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Hyattr Firebreath |
Posted by: Tin Foil - 08-30-2016, 02:06 PM - Forum: Balance Fu
- Replies (6)
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Let's face it. This isn't even usable with high sanctity.
Almost everyone has some form of fire resistance nowadays, and currently the only way to get around it (to my knowledge) currently is through Null Shell (requiring a specific class). With the changes to defense and resistance, a measly 80 before reductions (assuming you have 50 scaled sanctity, which is considerable amount of your point distribution) damage for 50 FP is utterly ridiculous.
I am aware of the benefits of Channel Magic and Channel Destruction with sanctity, yes, but that shouldn't excuse making fire breath--a major role-play skill for Hyattr--utterly useless.
My suggestion is adding 2% FIRE ATK per scaled SAN to the damage formula, rounding out at about 50 SAN for 100% FIRE ATK.
Now, with about 50 scaled STR and 50 scaled SAN, that'd be about 130 points of fire damage initially. Add in Pyromancy and the accessory, at max, that's only about 140 damage, as you've already hit diminishing returns to reach this point. I'd say about 10-20% of this damage would be a fair cinder tile damage, hovering around 13/26 - 14/28 damage per round or 13/26 - 14/28 per tile before reductions (assuming Scorch from Pyromancy applies to this, else more for essentially a 6M attack, and it's still a tiny amount compared to current other cinder tiles).
But with this damage, still, this is before any mitigations. Say the average person has about 30 Resistance and 5-10 MR. Following reductions, the damage is still sub-100 in the values. Then we could also count in other damage reduction perks that are fairly common (looking at you Evasion, Wraithguard and easily-accessible fire resistance items. Hell, possibly even Eviter given how it's working with spells cast by someone wielding a melee weapon). Or countered completely by one item (Red Letter), which not every Hyattr will carry the counter-measure to (Nihilist/Razing Salamander). 50 FP is still too much. My suggestion is to reduce the FP cost of the ability based on scaled SAN, still, down to a minimum of 20-30 or so FP. (If you're not building SAN you're not going to use this anyways)
These changes would make the skill usable again. I will admit that there is a bit of drive to see this pushed through because I play a Hyattr as my main character, but I understand that Pre-GR fire-breath needed a nerf.] But at least with this, half of it is scaling off of a defensive stat and the other half is scaling off of an offensive stat that makes sense to add to its damage, rather than 'stack VIT and you can burn people to ashes'. This is still 90-100 points of your 210 stat pool, which is something to be considered as well, even with the additional bonuses you attain from sanctity.
If there's anything I missed or something you don't agree with, please let me know, and I'd be happy to respond to it. Thanks for reading!
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Dark Imbue Darkness Damage |
Posted by: Akame - 08-30-2016, 12:44 PM - Forum: Balance Fu
- Replies (5)
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Just a small adjustment to play nice with the GR.
Current:
Rank 1: +5 hit; Darkness damage: 2, ignores armor.
Rank 2: +10 hit; Darkness damage: 4, ignores armor.
Rank 3: +15 hit; Darkness damage: 6, ignores armor.
Rank 4: +20 hit; Darkness damage: 8, ignores armor.
Rank 5: +25 hit; Darkness damage: 10, ignores armor.
New:
Rank 1: +5 hit; 10% Dark ATK, ignores armor.
Rank 2: +10 hit; 20% Dark ATK, ignores armor.
Rank 3: +15 hit; 30% Dark ATK, ignores armor.
Rank 4: +20 hit; 40% Dark ATK, ignores armor.
Rank 5: +25 hit; 50% Dark ATK, ignores armor.
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Competitive Fishing |
Posted by: Nytingale - 08-30-2016, 03:03 AM - Forum: Bug Reports
- Replies (6)
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So, while in a Fishing Competition, me and some other guy both got the same size fish. Me first, then him. My position changed from 2nd to 3rd, but then immediately changed back to 2nd, and placed him in 3rd. As a matter of fact, this continued happening in a cycle over and over; switching our positions until the end of the competition. I was trying to see if by getting a better catch, it would stop, but the number in question was 48.5 and it was proving to be challenging to get any higher. Furthermore, it seemed the "switch" occurred anytime me or the other guy "caught a fish"; that is, an exclamation mark showed up, despite we both got fish that weighed lest than our "best catch".
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Tekagen + Carry Weight |
Posted by: Joseph Jostar - 08-29-2016, 06:19 PM - Forum: Bug Reports
- Replies (3)
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When Tekagen halves your STR in battle, it seems to proportionately reduce your carry limit, leading to being overburdened if you're anywhere near your actual carrying capacity and losing out on M if you try to activate Tekagen. Hasn't been thoroughly tested, but in line with that line of thought I was able to act normally by severely reducing the amount of stuff I'm carrying.
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You activated my trap card - Crap Bag |
Posted by: K Peculier - 08-29-2016, 05:37 PM - Forum: Balance Fu
- Replies (4)
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Alright everyone, I'm here to talk about the glory of stuff blowing up. So have a seat and guzzle down your designated alcohol beverage as you read this.
trap:
noun
1.
a device or enclosure designed to catch and retain animals, typically by allowing entry but not exit or by catching hold of a part of the body.
