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In the name of the moon |
Posted by: Rendar - 08-01-2017, 06:13 PM - Forum: Bug Reports
- Replies (2)
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Moonlight Mercy's effect +UL CRIT DAMAGE is applying to all weapons, including multi-shot guns such as Quick Draw.
Is this intentional? I feel like it likely isn't, considering elemental overtime was split between the rounds of a gun, but who knows.
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Vampire Discourse |
Posted by: Rendar - 08-01-2017, 05:19 PM - Forum: Balance Fu
- Replies (11)
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Sanguine Crest, as of right now, is a bit overwhelming.
Even with 0 points invested into Sanctity (not assuming aptitude), this gives the person, at max essence, +5 to STR/WIL/SKI/CEL/DEF. The downside is that, of course, they take more light damage (which can be turned into a boon / overcome with item types), and the fact that Holy will now absolutely shred them (negated by spending 1 trait point to lower it to 1.25x base)
Now, I'm not saying that this is bad, because with 40 san alone and full essence, a vampire gets 30% dark resist and 30% light weakness (which is further raised/lowered by having base san, anyways), however at 40 san, the vampire also gets +9 to STR/WIL/SKI/CEL/DEF. I know a number of builds that can put 3 of those to use, let alone 4 of them. It's kind of absolutely bonkers that, Vampires as a race, just get +45 stat points. For what? 25% reduced healing in combat?
Lunar Lunatism moreee than makes up for that, but that's besides the point.
I'm not sure what needs to change, but something needs to because, as of right now, Vampires are probably one of the more overbearing races in terms of strength, and get I think a bit to much from building Sanctity compared to every other race (not including Corrutped/Humans/Mechs). The only type of character that can really punish a vampire is a basic attacker, and even then, they punish everyone who dares to use spirits to be possessed (to which the vampire can take lesser extents with bright darkness).
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Too much power |
Posted by: Autumn - 08-01-2017, 12:22 AM - Forum: Bug Reports
- Replies (5)
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Dualpower seems to be adding an incorrect amount of SWA, it seems to add 10% STR and WIL to every weapon, swords and tomes included, instead of 10% STR to Tomes and 10% WIL to Swords.
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Soldier Inconsistency |
Posted by: Rendar - 07-31-2017, 11:55 PM - Forum: Bug Reports
- Replies (1)
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![[Image: K8lPRMZ.png]](http://imgur.com/K8lPRMZ.png)
These are ALL done with rank 5 skills, 2h (with a heavy weapon), and Dual Power.
Shinken
Sword skill. Swipes your sword against the ground, creating a gust of sharp wind that will travel up to 5 tiles, starting behind the tile directly in front of you. If it hits an enemy, they take Slash physical damage. In addition, if there is an enemy directly in front of you in the direction you use this skill in, you will perform a basic attack on them. If no enemy is attacked, the projectile's base Range is doubled. (Bonus damage is given to both based on rank.) (120% SWA)
Retreating Swipe
Sword skill. A close range swipe as you fall back, dealing physical damage of your weapon's damage type equal to its Power + your STR + a bonus based on Rank, to all enemies within 1 Range, except those behind you. Afterwards, if the tile directly behind you is unoccupied, you will jump backwards to it. (120% SWA)
It's just a change of 5 damage, but even then it doesn't add up.
158*1.2 =/= 199 or 204.
It's 189.6, roughly.
I think these skills may be doing very slightly different scaling than they announce, something more-akin to 125% and 130%. I can't confirm anything, but hopefully you can look into it!
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No Ref |
Posted by: Rendar - 07-31-2017, 08:42 AM - Forum: Bug Reports
- Replies (2)
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You have caught a Large Squid!
The Large Squid weighs in at 27!
Dormeho: Redhead Doctor is now sitting at 1st with their 27W Large Squid!
Dormeho: DEBUG: There was no ref! Please report this on the forums!
You use the Super Rod.
You cast out your line.
Instructions: Wait until your rod starts shaking. Then input the movement directions that appear on screen as quickly as possible.
You have caught a Large Eel!
The Large Eel weighs in at 16.5!
Dormeho: DEBUG: There was no ref! Please report this on the forums!
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Illusory Illusions that Illude your Ludeful Day- (Papilion Rework ideas, and is Ludeful even a word?) |
Posted by: Snake - 07-31-2017, 07:51 AM - Forum: Suggestions
- Replies (13)
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I just hope this is at least read by Dev on a leisure time. It won't be a buff or a nerf, just a small mix on Papilion's non-updated arsenal to make it more than interesting, at least in my personal opinion.
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NEW Invite Insanity:
The Papilion lives in illusion, making others see what isn't actually there. Targets 1 empty tile within 3 Range and summons a Butterfly Illusion with 1 HP at it. Upon dying, the Butterfly Illusion may apply a random status effect (Between Confusion/Fear/Hesitation only) to every enemy within 2 Range of it.
[[Side-Note: Hesitation LV = (Wind ATK - Scaled SAN *3, caps at LV50)]]
If Aposemagika is active, a butterfly is summoned to a random empty square for free every round. The FP cost of this skill is equal to your Scaled SAN.
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NEW Aposemagika:
This skill requires a Rank D Invocation (see the Invocation talent for more details).
The Papilion creates a cocoon of focus around themself while Invoking. Upon casting the spell proper, they are surrounded with a silvery pollen, which grants you Evasion LV (Character Level/2) (-1 per 1 Scaled SAN, min. 0), and can inflict a variety of status effects against enemies who attack you in melee range. This lasts for 8 rounds. While under Aposemagika, you may use advanced Illusion spells (You may only use them while under this buff).
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Advanced Illusion spells (cannot be stolen):
Illusion: Manipulate - Targets one enemy afflicted with Confusion within 5 range, and turns Confusion into Charm (LV = Aposemagika LV *2). Lasts for 5 rounds (-1 per 6 SAN, min. 2 rounds). 2 round cooldown.
Illusion: Terrorize - Targets one enemy afflicted with Hesitation within 5 range, and turns Hesitation into Silence. Lasts for 4 rounds (-1 per 6 SAN, min. 2 rounds). 2 round cooldown.
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Comment:
- Invite Insanity would be synergic with Aposemagika. The limited status effects are more thematic like this, and makes those less random and easier to roleplay a probable outcome of them.
- Invite Insanity with Confusion will clearly 'not' be a bad idea. Out of this everything I've suggested, just having Confusion in the place of Poison in the actual Invite Insanity will make the ability insane-times better.
- Invite Insanity, while yes, being told that some illusions just feel real and physical, they having physical inflictions kind of kill the whole 'illusory' theme behind it. That's why I've preferred mental inflictions than stuff like Lingering Damage or Poison.
- Aposemagika would be worth being an invocation that costs 9M to set up, since it would grant Evasion and some new tricks to the Papilion's arsenal.
- Aposemagika granting Evasion, it might encourage Papilions to be more CEL based, and match their 'Wind' theme.
And that's it, I guess. Feel free to discuss/whine.
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