Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 169 online users. » 1 Member(s) | 166 Guest(s) Bing, Google, Raigen.Convict
|
|
|
The Best Cure is Love |
Posted by: Kameron8 - 07-07-2016, 05:19 AM - Forum: Balance Fu
- Replies (2)
|
 |
Charm currently reduces the damage of statuses that afflict damage over time, such as burn and poison. Given that the damage reduction comes from 'pulling your punches' against the target you're infatuated by, I don't believe these effects should count as coming from the target itself. Instead, the damage should come from no player in specific. This would mean Charm would not effect the damage, things like Burn would not proc hexer Curses off of a target, Poison would not trigger Yomidori, etc.
|
|
|
Meaty magic |
Posted by: Autumn - 07-06-2016, 11:12 AM - Forum: Bug Reports
- Replies (1)
|
 |
Goblin giants, the boss monster, have 100% WIL scaling weapons, I don't think this is intended?
Infact I think that Shamans and giants use the same weapon, "Goblin megapunch"
|
|
|
Badges & Arrows |
Posted by: iDarkCara - 07-06-2016, 07:31 AM - Forum: Balance Fu
- No Replies
|
 |
Reference topic http://neus-projects.net/viewtopic.php?f...ows#p10658
With the reckoning and such. Could we possibly get another look at the interactions between physical things and the badges? While I like the idea of using spells instead of just slapping on badges, magicians aren't in a very good place right now and as it stands the interactions between the enchantments and the arrows are never used.
Since it's been 7 months since that topic, can we give this a try now and see how it takes? Specifically the arrow badge interaction and not the shields.
Perhaps even so at a reduced effectiveness as compared to the actual elemental.
|
|
|
Should guns and maybe Akimbo get a buff (on top of fixed) |
Posted by: KhalidtheGrey - 07-06-2016, 05:50 AM - Forum: Beta Fu Archives
- Replies (2)
|
 |
It's been bugging me since I found out Defense works by granting %phys reduction instead of a flat reduction and this affects guns which are built around the idea that your defense isn't a factor, resulting in specifically tuned damage numbers. I wand to get a discussion going about how/if guns should be changed in relation to the GR and get the ball rolling before the (I hope) eminent bug fixes apply to them Soon™.
The two main points I wanna start off with are Guns Vs Defense and Akimbo.
On the first point, I'm trying how guns should be handled in relation to the new %Phys reduction. Got three ideas currently.
A) Make guns pierce percent physical reductions partially or fully.
B) Scale up gun damage a bit to compensate for everyone and their mother, except a true glass cannon, having defense. Not too much or guns become too strong and act as a 'magic bullet' [strike]/shot[/strike] against every form of defense other than extreme evade and spirit mirror.
C) Change Evade to reduce gun damage by a certain amount (since evade makes you dodge anyway) and then tune gun damage around this.
If you can think of any other ideas, let's hear it, please.
I'm not very fond of option A as this removes a lot of defenses against gunners whom tend to have stellar hit rates to compete with evade. Sure, there's still spirit mirror but that seems to be extremely unhealthy game design to have something as broad as 'guns' have only one good counter and that's an item taking up a slot in your build.
Option B seems simplest and most reasonable to me with plenty of room to balance guns very finely.
Option C is interesting, sure, though I am rather certain it has come up before and I have no idea how that went. (Except, obviously, it didn't go through. Maybe with a better idea formed?)
On to Akimbo! I would like to conversationally consider and debate the idea of Akimbo having reduced scaling instead of zero scaling and using just power, which gets reduced by %Phys reduction. Of the top of my head, a starting point would be 'Scaling(damage?) on akimbo shots is reduced by 75%.' As far as I'm aware, pistols do not have a lot going for them and akimbo is just about the best thing you can do with a pistol.
|
|
|
Black Knightening |
Posted by: Autumn - 07-06-2016, 03:57 AM - Forum: Balance Fu
- Replies (5)
|
 |
Like with the base class updates, there's a few promotion classes that are outshone by their base classes atm, or other classes that compete for their roll, black knight is still a solid pick overall, but I wanna promote a bit more diversity amongst BKs, currently there's 1 BK build, you grab all the innates, passives, hanging and you have 5SP left for 1 skill, usually you put that into the +defense passive, I'd like to promote a few more build paths to promote diversity, and make destiny a bit more worth it.
Possible new skills, big thanks to Saw for pointing this one out to me.
