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  Null and Void
Posted by: Soapy - 01-11-2017, 06:59 AM - Forum: Balance Fu - Replies (7)

.

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  Buster Bazooka
Posted by: Kameron8 - 01-11-2017, 06:12 AM - Forum: Bug Reports - Replies (3)

Buster Cannon, when at rank 5 because of a White Spirit, does not gain any additional defense removal. Following the scaling of 10%,30%,60%,100%, rank 5 of the skill should remove 150% of the target's defense. This sounds absolutely ridiculous to report at a glance, but it does impact how bosses should be effected by the skill. Someone investing into the spirit should realistically be seeing 75% defense reduction versus boss creatures, as well as removing any lingering defense on players with buffs/passives that apply after the debuff by placing them into the negatives.

(Negative defense is treated as 0, if memory serves.)

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  Giant Huge Gigantys doing funny stuff
Posted by: Poptartu - 01-11-2017, 02:39 AM - Forum: Bug Reports - Replies (4)

So, haven't messed around with many of the variables of this. I'm in the arena and using Plisfa's to make up for my terrible -130% hit chance. When two enemies were next to each other and I selected one for the attack i'd miss the enemy next to it instead. This only worked with cardinal directions, not on diagonals.

I'm using a gigantic gene'd huge blade gigantys, and noticed it happening over a few battles. Told my friend and he tried to replicate this but couldn't, I still can. I hope this is enough to find and fix it.

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  the rest of the world
Posted by: Lolzytripd - 01-10-2017, 05:30 PM - Forum: Suggestions - Replies (10)

I feel there isn't enough merit to be anywhere outside of the empire as of now.

Make the arena a travelling service.
It spends x months of the calendar in each location.

3months in the empire, 3 months in kyesei, 3 months in gold, and then 3 months in Lordwain.

Events in other lands.

Attacks from the deep forest in Kyesei. Attacks of snow monsters in Lispool. Bandit raids in gold and the empire.

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  Sickness Trickness
Posted by: Sawrock - 01-10-2017, 04:40 PM - Forum: Suggestions - Replies (5)

Can we have an item that lets us keep certain wounds/sicknesses we have, for RP reasons? For example, a man who is constantly struggling with a fever, or maybe you just want to RP having a wound for a while, while actually having some gameplay mechanic to represent it.

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  Dancing Lanterns
Posted by: Akame - 01-10-2017, 04:27 PM - Forum: Bug Reports - Replies (1)

The dancing lantern's strangle seems to ignore Silent Prayer's silence immunity after silence is cured.

[Image: 2ls8kcj.png]

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  [QUE] Volley Formation + Archer Skills
Posted by: Kameron8 - 01-10-2017, 12:45 PM - Forum: Bug Reports - Replies (1)

Currently, Archer skills do not benefit from Volley formation for range. Things like Starbow and Pulling Shot do not gain range. Is this intentional?

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  Fever Failure
Posted by: Trexmaster - 01-10-2017, 12:00 PM - Forum: Bug Reports - Replies (2)

I have no idea if this is what always happens, but getting hit with a Fever is so rare it's difficult to test this.

When my Major Stab Wound got infected (during the tick which it'd have gone from untreated 96.777% or whatever to healed), instead the duration of the wound was refreshed, but the level of the wound remained at Major (as far as I could tell on the interface, I didn't go into combat to see if the level changed on the status) and I did not receive a Fever, despite being a race that I'm -pretty sure- isn't immune (Felidae).

So...are Fevers just not working/are infections not working properly? It's hard to say with how difficult it is to test due to the RNG nature of it.

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  Magnetize Overwriting
Posted by: Trexmaster - 01-10-2017, 10:20 AM - Forum: Bug Reports - Replies (1)

With the most recent changes, Magnetize has gone back to being overwritten with lower level versions of itself (i.e. with Galren up, dealing 10 Earth damage to something with level 50 Magnetize will instead overwrite it with level 5 Magnetize, instead of leaving the higher level Magnetize on the target).

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  Cute little Fox Paws
Posted by: Shujin - 01-10-2017, 09:23 AM - Forum: Suggestions - Replies (2)

Can we maybe see some sort of buff to this item?

Lv 5 Cinder tiles on walk are neat and all for gmmicks, but not really worth a 10*
It´s secondary effect is also just kinda rare PvE thing.

Ideas:
-add some fire res to it (Ul*2?)
-Increase the lv 5 cinder tiles with upgrade level (up to 17)
-Summon seeker chance UL% per round

Any of those? Maybe some other cool effect? Cause cinder lv5 was even pre GR pretty low.

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