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Martial Ambidexterity |
Posted by: Joseph Jostar - 08-16-2016, 03:29 AM - Forum: Suggestions
- Replies (2)
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Mixed Martial Arts equips you with a bare fists sub-weapon for the purpose of sub-attacks and using fist-related skills, but the way that it works right now is a little inconsistent overall. When equipped with a non-fist weapon and specifically using it for fist attacks, it works fine and nothing's really the matter. However, when you try to use it with Ambidexterity, things don't really work so well.
Having a weapon of any description equipped prevents you from using the fist weapon with an 'any weapon' attack skill, and having a fist weapon equipped precludes you from using the bare fists at all, outside of sub-attacking. I'm told this isn't really a bug, so I've brought it to suggestions to wonder loudly, 'could the bare fists sub-weapon from Mixed Martial Arts be changed to work with Ambidexterity?'
Beyond the basic rationale of a person being capable of deciding whether to use their sword or punch you when they attack (the same that probably lead to the skill's inception), being prevented from using the bare fists shuts down a lot of different tactical avenues the skill could be granting for those who still want to use their hand-slot equipment, especially pure fist-users.
Some examples:
- Using the fist for durability consuming attacks or skills (blocking with Eviter, for example) to conserve the durability of your main-hand weapon, ESPECIALLY if the latter is Rustic and high-power.
- Wielding an inaccurate, but powerful, weapon in your main hand while still having the option to switch to your bare fists for a bit more reliability.
- Equipping a weaker weapon in your main hand to have a special effect available, like the vampiric or fp-recovering effects, or an enchantment like Holy to specifically ruin a ghost/posessed's day.
- The gun-weapon damage for skills like Riposte is completely terrible, and you may as well just punch the guy in such a case.
All in all, it can only open up more options and that's what a turn-based game's strategy is all about isn't it? Appreciate the time, etc, and I really hope you'll give this some consideration.
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Mixed Martial Arts + Riposte |
Posted by: Joseph Jostar - 08-16-2016, 03:15 AM - Forum: Bug Reports
- Replies (1)
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The 'bare fists' sub-weapon from Mixed Martial Arts isn't being used to Riposte when Ambidexterity is toggled ON, regardless of whether your hand slot is empty or equipped with an item. Tested it with Ambidexterity OFF too, just to be sure, same results. That is to say, the Riposte was with my main-hand weapon instead.
(Yes, I have sub-attack.)
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Movement Becomes Teleport... not quite? |
Posted by: Esther - 08-15-2016, 10:05 AM - Forum: Bug Reports
- Replies (3)
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Movement Becomes Teleport, does not actually... become a teleport. It still follows the basic rules for movement, respecting the presence and location of tiles you can't step on, like walls, cliffs, monsters and other players. This is not a proper teleport.
A proper teleport would be able to move from the front of a player to behind a player in 2 squares, while basic movement requires 4 squares to walk around the player. A proper teleport wouldn't get stuck up on a cliff in Tannis during a Black Beast attack.
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Spellcast Failures |
Posted by: Trexmaster - 08-14-2016, 05:43 PM - Forum: Beta Bugs
- Replies (1)
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Mobs seem unable to properly use spells that aren't single target effects. (I.e. An arena combatant did nothing whenever it tried to use Ghostwind, and a Jammer Delta did nothing whenever it tried to use Isendo).
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Mercenaries |
Posted by: Trexmaster - 08-14-2016, 05:31 PM - Forum: Beta Fu
- Replies (1)
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Now that people can get Monsters as mercenaries, given the limit of 3 being able to be active at once, I think you should be able to re-order your mercenaries like you can Youkai, so you can actually select which ones will be used. (right now the game only uses the three mercenaries at the top of your list).
Or, alternatively, raise the limit (on a per person basis). To say, maybe 5 per person. Or if it's actually changed to a per person basis, 3 might just be fine anyways, but as it stands, it's three for the entire party (given this used to be a non-issue since there were only three unique mercenaries anyways).
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Wonky Projectiles |
Posted by: Trexmaster - 08-14-2016, 04:42 PM - Forum: Beta Bugs
- Replies (1)
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Fir, Holy Arrow, Gentle Torrent, and Fleeing Spectres all begin inside the user, then proceed to hit the user as if it were a target, causing the user to deal damage to themselves with any of those skills. In the case of Fleeing Spectres, every single spectre hits them, resulting in them taking 7x the damage.
I can't recall every projectile that acts similarly, but, Needle, Kadohua, Fire Breath, Shinken, and Wind Slasher are all acting normally.
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Prolong (Enchanting) |
Posted by: Trexmaster - 08-14-2016, 04:31 PM - Forum: Beta Bugs
- Replies (1)
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Prolong doesn't increase how long Enchant-class spells work for. This was tested with both Auto-Enchant and using the enchant spell (Galren) manually, both times it was given the normal 3-round duration with the Prolong tree maxed at 5.
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Windbark unchanged |
Posted by: Akame - 08-14-2016, 03:33 PM - Forum: Bug Reports
- Replies (1)
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Windbark still reads the effect, "May deal wind magic damage on hit" instead of + 3 WIND ATK. It's not just a text error, it still acts the same as it did pre-GR.
Edit: Not sure if this only happens during the item creation process either
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