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Mixed Martial Arts/ Empty Palm does not play nice with modifiers. |
Posted by: Ranylyn - 07-26-2016, 02:18 PM - Forum: Bug Reports
- Replies (3)
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1) With an empty main hand and a gloved hand slot (read: both hands available for attacking with MMA) Sarasha Gi does not seem to apply. It does, however, apply when both hands are actually completely empty.
2) Purity Edge does not apply to Empty Palm attacks. I'm pretty sure it did pre-Reckoning. Both with and without it, the damage, hit rate, and crit rate were identical.
Theory: No weapon info is shown on the character page for bare fists, even with MMA/Empty Palm. So maybe something changed in the damage calculations in the GR that does not properly work with bare fist scaling, as it's possible the weapon data is stored seperately.
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It's All Gone to Shit |
Posted by: Nytingale - 07-26-2016, 04:40 AM - Forum: Bug Reports
- Replies (3)
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Where do I even begin?
In the space of 4 hours, I've experienced 7 bugs in two different incidents; and I'm genuinely not sure if one incident influenced the other. since both involved black screens that led to more bugs. Then a few days past, I witnessed yet another bug. I guess that's where I'll start then:
So, I've not tried doing it myself (as I don't use the Skill bar), but I was told about a bug that basically ignores turn order through the use of spamming an action on your skill bar once the turn begins. It apparently doesn't always work but when it does, it can allow you to take a turn between enemy mobs' turn so long as the turn order switches from one mob to another.
Now, onto today's "adventures".
1st bug) I was in a Level 55 Cavern on Chaturanga, trying to get a Full Clear Bonus on my own. I got into a battle on the 2nd floor and used Crystal Rose twice in one turn. The first time, nothing happened; however, on the second time, the Rose Animation "spawned" about 3 - 4 tiles north of where I used it, although the mobs in my intended area did get hit anyway.
2nd bug) Immediately following my second Crystal Rose, the mobs died and then I was instantly "teleported" (?) outside the dungeon. Not outside - outside, but outside as in, on empty tiles with the walls of the dungeon next to me. I wasn't able to get back into the dungeon nor could I alga plume "out" of it because logically speaking, I wasn't -in- a dungeon in the first place. And yes, I still tried to do so anyway at the behest of someone and it failed, as expected.
3rd bug) So, to get myself out of the void, I relogged. I appeared outside the dungeon (outside-outside this time, as in, on the world map), right next to it and tried to re-enter the dungeon, thinking that was the end of it all. Nope~ I couldn't enter the dungeon and every time I tried to enter it, I instead got the message that the floor of the dungeon was cleared (kinda' hints that the code for that pop-up occurs before a Player actually enters the dungeon floor). I couldn't test if this effect persisted solely on me or anyone else however, since despite I constantly asked for someone - anyone - to come and test it but none showed up.
4th bug) I took a brief break (remain logged in), came back about 2 or 3 hours later and was going through a different dungeon this time. A Level 55 Fire Altar in Oniga. Everything's going fine, I get in a battle and randomly in the midst of the battle; my screen goes black. Not black-black, as there were still HUD-elements there (such as the battle menu, my status HUD, skill bar, and I think turn order), but everything else was for the most part - black.
5th bug) So, thinking it might've been lag related, I checked my ping - which turned out to be fine - then tried trying to use the battle menu like normal. It worked about 50%: I could scroll up and down on the menu? But the moment I selected an action on the menu, all the HUDs disappeared; much like they would if the screen was normal - Well, except that also the Skill Bar and Status HUD also disappeared as well. So now everything's truly black.
6th bug) Trying something out, I relog to come back with a black screen, although the screen resolution has become absolutely horrendous (it zoomed in quite a bit). I usually use the "stretch to fit" setting and I have noticed that sometimes, during a mid-battle relog, the screen resolution looks similar to the "Old Interface" setting. So I handled that in a similar way between flickering to a different option then going back to my desired one. My screen however, was still black and this did not change until I "stared blankly at nothing". Once that happened, everything returned to my screen like normal; as if nothing was wrong... Except; NOW I couldn't move through the battle menu...
7th bug) So, I tried clicking a battle menu option anyway (move), but nothing changed on the screen still. I relogged and low-and-behold; the movement tiles appeared, but the normal battle menu screen remained, preventing me from moving through the use of directional keys. Furthermore, the battle menu still could not be traversed anyway. I had to use the "click to move" thing to finally be able to move and then everything returned to normal.
