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In-combat Elemental Attack |
Posted by: Trexmaster - 09-03-2016, 03:54 PM - Forum: Suggestions
- Replies (1)
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Can Elemental ATK be visible when you check your stats in combat, akin to your scaled stats?
It's a pain to see if I'm getting the correct bonuses when I can't see how much elemental attack I have from things like the mage enchants.
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Magic, The Suffering |
Posted by: Tin Foil - 09-03-2016, 04:00 AM - Forum: Balance Fu
- Replies (41)
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M.TYPE - STANDARD Arena Combatant takes 261 Fire magical damage.
Brightly-armored Hyattr's turn.
M.TYPE - STANDARD Arena Combatant recovered 3 FP.
Brightly-armored Hyattr's turn.
--- ROUND 2 ---
Brightly-armored Hyattr recovered 3 HP.
Brightly-armored Hyattr recovered 7 HP.
Brightly-armored Hyattr recovered 3 FP.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 108 Fire magical damage.
Status Infliction: 143.2 VS Status Resistance: 48.7
M.TYPE - STANDARD Arena Combatant was inflicted with Burn!
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
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Applicable stats:
Maxed pyromancy tree
Magmic Magical Star, fully upgraded for power
60 STR/64 FIRE ATK
23 WIL
(No further buffs, but that means this can be taken even further)
Spells/skills used:
Charge Mind
Sear
Explosion
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Yeah, this is a bit much. I'm built as a tank and only had to re-arrange my talents and items to hit this level of damage. Sure, you could argue 'stack fire resistance or use a red letter'. The latter is rarely seen nowadays, however. And I could just put on a Nihilist to say farewell to that idea. And the former? Well, unless they're stacking high in DEF, RES and fire resistance and flamewalk enchant, and even then I can still deal 40+ damage/tile in just one turn of set-up. Put on spiked treads? Forced move doesn't care about those, silly. And while one can argue 'Sanctuary', Exgalfa has terrifying damage too. And that's literally only one class that can counter this unless the mage also has magaisendo and galren to destroy the sanctuary.
[strike]Ice is capable of the same with Intensify Cold's Frostbite level, and once again, Forced Move can get around those pesky spiked treads--although with a bit more difficulty.[/strike] This part's been addressed further down.
It's a bit much, either way. These buffs have not only made it veeeery dangerous for non-mages to PvP and play rocket-tag. It's nice to see magic get some love, don't get me wrong!
But uh. Definitely needs some tweaking. What would be some suggestions for this? Is it a simple matter of tweaking numbers, or might there eventually be some easier-to-access resistances and means to mitigate this kind of damage upcoming? Or do you think I'm crazy and don't know what I'm talking about? Any replies are welcome, though, and thanks for reading!
Edit: I'm only pointing out Sear and [strike]Intensify Cold[/strike], in particular. Their set-ups are a bit too easy to do, but admittedly IC's is a bit more difficult.
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Vanishing Spellthief |
Posted by: Four of Hearts - 09-03-2016, 03:40 AM - Forum: Bug Reports
- Replies (1)
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There seems to be a problem when you combine Distortion and Create Shade, where enemy attacks are unable to connect on a success.
1)Cast Distortion on yourself.
2)Cast Create Shade with Shuffle toggled on.
3)The Shade your character is hiding in will have a warped highlight when targeted. [strike]Attack it.[/strike] EDIT:Have someone attack it.
4)On a successful hit, the Shade disappears along with your sprite, and no damage is delivered. Your character doesn't seem to be a valid target anymore afterwards. The other Shades don't disappear.
5)This effect lasts until Create Shade wears off at the beginning of your next turn.
I've been capable of reproducing this a few times, but it doesn't activate 100% of the time.
Hopefully, I'm not horribly mistaken.
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Maintenance Path: Self-Service and Weapon Upgrades |
Posted by: Nytingale - 09-02-2016, 08:05 AM - Forum: Bug Reports
- Replies (9)
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So it appears that so long as you upgrade your weapon at a Blacksmith, Self-Service functions on the weapon's old Durability to calculate at what maximum amount it will check to repair weapons for. I've noticed this occurs to be happening with the Mastery Sub-Path being maxed out as well, so I'm not sure if it works normally without the Sub-Path being used. But basically, if you're Weapon's Durability is 46, instead of Self-Service proc'ing at 90% of 46 Durability (41 Durability or lower), it only procs at 36 Durability or lower; which is, 90% of 40 Durability.
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Recycle |
Posted by: Slydria - 09-02-2016, 06:45 AM - Forum: Bug Reports
- Replies (1)
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The Recycle effect of the Capacity talent does not work as intended.
Instead of restoring FP when enemies cast spells, everyone in the battle except for you gets FP when you cast a spell.
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Elemental former guns |
Posted by: Lolzytripd - 09-01-2016, 11:19 PM - Forum: Bug Reports
- Replies (17)
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Guns mutated into other weapons still have their on hit damage for elemental augment divided by the rounds of the gun.
not being guns anymore they don't fire multiple times.
could you add a check before the rounds check to see if the item is still a gun?
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A tweak to mage enchants. |
Posted by: Ranylyn - 09-01-2016, 09:37 PM - Forum: Suggestions
- Replies (8)
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Currently: Being enchanted with any elemental, such as Nerhaven, will prohibit any other enchantment. You also cannot be enchanted with the same elemental again to "refresh" the duration until it is completely expired. This can be especially problematic if, say, an ally has maxed duration talents and misclicks due to lag.
Suggestion: Allow a second enchant to overwrite the first. So you can use a lull in the action to refresh or change as needed. It takes 3m, so it's not like a gamechanging free action, and considering the new changes to mage/evoker spells, I believe it'd be a change for the better.
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