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Sky Call |
Posted by: Autumn - 08-02-2017, 07:50 AM - Forum: Balance Fu
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A potential for Ramarg, its a really cool weapon that can be really strong, but its potential is rather lacking, I don't see any reason to sacrifice the wind ATK granted from this weapon for Sky Call atm, there's just better potentials out there, I think this potential should take a page from the shuriken potential skills in order to be good.
Proposed change: Sky Call now becomes 1m, and deals magic damage equal to stolen wind ATK, in addition to the effects it has now.
(Current effects: 3m skill, consumes stolen wind ATK buff and lifts all enemies within a 3 range circle into the sky)
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y te castigaré en el nombre... de la Luna! |
Posted by: Rendar - 08-01-2017, 10:51 PM - Forum: Balance Fu
- Replies (2)
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Shitty western joke aside, I think it's time we take a look back (since it's been over a year apparently) upon the Moonlight Mercy. This was sort of not the case in the past, but with recent nerfs to other things, Quickdraw Gunners have come back to being a thing. Except they use a Quickdraw.
With a side-rifle of a Moonlight Mercy. They almost never fire the damn thing. They use it simply for the fact that it gives the gunner (who usually builds for high-crit) +24 damage on every shot, when the gunner can pump out 10-15 shots a turn. Crit, once again, is still stupidly easy to build (especially since remains are now a thing), while crit evade is tied with FAI AND LUC (with Crit being SKI AND LUC).
Most people won't have FAI unless their build calls for it, and LUC is in mostly the same light. While a crit-build will want both of those for +HIT (and usually +DMG because of scaled weapon attack).
This could bother getting looked into, considering just how much sheer damage this combination does against anyone that isn't BK + LUC + FAI built.
Thoughts and feedback would be welcome
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Yet another Kadouha suggestion |
Posted by: Ryuzaki - 08-01-2017, 06:36 PM - Forum: Balance Fu
- Replies (3)
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So, I had an idea with Kadouha the other day and I decided to eventually bring it up here.
Instead of straight up altering its scaling, why not make it alterable by elemental impact effects? Those that use badges could have it switch out for something that makes it actually useable.
For instance: A MA that uses crits, but also uses monk for GG/KA would use a Jupiter badge to switch its damage out for lightning, giving it a chance to crit and add the lightning damage to it instead of light attack.
Strength based/Setting Sun merkers would be able to use a Mars badge to over-ride the light damage with fire attack, enchanting it with Nerhaven to replace the effect.
Dodge monks could use the CEL badge to make it a wind based attack.
The effects of the elemental impact would replace the current light scaling when it becomes active, removing light damage from it and replacing it with whichever badge the user was wielding at the time.
Now I know this could be a potentially stupidly OP thing, especially for those of us with ridiculously high amounts of elemental damage but to counter that, it could have a clause added where the effect only takes hold with 30 Ki Kadouhas, that way it would act like the finisher it's supposed to be, we'd not be blowing our 30 Ki for a fancy light show.
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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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