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New component for Axe/spear |
Posted by: Lolzytripd - 10-03-2016, 04:01 PM - Forum: Suggestions
- No Replies
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My suggestion is a slot for ornamentation/wrapping for axe/spears,
There could be
Leather wrapping, Metal reinforcing, Tassles, gilded ornamentation, weighted pommel.
basically stuff attached to either the shaft or end of the shaft
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Gun Riposte |
Posted by: Kameron8 - 10-03-2016, 04:23 AM - Forum: Bug Reports
- Replies (2)
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There seems to be some missing scaling from guns when triggering Riposte. I shot a Sand Shark for 177 damage with a shotgun, then triggered riposte for 22. I'll attach some details and the debug log below in the spoiler.
Weapon: Planetarium Magical Nova.
Stats and Weapon Sheet:
Combat Log:
Enemy Stats:
Debug:
I couldn't find any clearly defined reasons for the number the Riposte threw out, but I'll edit this post if I do find something.
EDIT: The 15 power from the weapon combined with the 25 power from One-Hit Wonder totals to 40. The gun has a 110% crit scaling, bringing the damage to 44 before Riposte lowers it to 22. Could be that those are the only things being factored in.
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Spark Drive + Thunder Drive Buff |
Posted by: Kameron8 - 10-03-2016, 12:59 AM - Forum: Balance Fu
- Replies (6)
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I'd like to see two underutilized Magic Gunner skills get buffed to work better with one another. Currently, Spark Drive takes up a great amount of SP and isn't worth using outside of a multi-hit lucky shell build.
To explain why:
Magic gunners almost always want to overcharge as often as physically possible. Whether it's for the focused mind hit buff, some of the strongest debuffs in the game, or raw damage, overcharge is crucial to almost every gunner variant's playstyle. Because Thunder Drive does not synergize well enough with Spark Drive, they can't afford to be used. Currently, critically striking with spark drive will charge you up, but prohibit you from promoting that status to Overcharge with Thunder Drive in the same turn. This translates into a 'missed' opportunity to Overcharge, realistically meaning it comes one turn late -- and unreliably, if the enemy has crit evade. Since these passives do not function while you are under the effects of reloading, it will ALWAYS delay you. This is coupled with the fact that in order to utilize Thunder Drive, you must also toggle on safety and stop your basic Shell Effect from triggering for
A: The remainder of the turn you proc Spark Drive, to prevent yourself from consuming charged shot (this is the entire turn if you use a multihit weapon, since it will consume Charged Shot the same attack it triggers unless you crit only the last bullet). And
B: The first shot -- or multiple, if you fail to crit -- of your next turn, in order to promote Spark Drive with Thunder Drive.
With all of these drawbacks, it isn't worth investing in almost ever. My suggestion is that Shell Trigger, the debuff preventing you from gaining the effects of a drive skill, only apply to Spark Drive's effect. To clarify, that means Thunder Drive could be utilized the same turn as Spark Drive if the gunner critically hit twice, and had the momentum or bullet count for a 3rd hit. It does NOT mean that multihit guns can repeatedly trigger Spark Drive on the same turn. Furthermore, reloading already blocks any further usage of the Drives until it expires, so there is little worry that it would become overbearing.
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Shine Swords and Spectre Swords |
Posted by: Vyktoryah - 10-02-2016, 05:28 PM - Forum: Suggestions
- Replies (7)
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Both of these swords are rare, high level swords that require the associated element's stat to rise. And while they are cool and nifty in their own regard; I feel with Shine Swords being the supposed 'Paladin' sword, it's silly it does not effect Mercana magics. It seems like it was designed to be used for people who wanted to play a more paladin-like class, only for the weapon to fall off short because well--- to cast magic while wielding it you need to dual-wield. But Paladins don't dual wield; they either double-hand or carry big shields of holy might!
I think Spectre Swords should act as spell edges ONLY for Huggessoan domain spells, and Shine Swords should be act as spell edges ONLY for Mercana domain spells.
