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  GET OVER HERE!
Posted by: Autumn - 10-01-2016, 10:23 PM - Forum: Balance Fu - Replies (5)

Quaking roundtrip is normally fine under normal cirumstances, since roundtrip doesn't have the best range in the world it has little impact other than being good with various effects like cinders (which is not a bad thing)


However (charging) quaking roundtrip really matters in serious group fights, something akin to a tussle out in Law's End involving several patrons where there's a large desert or something like that, and some axe bearing mongrel decides to charge, move and dredge line one of your team members into their entire team, to get ganged up on immediately.


Basically, what I'm trying to say is that, can quaking roundtrip be changed to a 5 tile pull instead of being all the way? This wouldn't effect normal roundtrip, but rather when you charge and move so that roundtrip gets anywhere from 5-15 extra squares of pulling.

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  Ironically not a bug
Posted by: Lolzytripd - 10-01-2016, 02:57 PM - Forum: Balance Fu - Replies (1)

I found a very odd happening while messing around with arbalest/evoker

which in retrospect I don't think is a bug, just everything working together perfectly to cause this.

When you use pulling shot with ice arrows to drag someone through said ice tiles depending on the level of those ice tiles one of two things will happen.

If they are lower or equal to the ice arrows tile level it will simply overwrite them immediately and continue pulling the target.

If the ice tiles are higher level, the ice arrows tile proc will wait until the opponent has been dragged through a tile, apply the new tile where the old one was destroyed, leaving the tile undamaged when they are pulled through it.


the only interesting part of this is it will cause frostbite to proc twice, once when entering an icetile, and once when exiting.

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  Allied Ails
Posted by: Mivereous - 10-01-2016, 02:33 PM - Forum: Bug Reports - Replies (5)

Seems special effects on weapons don't apply to companion's wielding them.

Spirit Sword isn't giving Zoria FP back.

Quote:Zoria's turn.
Critical Hit! Zoria attacks Sliding Zombie with Spirit Sword and hits them!
Sliding Zombie takes 56 Slash physical damage.
Zoria's turn.

Alma's Abberation Spear isn't poisoning on crits, also.

The last thing I ate was Brain Food, I'm full on FP, but all my companions are empty. In the v1.56 update it stated that food you eat affects your companions as well, but after I finish battles, I see this.
Quote:The battle has ended.
Gained 56 Murai.
Reynes recovered 0 FP.
Nylise Ryntor recovered 0 FP.
Zoria recovered 0 FP.
Alma Rorick recovered 0 FP.
You use the Alga Plume.
I understand myself not getting any, since I'm already at max, but they don't get anything while entirely out. They aren't gaining HP, either, judging by the unchanging HP values battle to battle.

Zoria also has a load of skills that require/work with Claret Call...and never has Claret Call. At least not within the ten re-hires I did of her.

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  shopkeep missing
Posted by: Killah-K12 - 09-30-2016, 05:39 PM - Forum: Bug Reports - Replies (10)

Yea when that mysterious crash happened (Was asleep when it happened so idk what caused it nor do i care that much) I lost my shopkeep. My key is Killah-K12 and it's the third slot on that profile. It's name was the Grim fate insurance Shop.

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  Overcharging mah lazor!! [Critical 'Swift' Trap bug]
Posted by: Snake - 09-30-2016, 05:22 PM - Forum: Bug Reports - Replies (1)

[Image: dcf09fdda4ee40fbac9a743e83d0750b.png]

Overcharged Traps don't do critical damage or any sorts of increased damage (when comparing to the non-overcharged aka normal ones), don't increase explosion ratio (idk do they?) and activates after a weird-ass delay when stepped on, SHARPLY lagging the fight.

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  I want to get off of Ashe's Wild Ride!
Posted by: Ardratz - 09-30-2016, 04:26 PM - Forum: Bug Reports - Replies (3)

[Image: vVIFqji.png]

The ride never ends

EDIT: To clarify, this is the fight against Seto with Ashe on your side.

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  Bloody Palms + Rampaging
Posted by: Akame - 09-30-2016, 03:37 AM - Forum: Bug Reports - Replies (1)

While using the Evil Club enchanted with rampaging, and using a 12 UL bloody palms in the off-hand, the rampaging effect isn't inflicted on the receiver on hit, only Hunted and Claret Call are. Perhaps it's being overwritten by Claret Call and Hunted being inflicted at the same time? Or is there a limit of On Hit effects able to be inflicted by a single attack?

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  Wild Grass
Posted by: Autumn - 09-29-2016, 08:38 PM - Forum: Balance Fu - Replies (1)

Straight up, due to the immobilzation buffs, this skill lasts a little bit too long for a status effect that is so powerful now, could it be possible to cap the duration of the immobilization to 3 rounds?(4 rounds if slower) and for the skill to have a 3 or 4 round cooldown to prevent permanent immobilization?

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  Ambidexterity and Mixed Martial Arts
Posted by: Trexmaster - 09-29-2016, 08:23 PM - Forum: Suggestions - No Replies

After testing and going over the wording of Mixed Martial Arts, it seems intentional that it doesn't function for universal skills like Repel, Hanging, etc, not letting you use Ambidexterity to use your Bare Fist weapon instead.

So, could Mixed Martial Arts allow you to use Bare Fists for skills that allow any weapon type as well?

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  Cold whirlwind cinders. [Cyclone Spear cinder bug]
Posted by: Snake - 09-29-2016, 12:57 AM - Forum: Bug Reports - Replies (3)

Moving on cinders (via KB):
[Image: 9d1c4c5dabea4a208c37a9c0f55a9594.png]
Standing on cinders:
[Image: 940227513b994a9e9fadd7978984de78.png]
Fire ATK:
[Image: 177c24cc4e194fe98070543051ecdf04.png]

Something wrong is not right with the Fire ATK% on Cyclone Spear's cinders, yes.

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