSYQ.png]
[Image: uL0MfxChSVeV2obslZ3fiA.png]

Side note: I've killed all the beasts, the fight still didn't end.

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  Invoc-momentum
Posted by: Inconspicuous Kitty - 10-11-2017, 08:09 AM - Forum: Bug Reports - Replies (4)

I'm not entirely sure if this is a bug or not, but I believe, originally, without High Speed Divine Words, a class D invocation is supposed to cost six momentum one turn, and three momentum the next, to finish casting it.

Checked with Shine Knighting, apparently it still costs six the second turn, simply refunding three. Was this an intentional change, or a bug?

I learned of it during a spar, where I began casting Shine Knighting, and got knocked down without losing the invocation. When I stood up, I could not complete the invocation.

Is this intentional, or a bug?

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  Curate buffs and stat scaling.
Posted by: Argonus - 10-10-2017, 11:11 AM - Forum: Balance Fu - Replies (1)

As it is currently, skills that grant temporary stat bonuses have a lot less impact due to how stat scaling works. Possibly the biggest example is Invigoration and Quickness from curates. Because it's a flat stat increase, especially to stats that are often pushed close to or beyond the scaling threshold it reduces their effectiveness for a vast majority of people it's cast on.

There are two simple solutions to this problem. One is to have temporary stat increases affect a character's base stats so it's not affected by scaling. The other is to have them made to affect a character's sub stats directly (such as power, hit, critical, phys and mag def percentages, evasion, ect.) For example, Invigoration could be made to increase an ally's power and hit (And even crit chance) by +1 per level as well as +1 to elemental attack & Quickness would have +2 evade/ level. That would more or less mimic the same effects of increasing STR WIL and CEL as they did before.

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