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Grim Greaper |
Posted by: Kameron8 - 08-24-2016, 03:12 AM - Forum: Bug Reports
- Replies (4)
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Greaper does not appear to be applying to non-mage invocations. With rank 3/3 in Greaper, the damage done by Divine Shower did not increase by an additional 30% compared to running with base mage class against a jammer.
Mage/Priest:
Jammer takes 30 Light magical damage.
Jammer takes 30 Light magical damage.
Jammer takes 30 Light magical damage.
Jammer takes 30 Light magical damage.
Jammer takes 30 Light magical damage.
Jammer takes 30 Light magical damage.
Jammer takes 3 Light magical damage.
Total: 183
Evoker/Priest:
Jammer takes 32 Light magical damage.
Jammer takes 32 Light magical damage.
Jammer takes 32 Light magical damage.
Jammer takes 32 Light magical damage.
Jammer takes 32 Light magical damage.
Jammer takes 32 Light magical damage.
Jammer takes 5 Light magical damage.}
Total: 197
14 extra damage is dealt, which is accounted for by the passives 'Evocation' and 'Spiritual Domination'. Greaper is not applying.
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Pillow Shot |
Posted by: Autumn - 08-23-2016, 09:32 PM - Forum: Balance Fu
- Replies (7)
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Skills that don't require a weapon type do not scale properly with guns, before the great reckoning this was balanced by guns being very powerful on their own, and having their own unique scaling compared to most weapons, but now with most weapons having different scalings all together, and guns being more balanced by going vs defense, I think it's time we discuss on if guns can properly scale with these skills now..
Skills include all skills with a basic attack proc, hanging, Repel, etc.
I think this to more than fair by the reasons listed above: Guns go vs defense, Shells have been nerfed a bit in the past, most of these skills are not long ranged, while guns like to remain afar from their opponent.
Also from a logical perspective, bows and tomes are allowed to have full scaling on these skills, guns were exempt from this before because of how they worked, but I only think its fair that guns can use all of these skills properly, mostly considering guns and bows can be compared to being similar, except bows will work with these skills
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Thine Chivalry be Kil |
Posted by: Ranylyn - 08-23-2016, 07:03 PM - Forum: Bug Reports
- Replies (1)
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Honor from Chivalry does not give the FP recovery on a frontal attack when not outnumbering the enemy, as stated in the description. Tested with actual normals, and skills that count as normals.
Untested when actually outnumbering.
EDIT: Update: Gives 3 of the detailed 5 when actually outnumbering *scratches head, and shrugs*
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Shared joy is half joy |
Posted by: Shujin - 08-23-2016, 06:33 PM - Forum: Bug Reports
- Replies (4)
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If you have a bonded youkai out and shared joy, and you use healing dischagre in range where both should be healed, it only counts one healing and splits it up.
Aka what I expect to happen is that you get two times half the healing, so it sums up to the normal healing again.
What actually happens is that your healing is halved and you would heal more without shared joy.
I think thats not the idea behind it.
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Archery Subpath Quiver |
Posted by: Shujin - 08-23-2016, 04:46 PM - Forum: Suggestions
- No Replies
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Elemental arrows run out quite quickly, how about a subpath for +1Elemental Arrow per rank (max 5)?
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Healer Mercenaries |
Posted by: Raigen.Convict - 08-23-2016, 04:09 PM - Forum: Suggestions
- Replies (1)
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I know it doesen't SOUND very mercenary-like, but could there be a mercenary that's maybe a tactician or some sort of support with healing power? Someone asked about it and I felt it was a neat idea, if not I understand, though.
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Pulled back? |
Posted by: firebird496 - 08-23-2016, 01:30 PM - Forum: Bug Reports
- Replies (1)
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I seem to be forever walking, unable to run.
I'm not over encumbered and more than 10 scaled strength (as someone said you need 10 to run)
I think the cause might be because I had a minor pulled back, but if it is, it just won't go away.
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Security Talent |
Posted by: Cerrik - 08-23-2016, 09:11 AM - Forum: Bug Reports
- Replies (6)
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Two of four Security talent's subcategories don't quite seem to work. I am currently specced for maximum trap detection/disarming/lockpicking via talents 'and' traits. However, around level 60+ dungeons, neither seem to be effective at disarming traps. Here is a picture of my attempts to disarm a trap in a level 68 dungeon on the second floor.
Talents:
Traits:
While Disarm is presenting this issue, right after GR2 was released, I maxed out Failsafe first and tested it in a level 58 dungeon before I put points into Disarm. Failsafe claims that if you are at SR5 you will never trigger a trap. However I triggered a trap on the first box I touched in that level 58 dungeon. I didn't take a picture at the time but I believe I can replicate the issue and return with proof in a bit.
TL;DR: Disarm stops working at high enough levelled dungeons. Failsafe does not provide total immunity from traps at SR5.
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