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Animated Sword Lingering Damage |
Posted by: Ranylyn - 11-11-2016, 09:21 PM - Forum: Balance Fu
- Replies (4)
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These numbers are at level 29. Character has 30 Def/Res and 251 Max HP. Armor is a Carapace Breastplate, no upgrades.
Animated Sword's turn.
[REDACTED] takes 65 Pierce physical damage.
[REDACTED] is now suffering from a moderate stab wound.
Status Infliction: 60 VS Status Resistance: 42
[REDACTED] was inflicted with Lingering Damage!
... Skipping Ahead
--- ROUND 1 ---
[REDACTED] recovered 2 FP.
[REDACTED] recovered 2 HP.
[REDACTED] recovered 8 FP.
[REDACTED] takes 55 Pierce physical damage
50% of 200% Scaled Weapon attack may be a biiiiiit too much. As in, the lingering damage is more than DOUBLE per turn than what most of the other enemies were doing, and even than the Animated Sword's basic attacks were coming up significantly short.
Compare to:
Souls Tainted By Darkness's turn.
[REDACTED] takes 22 Sound magical damage.
Status Infliction: 40 VS Status Resistance: 42
Souls Tainted By Darkness's turn.
Souls Tainted By Darkness attacks [REDACTED] with Ectoplasm and hits them!
[REDACTED] takes 22 Darkness physical damage.
Ghost Dog's turn.
[REDACTED] takes 24 Ice magical damage.
Animated Sword attacks [REDACTED] with Self Strike and hits them!
[REDACTED] takes 35 Slash physical damage.
Yeah. That's just too much. It could stand to be adjusted to a smaller number.
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Geist Schritt |
Posted by: Kameron8 - 11-11-2016, 08:24 PM - Forum: Balance Fu
- Replies (26)
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There's a lot of situations where 'optimal' play means using this skill every turn. At worst, the enemy can't throw out an attack that invalidates one of the types, and you always gain a momentum advantage if they want to fight back. (This is most common in Boxer versus Boxer, where the only choices are Korken, Felsmanege, and Asura Fist(?) ). At best, it's a constant mind game between deciding whether to throw out a skill or basic attack.
I suggest giving Geist Schritt a 2 round cooldown, so it can only be used every other turn. Using any Geist Schritt will put the others on cooldown as well.
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Hadouken Pre-charge |
Posted by: Kameron8 - 11-11-2016, 08:20 PM - Forum: Balance Fu
- Replies (4)
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Can Asura Fist only provide Schwarz Sturm if it hits an enemy? The class fantasy -- and a good chunk of balance, given the class is supposed to be a constantly revving engine -- is invalidated by constantly throwing out dark shinkens at thin air to stack Sturm while you're far away. It's also used to hit 8 stacks for Grandupper, but because the latter is 4m it's common to just chuck it off into the nether instead of aiming for your foe, for fear of hitting a resist and making Grandupper impossible.
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Tune Up For What |
Posted by: Soapy - 11-11-2016, 07:48 PM - Forum: Balance Fu
- Replies (5)
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Engineer's Turrets are even more abhorrent than they were pre-GR, due to guns now going against Defense.
They only have the accuracy to land shots against tanks, who, incidentally, they do very little damage to.
Being stationary targets that destroy themselves to attempt attacking, I think their weapon could stand to ignore Phys. Def.
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See You Space Cowboy... |
Posted by: Soapy - 11-11-2016, 07:14 PM - Forum: Suggestions
- Replies (39)
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Currently, all 'until next turn' effects expire at the start of your turn. While this obviously makes sense, Skip creates a massive disadvantage for slower characters, to the point that these effects are entirely worthless unless you're faster than the opponent.
- Round 1, Player A takes their turn normally
- Player B uses Castling to invoke the Black Wind, and finishes their turn normally
- Round 2, Player A skips their turn
- Player B loses black wind before it can be used
I suggest changing these effects to function like Guard, so that they last until you take an action besides Skip/End Turn.
Here's everything I can think of that lasts until next turn:
Black Wind
Geist Schritt
Frosttouch Gi
Edit: Grapple
As these effects are all 2 duration (and don't end your turn, unlike Guard) they would have to end on actions only if they're at 1 duration.
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Back Attacks, Cooldowns, and You |
Posted by: Ranylyn - 11-11-2016, 04:26 PM - Forum: Suggestions
- Replies (1)
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Turn-Based Effects, such as regeneration, buffs ticking down, or poison, have never activated between the bonus round and turn 0 before. Okay, fine. It may be infuriating as all hell when you desperately need your FP regen and your party leader keeps back attacking everyting in sight, but food makes that more manageable at least.
The Cooldown system, however, is another story: using a skill with a cooldown on a back attack just locks you out of it even longer, since the cooldown timer also doesn't tick down.
This is quite inconvenient and honestly quite frustrating if your build strategically cycles through multiple skills with cooldowns, completely throwing off the rhythm.
Just thought I'd mention it in case others agree with me: Might it be an idea to change effects to activate between Back Attack's Bonus round, and turn 0?
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Half-Broken Guard |
Posted by: Soapy - 11-11-2016, 05:19 AM - Forum: Balance Fu
- Replies (19)
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Could we have Guard Break disable Parry skills like Eviter and Stalemate for the duration?
Guard Break is kind of iffy as a status, Parry skills need a counter that isn't buttstab, and it seems a little goofy to break someone's guard only to have them block anyway.
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8 Years On A Boat-er Shell |
Posted by: Soapy - 11-11-2016, 05:09 AM - Forum: Balance Fu
- Replies (4)
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Berserker Shell has always been an overperformer, and is especially one now that almost every other source of Critical has been nerfed since GR.
Lowering it to 0.5% Crit per 1% missing HP would keep it decently strong while making axe users have to build at least some LUC to reach 100% Crit.
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Revocation |
Posted by: Soapy - 11-11-2016, 04:53 AM - Forum: Balance Fu
- Replies (16)
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Invocations are currently unbreakable (outside of silence) due to Words of Power, making them pretty overbearing (and making Priest's Devocation useless).
I thought for a while on how to fix them without making it as RNG heavy as before, and here's what I got:
- Invoking LV is now equal to the caster's Level + 200% Scaled WIL.
- When taking damage from any source, Invoking LV is reduced by the damage taken. If reduced to 0, the Invocation is broken.
- Words of Power now increases Invoking LV by 10*SR.
- Devocation now increases Invoking LV by Scaled FAI.
- Multi-round (C+) Invocations add Invoking LV on each cast, making them progressively harder to break.
I think these are fair numbers that would keep them from being too easy (or too hard) to break, and also make Will slightly more appealing to mages.
While 200% WIL might possibly be a little too much, considering they're unbreakable at the moment, it can only be a step in the right direction.
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