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  Paper Body (Part 2)
Posted by: Fern - 06-06-2017, 09:46 PM - Forum: Balance Fu - Replies (8)

"Neus"' Wrote:Steel Body only removes effects that reduce Defense. Buster Cannon doesn't reduce Defense. It reduces Phys Def.

I suggest making it so Steel Body affects every status that lowers your Phys. DEF or your DEF stat. It's a fairly unused skill and there is currently no counter to Buster Cannon besides having large amounts of evade or packing Fellel's Fumble. This would help alleviate that, too.

Perhaps the skill could give a short immunity to these statuses on removal.

Any thoughts?

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  Denser Thunder
Posted by: Autumn - 06-06-2017, 12:47 PM - Forum: Bug Reports - Replies (1)

If you dense thunder someone with knockback immunity such as spiked treads or mighty wall, it will deal the sound damage as if they hit a wall, this can be spammed to great effect.

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  Impregnable Boneyards
Posted by: Autumn - 06-06-2017, 12:56 AM - Forum: Balance Fu - Replies (3)

The vessel is frail, but not very frail, liches are very strong and its only when they're built as tanks, due to the nature of being immune to critical hits, this used to be balanced by liches having very low HP, but now that Magia Detremus alleviates that problem, tank liches with the inability to be crit serve as better tanks than even a dullahan.

I have 3 solutions to this problem that can help prevent tank liching from getting way out of hand upon the introduction of new classes/items.

1.) Decreasing their overall HP in general by adjusting Magia Detremus

2.) Adjusting the requirement for a lich's crit immunity.

3.) Magia Detremus now halves a Lich's physical defense. (I prefer this option, as it'd allow liches to still be able to tank magic very well, which is what they can be about.)

Any thoughts? Discussion?

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  Forgrint's Weapon Shift
Posted by: Stenzio - 06-05-2017, 11:26 PM - Forum: Bug Reports - Replies (1)

The Forgrint seems to be having a problem the Rexys and Gwandovyn had in the past, where they'd make your sub-weapon the shifted weapon type instead of itself when equipped in the main hand; and vice versa if its in your sub-hand, where it instead makes your main-hand weapon the shifted weapon type.

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  Check your mates
Posted by: Fern - 06-05-2017, 10:56 PM - Forum: Balance Fu - Replies (2)

As it stands, Checkmate is a rarely used Black Knight skill, due to its cooldown and relatively mediocre bonus damage. Here's a simple proposition to make it more attractive, based off a suggestion Lonestar mentioned a while ago.

Checkmate, besides adding your scaled DEF to damage, allows you to ignore defensive skills such as Eviter and Stalemate.

It could make sense from a roleplay point of view since you're adding your weight to the attack, making it more difficult to block.


A more detailed alternative would be the following:

Quote:Checkmate
A heavy attack iconic to the Black Knights, using a surge of Black Wind to crush their opponent with power. On use, attacks a nearby target. If the attack hits, you deal bonus damage equal to your Scaled DEF. Gains bonus effects based on Rank.

Rank 1: 9 FP, Ignores Armor/Magic Armor.
Rank 2: 13 FP, Ignores Eviter.
Rank 3: 17 FP, Ignores Stalemate.
Rank 4: 21 FP, Ignores Snake Dancer.
Rank 5: 25 FP, If the Black Wind is active, and if the enemy has less than 15% of their maximum HP, they will be instantly incapacitated.

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  Agile Feet and Afterimage
Posted by: MegaBlues - 06-05-2017, 10:23 PM - Forum: Suggestions - Replies (3)

The traits Agile Feet and Afterimage currently aren't accounted for in the stat preview menu.

The Trait reckoning is coming soon, but until then, it would be nice if those were shown.

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  A human of all flavors
Posted by: Autumn - 06-05-2017, 07:08 PM - Forum: Suggestions - Replies (8)

Is there a possibility of seeing additional human races introduced? Considering their 'race' is more so their nationality, for the following places:

Dormeho (Dormehan)
Alstalsia (Alstalsian)
Hyoya (Hyoyan)

All with their own sets of racial bases, same abilities as a regular human, kind of boring I realize but its mostly for flavor purposes upon character creation.

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  Regarding skills overlaps in overworld
Posted by: Yashatari - 06-05-2017, 07:01 PM - Forum: Bug Reports - Replies (1)

Welp... Here you go.
http://prntscr.com/fg93x4

The below are the screen shots you see in the first one above.
https://prnt.sc/fg927c
https://gyazo.com/e06a2676ca9980423f32f499433d59d8

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  REALLY dumb idea. (Archer Destiny Synergy)
Posted by: Ranylyn - 06-05-2017, 05:39 AM - Forum: Balance Fu - Replies (2)

This thread is me pitching a dumb idea that would just be hilarious for class synergy. I fully expect it to be a balance concern that will not go through, but I just wanted to post about how fun it could theoretically be if it wasn't a balance issue. By all means, argue as to why to not do this. I won't make counter arguments, since you're probably right.


Proposal: Straight Cannon applies "on hit" effects. Charged/Overcharged shots apparently do not count as on-hit effects. How goofy would it be if you could just spend several turns layering all the buffs you can (Overcharge, Oil Chain, Deadly Aim, etc) and then spending it all on one single absolutely hilariously dumb attack? Yeah. I'm saying to have Straight Cannon'd guns apply their overcharges on impact if charged before being launched.

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  Bunny-eyes
Posted by: Shujin - 06-05-2017, 01:07 AM - Forum: Bug Reports - Replies (2)

[Image: 1bf9b25216419c35e1ba535ff8576033.png]
Golden Eyes:
Apparntly you can get still blinded as Leporidae even with 20 Scaled San. Tested in a fight with Sun Flare.

Didn´t test with any other Kalensia race nor with any other source of blind.

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