2.
a situation in which people lie in wait to make a surprise attack.
"the guards deliberately herded 400 demonstrators into a trap and then attacked and arrested them"
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As you can see, a trap is something that is meant to be deployed as something of a sneak attack. So I'll point out the first sin of traps in SL2. There is a certain (very secret) passive called 'stealth' traps within the rogue tree. But this is a flat out LIE as the traps are literally spelled out for everyone as an ability when you use it, the area on where it is placed, while you also face that area and the worse offender might be that range of the trap is very easily shown as you 'arm' it.
What part of this is a surprise attack to you? How can a class dare to call itself a rogue when clearly the rogue adheres to the the chivalry ideals of showing everyone where they put their 'surprise attacks'?
But that's just one skill right? Surely the traps are filled with power and tricky tricks befitting of a rogue? WRONG
Lets look at them shall we? There are currently four [strike]crap[/strike] trap skills in the game.
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Rogue -Fire Trap, Gust Trap, Ice Trap
Archer - Entangle Trap
Which all last a measly 3 turns because the traps are supposedly made of paper machete.
Every trap scales from Guile 100% and their respective elements going from 50% to 90% at max rank. Amazing, with superior math that equals to a WHOPPING 190% DAMAGE! That'll surely blow their socks off!
Well that would be fine and dandy, but the traps deal physical elemental damage that can also be resisted.
Traps can also be very easily avoided thanks to plenitude of abilities/items that are 'blinks' which don't trigger traps at all, along with certain movement abilities such as charge + bash combo, where you very visibly run through the traps but they don't trigger because of your sanic speed.
Surely for this, the holy skill known as the Hand Trigger skill will put those nasty speedy blinksters in their place? Well, no, because the traps don't do unresistable damage. Traps meant to impair movement such as the Gust, Ice and Entangle traps are null due to the fact that enemies can just blink or use a movement ability to bypass that.
Oh great, but what about the fire trap? The one that should make a big boom and surely leave ruin in its place? The good news is that it makes a nice looking animation when it goes off. The bad news is that its the worse out of all the traps due to not having a single use for utility, not even damage.
Once again, you would think that maybe the traps just need some elemental help? Well instead of creative, funky trap mixes, we have them augmented with damage instead. Yes you heard me right, FREE DAMAGE. This applies to all elemental augmented traps except for earth and wind enchantments. Earth knocking them further away in gust traps while the wind enchantment lets you put traps closer to people so they can avoid it more easily.
(The fire trap still gets no love, even while being enchanted with the fiery flames of Mars.)
I'm actually the most in the dark with elemental augmented traps, so if you know more information, please leave a comment to correct my mistake.
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So how do we fix this without realizing everybody's biggest fear of it being overpowered? I have my own ideas which I will list below and I hope that everyone else will contribute as well.
First of all, make traps actually traps instead of ghetto/avoidable physical spells on the ground, change the damage to magical damage. Second make them actually be stealthy so that people can't just avoid them by knowing exactly where they are. Third, make the traps actually last longer than 3 measly rounds, 5 would be a good start. And finally make the traps elemental compatible by just using what added bonus effect you get from using skills from the soldier/duelist classes. (Fire traps leaving cinders when augmented by fire enchantment.)
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tl;dr - im salty about crap traps, make them less crap
Join me in my next Balance Fu adventure in the future - "Spellthief, sneaky trickster or hilarious clown?"
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More bombs |
Posted by: Lolzytripd - 08-29-2016, 03:40 PM - Forum: Suggestions
- Replies (13)
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bombs are nice, theres only one though
It'd be nice if we had more types
Ice bomb (from sl1)-ice damage.
Flash bomb - blinds for a turn.
Arcane bomb- does magic blunt damage.
Shrapnel bomb- does physical pierce damage.
Tesla bomb- does magic lightning damage.
Water balloon- does 1 water damage.
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Blowing up Balance |
Posted by: Lolzytripd - 08-29-2016, 03:36 PM - Forum: Balance Fu
- Replies (9)
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bombs are not used , at all , in any sense
8-16 damage +25 from engineer, is useless
Instead if bombs scaled on character level, and recieved a bonus based on guile, bombs may in fact be used
my ideal balance of character level scaling and guile bonus would be
2-5 dmg x character level + 100% guile as damage vs resistance or def depending on the domb.
this at 60 would have bombs doing at max 120/180/240 damage +guile+25 from engineer vs phys or magic dr.
Evasion would also be proccable against this.
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Hidden Cut |
Posted by: Autumn - 08-29-2016, 11:41 AM - Forum: Balance Fu
- Replies (3)
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Hidden cut currently scales 30+75% STR at max rank, there are some kensei builds that don't scale STR, and with the way Sacred Art matters a lot to kenseis now I think changing hidden cut to be 30+75% weapon attack at max rank would fit into a lot more builds, while not changing the damage at all for builds that already use it.
Thoughts?
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