"Sawrock"' Wrote:![[Image: tpy2qp8.png]](http://i.imgur.com/tpy2qp8.png)
Pawn's Orders (Passive for Black Knight)
Rank 1: Black Knights are hired as bodyguards often, so some have good experience in getting active to protect people. When your allies are attacked and you are not party leader, and if your party leader is at 1 HP or more, you get Black Wind until the end of the turn.
Rank 2: +1 Duration, acts as innate.
Some changes to existing skills that I propose, I'd like if you consider them.
Steel Mind(3 round cooldown)
Steel Blood(3 round cooldown)
Board Shaker
Prophlaxys
Sudden Death
Castling
Checkmate
One more thing, this one I believe just to be an oversight, but apparently from what I've heard, when you invoke the black wind, if an enemy skips on you, and you skip back, you lose black wind for the purposes of Indomitable, like with guard, could you keep black wind when skipping?
And that's all.
|
|
|
[Board] Blacksmithing Materials Needed |
Posted by: Nuclear - 07-06-2016, 03:29 AM - Forum: Marketplace
- No Replies
|
 |
A sheaf of scroll parchment is stuck to the noticeboard. The writing isn't the neatest and the ink is smudged in places, but it is coherent.
I am in need of all ores and other materials used in the blacksmithing process - sharp stones, pure water, etc. I will be willing to purchase them above market price or negotiation of lump murai for bulk purchases. If you can fulfill this request, contact me (Bashir) via laplaceNET or meet with me in person.
(OOC: You can reach me if I'm not on SL2 via Discord @ Rum & Nuka-Cola#5759)
|
|
|
These bullets, they hit like pillows! |
Posted by: Autumn - 07-05-2016, 11:01 PM - Forum: Bug Reports
- Replies (7)
|
 |
Multishot guns don't seem to add weapon power to each shot, single shot guns don't appear to add power at all either, making them not do much damage at all, just their scaling split up by rounds
Guns tested: Spirit hunter and moonlight mercy, no akimbo.
Debug:
Code: ((Spirit Hunter))
Debug: attack_pow: wep_pw (13) increases Power to 82
Debug: Total Power for Revolver / Revolver was 82.
Debug: Revolver; rounds = 4, rounds_over = , bonus_dmgs = 75, bonus_dmg_over =
Debug: Basic Attack - Weapon Revolver; 0
Raven-winged Ranger attacks Lupine Arena Combatant with Revolver and hits them!
Debug: no_armor was in flags
Debug: projectile was in flags
Lupine Arena Combatant takes 12 Pierce damage.
Raven-winged Ranger recovered 1 FP.
Debug: Basic Attack - Weapon Revolver; 0
Raven-winged Ranger attacks Lupine Arena Combatant with Revolver and hits them!
Debug: no_armor was in flags
Debug: projectile was in flags
Lupine Arena Combatant takes 12 Pierce damage.
Raven-winged Ranger recovered 1 FP.
OOC Exemida: My lovely lovely farm http://imgur.com/j6LuM7M
Debug: Basic Attack - Weapon Revolver; 0
Raven-winged Ranger attacks Lupine Arena Combatant with Revolver and hits them!
Debug: no_armor was in flags
Debug: projectile was in flags
Lupine Arena Combatant takes 12 Pierce damage.
Raven-winged Ranger recovered 1 FP.
Debug: Basic Attack - Weapon Revolver; 0
Raven-winged Ranger attacks Lupine Arena Combatant with Revolver and hits them!
Debug: no_armor was in flags
Debug: projectile was in flags
Lupine Arena Combatant takes 12 Pierce damage.
Raven-winged Ranger recovered 1 FP.
((Moonlight Mercy))
Raven-winged Ranger's turn.
Debug: attack_pow: wep_pw (15) increases Power to 82
Debug: Total Power for Headshot / Headshot was 82.
Debug: attack_pow: wep_pw (15) increases Power to 82
Debug: Total Power for Headshot / Headshot was 82.
Debug: Basic Attack - Weapon Headshot; 0
Raven-winged Ranger attacks Lupine Arena Combatant with Headshot and hits them!
Debug: no_armor was in flags
Debug: projectile was in flags
Lupine Arena Combatant takes 46 Pierce damage.
|
|
|
Double-Click Read |
Posted by: Dystopia - 07-05-2016, 07:41 PM - Forum: Suggestions
- Replies (1)
|
 |
This is pretty minor and more of an aesthetic thing, but can we double-click signs to read them instead of using the drop-down menu?
I hate clicking a sign and seeing the game tell me that it is indeed a sign and that I can craft it.
It would also be great if double-clicking a door didn't bring up that popup indicator that it's a craftable item.
Especially when you're trying to unlock it/lock it/close it/open it.
|
|
|
|