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RE: Bonus HP/FP |
Posted by: Joseph Jostar - 07-25-2016, 10:28 PM - Forum: Suggestions
- Replies (5)
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It seems like there's a lot of sources to increase your stats like VIT or WIL in battle.... Well Fed, Install, Vamp Shell's Overcharge, etc., but a lot of the time it just seems to leave you with empty chunks of increased HP/FP that don't really serve you much if you don't have a healing source then and there (besides acting as a liability vs poison), and a lot of the time it can feel like it's not even worth it to heal that amount.
Basically, in whatever proc handles increasing stats temporarily, could we get a healing for the appropriate value so that we measure up to our new relative amount? (Vit increased by 1 = +11 hp, stats in general increasing healing what was it, 1 max hp you gain per stat point? and etc. for FP as well). I guess it's more quality of life than anything.
P.S. Sorry if this has been asked before, it's hard to search for a topic when all the words involved are too common to be used with the search function apparently, or are only two letters...
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Leaping Lizard+Skyburn |
Posted by: Joseph Jostar - 07-25-2016, 09:19 PM - Forum: Balance Fu
- Replies (3)
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Skyburn being the meta thing that it is right now, there's a bit of a problem with the specific class combination of Demon Hunter and Magic Gunner. Leaping Lizard's 0M cost next to enemies (from Enemy Climb) doesn't ever increase, and each of the Magic Gunner's shell-change skills cost 0M for the first use in a round while simultaneously being airborne incompatible.
In short, for as many times as you have unique shells equipped, you can leap into the air, land, and trigger Skyburn's 12 fire damage for free on all the enemies within 3 range. It might seem a bit innocuous, but if you're a variety gunner who likes to pack as many shells as possible, it can get pretty high. In my case, that's 7 shells a turn * 12 damage for a completely free, 0M Cost extra 84 damage a turn that ignore resistance on everything within 3 range.
And sure, people can stack fire resist with relative ease and even absorb it with a red letter, but even with amounts up to 50% resist I'd still be getting a completely free 40+ damage (or for 1M I guess, Resist! docking you a point and all that)... More like 60-120 (depending on resists) if you pack all 10 MG shells. Not to mention that depending on how fast people go through their skills menu it would just take forEVER and a while, slowing battles to a crawl... The root of the problem is probably the fact that no matter how many times you land and use Leaping Lizard again next to an enemy, the cost never goes up. It'd be pretty cool if Enemy-Climb Leaping Lizard could start accruing a Repeat Action cost from 0M to combat this. (So, 0M the first time [and the second as well if you're using Jump Cancel], 1 after that, etc.)
TL;DR Spam Leaping Lizard + changing shells with a Skyburn for a decent amount of COMPLETELY FREE damage on nearby enemies that wastes a lot of time. Leaping Lizard having Repeat Action costs increase even with Enemy Climb would fix it fine.
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Ambidexterity+Gunners |
Posted by: Joseph Jostar - 07-25-2016, 10:06 AM - Forum: Bug Reports
- Replies (2)
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Ambidexterity doesn't seem to work properly with Lead Storm, always preferring your main weapon instead of basing it on the toggle. It also seems to have issues with certain other gun skills, such as Cripple Leg or Warning Shot being usable with a melee weapon (specifically, a magnifying glass in my testing).
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Turret's Auto Fire |
Posted by: Rendar - 07-25-2016, 04:24 AM - Forum: Balance Fu
- Replies (4)
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Turret's currently have a 100% str scaling gun (for whatever reason).
This is cool and all, except it's taking away from them having *other* useful stats because they have a ton of points put into STR for no real reason.
Right now they have
STR 51
WIL 24
CEL 17
SKI 53
DEF 36
RES 34
VIT 36
LUC 19
FAI 10
GUI 19
SAN 10
APT 10
Which is cool, however I would love to see their STR dropped down by 20ish and have it pumped into LUC so they're made to be a bit more accurate in the long run (and have a much better crit chance than like.. 25+19+wpn innate)
Thoughts?
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Summon Go! |
Posted by: Autumn - 07-25-2016, 01:20 AM - Forum: Bug Reports
- Replies (1)
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Summoning youkai with summon storm will summon youkai in your reserve, those marked with a (*)
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Fruit of Fluidity |
Posted by: MegaBlues - 07-25-2016, 01:05 AM - Forum: Suggestions
- Replies (6)
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I'm not quite sure why this is a donation item when all of the others aren't.
With the new system and how you have to be careful to track what your actual base stats are, what your stats scale down to, and how the Wiki lacks accurate information on a few things, it's easy to misplace a few points here are there and screw yourself over.
I'd really suggest making this item have a Murai cost, because having to pay two dollars to undo a mistake doesn't quite smell right.
Though I'll do it anyway because hell if I'm grinding to level 60 again just to replace one point.
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