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Missing Gods |
Posted by: Cat15 - 10-02-2016, 06:06 AM - Forum: Suggestions
- Replies (9)
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A few deities worshiped by player characters are still missing as prayer options for the Devotion talent, namely Huggessoa and Hyatt. Additionally, there's a bit of a gap for Onigans who aren't gambling addicts. Perhaps Ryart or Bai Kai, or something based on their spirit-focused religion. Possible prayer buffs/tools I've come up with are:
Huggessoa -+(LV*2) Status inflict, +(LV*2)% vampirism effect on all damage (hp recovery from damage done), if vampire +(LV*3) extra essence gained when successfully using Banquet
Prayer Tool: Funeral Veil
Hyatt - +LV STR, +LV duration to cinder tiles, if Hyattr +(LV*3)% Fire ATK scaling added to Fire Breath
Prayer Tool: Burned Embers
Ryart - +(LV*2) hit, +LV power to katanas
Prayer Tool: Mini-Braver Replica
Bai Kai - +LV Wind ATK, +(LV*2) evade
Prayer tool: Transparent Scale
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Parrying Laser Beams |
Posted by: KhalidtheGrey - 10-02-2016, 05:03 AM - Forum: Bug Reports
- Replies (4)
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I am reasonably certain that being able to parry spells from spelledge swords/spears/axes with Evitar is either a bug or simply not intended. It's obvious how it works but... Parrying laser beams.
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Tactician Discussion |
Posted by: Autumn - 10-02-2016, 02:59 AM - Forum: Balance Fu
- Replies (15)
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No, not the class, the trait, and yeah this is a topic we've avoided for a while, but I guess thinking about it, this trait is actually a monster to balance around, both for what is to come, and for what is already established.
Though its open to discussion, I feel like the removal of this trait could serve a better purpose than anything else actually, IF everything that relies on it is taken care of first, that being said, everything would need to be handled extremely carefully, here's my thoughts:
First off is the absolute biggest issue: Resists.
A big reason Tactician exists is so that resists don't completely screw over your momentum, hitting a resist at 6m sets you to 2m, which prevents another action entirely, though with 7m you're just prevented from double tapping or using a 4m skill.
A drastic change, but resists would NEED to lose their momentum loss upon being hit for tactician to be removed.
Now that the biggest offender is out of the way, we'd need to move on to the skills that'd basically need to be looked at if tactician was removed as a trait:
Critical Hit Tracking
Fleur
Charge, Shukuchi.
Kensei Skills
Crane Hop
Chimera Stance
And some minor tweaks finally, skills that'd just need to be tweaked a little bit.
Flying Dagger for 0m, 2 round cooldown.
Salvage for 0m, no cooldown.
Hand Trigger for 0m, no cooldown (maybe 1)
Power Gradiation for 3m, 2 round cooldown.
Nitrogen Drop for 3m, 2 round cooldown.
Void Gate will need to refund 3m upon being used on another void gate to teleport.
HSDW's tracking would need to be normal again, costing 6m instead of 7m total.
I'd like to hear any thoughts on this matter from just about anyone, and if that this would be a smart enough decision to be able to implement (or in this case, take out)
This is merely a discussion thread though, to discuss the possible what-if's if this happened, and see how people react.
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Snake Stancer |
Posted by: Autumn - 10-02-2016, 01:46 AM - Forum: Bug Reports
- Replies (1)
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It seems that Cobra's snake dancer doesn't dodge properly, and the debug logs show it.
Code: Debug: Hit Rate of 255 VS Dodge Rate of 32
Debug: Checking resistance effects and listing them below for 85 Slash damage with a bonus of 0% resistance.
Resist Okay? Yes--------------------------
Tough Fur; 0
Ammendum; 0
Pure Fire; 0
Hard Light; 0
Quest Stamps; 0
Golden Glow; 0
Monster Elemental Affinity; 0
Customization Dres; 0
Item el_res() and sayakana; 0
Elemental Weakness Status; 0
Bonus Resistance; 0
Elem Mod Status Effects; 0
Debug: Eviter: was not Polearm in valid parry types.
Debug: Eviter: was not Axe in valid parry types.
Debug: Eviter: was not Sword in valid parry types.
Debug: Checking resistance effects and listing them below for 100 Slash damage with a bonus of 0% resistance.
Resist Okay? Yes--------------------------
Tough Fur; 0
Ammendum; 0
Pure Fire; 0
Hard Light; 0
Quest Stamps; 0
Golden Glow; 0
Monster Elemental Affinity; 0
Customization Dres; 0
Item el_res() and sayakana; 0
Elemental Weakness Status; 0
Bonus Resistance; 0
Elem Mod Status Effects; 0
Opponent had something like 5 SKI? Something obscenely low.
Quote: 202 base evade and he had -108% hit
I think it's using your enemy's dodge rate.
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Spectators See Nothing |
Posted by: Kameron8 - 10-01-2016, 11:58 PM - Forum: Bug Reports
- Replies (1)
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As of the new line of sight change, people who spectate in on fights can not see any of the abilities being used regardless of player positioning. Given you are actively watching both people, I think it'd be nice if we could see what they're doing.
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