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  Holy Enchant Bug
Posted by: Kameron8 - 10-07-2016, 09:15 AM - Forum: Bug Reports - Replies (19)

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:

Critical Hit! Phenex Mobster attacks Sanguine Girl with 10-Gauge and hits them!
Sanguine Girl takes 135 Pierce physical damage.
Sanguine Girl takes 13 Null magical damage.
Phenex Mobster's turn.
Critical Hit! Phenex Mobster attacks Sanguine Girl with The holy and hits them!
Sanguine Girl takes 154 Pierce physical damage.
Debug Log:
Debug: Attack - /obj/skill/fe_attack/gun
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34. /* This is the non-holy weapon. */
Debug: 10-Gauge; rounds = 1, rounds_over = , bonus_dmgs = 100, bonus_dmg_over =
Debug: bonus_dmg_this = 100
Debug: Basic Attack - Weapon 10-Gauge; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Mercalan Mist Bonus Evade: 0
Debug: Hit Rate of 165 VS Dodge Rate of 108
Debug: 0
Debug: Sub-Attack - /obj/skill/fe_sub_attack/gun
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for the holy / the holy was 51. /* This is the holy weapon. */
Debug: Basic Attack - Weapon the holy; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for the holy / the holy was 51.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Mercalan Mist Bonus Evade: 0
Debug: Hit Rate of 274 VS Dodge Rate of 111
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Mercalan Mist Bonus Evade: 0
Debug: Hit Rate of 165 VS Dodge Rate of 111
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: 0
Test 2:

I shot a Barghest with 13 defense with a non-holy shotgun, and then the holy shotgun.

Combat Log:
Critical Hit! Phenex Mobster attacks Barghest with 10-Gauge and hits them!
Barghest takes 172 Pierce physical damage.
Barghest takes 12 Null magical damage.
Phenex Mobster recovered 1 FP.
Phenex Mobster's turn.
Critical Hit! Phenex Mobster attacks Barghest with The holy and hits them!
Barghest takes 204 Pierce physical damage.
Barghest takes 12 Null magical damage.
Debug Log:
Debug: Attack - /obj/skill/fe_attack/gun /* This is the non holy weapon. */
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: 10-Gauge; rounds = 1, rounds_over = , bonus_dmgs = 102, bonus_dmg_over =
Debug: bonus_dmg_this = 102
Debug: Basic Attack - Weapon 10-Gauge; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: 0
Debug: Sub-Attack - /obj/skill/fe_sub_attack/gun /* This is the holy weapon. */
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for the holy / the holy was 59.
Debug: Basic Attack - Weapon the holy; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for the holy / the holy was 59.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags


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:
Sanguine Girl attacks Phenex Mobster with Morally Ambiguous Ghost and hits them! /* Holy */
Phenex Mobster takes 72 Pierce physical damage.
Sanguine Girl's turn.
Sanguine Girl attacks Phenex Mobster with Bad Ghost and hits them!
Phenex Mobster takes 67 Pierce physical damage.
Sanguine Girl's turn.
Debug Log:
Debug: Total Power for Morally Ambiguous Ghost / Morally Ambiguous Ghost was 35. /* Holy */
Debug: Morally Ambiguous Ghost; rounds = 1, rounds_over = , bonus_dmgs = 90, bonus_dmg_over =
Debug: bonus_dmg_this = 90
Debug: Basic Attack - Weapon Morally Ambiguous Ghost; 0
Debug: attack_pow: wep_pw (17) increases Power to 17
Debug: Total Power for Morally Ambiguous Ghost / Morally Ambiguous Ghost was 35.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: attack_pow: wep_pw (19) increases Power to 19
Debug: Total Power for Bad Ghost / Bad Ghost was 22.
Debug: Basic Attack - Weapon Bad Ghost; 0
Debug: attack_pow: wep_pw (19) increases Power to 19
Debug: Total Power for Bad Ghost / Bad Ghost was 22. /* Non-holy */
Debug: no_armor was in flags
Debug: projectile was in flags


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)

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)

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

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)

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)

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

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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  Outfits aren't like onions
Posted by: Soapy - 10-05-2016, 09:35 PM - Forum: Bug Reports - Replies (2)

Layers aren't saved with outfits, so they return to the default layer upon being loaded.

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  Acid Tiles
Posted by: Mivereous - 10-05-2016, 09:16 PM - Forum: Suggestions - Replies (2)

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)

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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