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Holy Enchant Bug |
Posted by: Kameron8 - 10-07-2016, 09:15 AM - Forum: Bug Reports
- Replies (19)
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The Holy Enchant doesn't appear to be multiplying damage correctly. I have two test cases from myself, and one from someone else's holy weapon, that show the enchant changing damage inconsistently. To preface, I have 5/5 in the Divine Sign talent, which is supposed to improve Holy's effectiveness.
Test 1:
I shot a white spirit using Vampire with Brighter Darkness with a non-holy shotgun, and then the holy one. To note, the holy shotgun had the exact same parts, upgrades, material, and tools used on it, only the enchant was different.
Combat Log:
Debug Log:
Test 2:
I shot a Barghest with 13 defense with a non-holy shotgun, and then the holy shotgun.
Combat Log:
Debug Log:
Test 3:
I was shot with a non-holy sniper rifle and a holy sniper rifle, while I was using spirits. I am a Phenex, so brighter darkness does not come into play. These sniper rifles had the same parts on them, but one was Arctic and one was Galdric. (Holy was Galdric, meaning it had 2 less power than its non-holy counterpart). The person shooting me also had 5/5 divine sign.
Combat Log:
Debug Log:
I noticed that base power is showing in debug as multiplying correctly: my shots against the brighter darkness vampire yielded 50% extra scaling, since brighter darkness counteracts divine sign. Their shot on me yielded 75% extra scaling, after compensating for Galdric power difference. However, the actual damage done is not being affected in this consistent way.
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That's such a good copy, it's just like the real thing... |
Posted by: Esther - 10-07-2016, 02:42 AM - Forum: Bug Reports
- Replies (1)
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Changing your subclass removes Copy Spells that were stolen from that subclass.
For example:
1.) Spellthief / Hexer, steals Quickness from a Curate.
2.) Spellthief / Hexer switches to Spellthief / Curate, to gain XP at the Dormeho clinic in order to put ranks in Quickness (so it has a usable rank as a copy spell)
3.) Spellthief / Curate switches back to Spellthief / Hexer, and the Quickness copy spell gets removed from the Skill Pool, presumably because the code that empties your skill pool of skills attached to the class you switched out of was written before Spellthief was a thing, and no~one ever thought to update it.
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Special Dropping |
Posted by: Kavoir - 10-07-2016, 01:55 AM - Forum: Bug Reports
- Replies (1)
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The class change auto-deequip doesn't account for Special Armament(Arablast skill that allows you to equip spears/Swords/Axes as a subweapon) even if you only change your subclass. Not sure if there is an easy way to fix that. But I figured I would point it out.
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Failness Talon |
Posted by: Soapy - 10-06-2016, 11:43 PM - Forum: Balance Fu
- No Replies
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Just like Dark Imbue and Ice Point Greaves, Phoenix Talon deals a flat amount of resistable (presumably physical) damage.
Can it be changed to be 20% Light ATK per rank as magic damage?
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Ice Point Grief |
Posted by: Soapy - 10-06-2016, 11:28 PM - Forum: Balance Fu
- Replies (2)
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Exactly like Dark Imbue, Ice Point Greaves do a flat 10 resistable physical damage on hit that triggers resistances.
I suggest changing it to 10% Ice ATK per rank, but have it split the damage for Rapid Kick, similar to Phoenix Talon.
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Dork Imbue |
Posted by: Soapy - 10-06-2016, 11:06 PM - Forum: Balance Fu
- Replies (3)
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Dark Imbue currently does a flat 10 resistable physical damage on hit. Dark resist is easy to come by, and even with none, you can easily only do 6 or so damage because it goes against defense.
It should either scale on Dark ATK like everything else that deals on-hit damage, or at least be unresistable.
Either way, would it be possible to change it to magical damage? Magic spooky scythe should probably deal magic damage, IMO.
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Defaulting |
Posted by: Soapy - 10-05-2016, 10:58 PM - Forum: Bug Reports
- No Replies
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After finishing a battle and starting a new one, the skill menu tends to default to an option that isn't Movement, such as Attack or End Turn.
Starting a fight and immediately ending your turn because you tried to move is not fun.
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Acid Tiles |
Posted by: Mivereous - 10-05-2016, 09:16 PM - Forum: Suggestions
- Replies (2)
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On the subject of this post, I think it would be pretty cool to round it all out and make it so that Acid Jet leaves a poison (does poison damage, inflicts poison at scaling %, or something) or acid line (reduce Armor DEF by scaling % while standing on it, take Acid damage while moving through it, other ideas).
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Fleeting Frost |
Posted by: Kameron8 - 10-05-2016, 07:27 AM - Forum: Balance Fu
- Replies (10)
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Quote:Frosttouch Gi:
Gain a chilly air barrier that deals 15 unresistible Ice damage to attackers for the rest of the round after casting a Aquarian spell.
Frosttouch Gi currently provides its benefit until the end of the round once an Aquarian spell is cast. Can the duration instead be changed to 2 rounds, so people who move slower can at least benefit from the item? The elemental gis are fantastic thematically, but need a little love to live up to their current 9* rarity. Maybe even tweaks to make them play nicely with the Great Reckoning elemental ATK scaling.
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