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Raving Lunatics |
Posted by: Rendar - 06-14-2016, 04:04 PM - Forum: Beta Bugs Archives
- Replies (1)
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Lunar Lunatism states that whenever you deal damage to an opponent that it will attempt to cause fear. This isn't the case, and instead it applies whenever they damage you instead. Leading to cases of them getting fear + hesitation applied for touching you.
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Self Attack (Trait) |
Posted by: Shujin - 06-14-2016, 03:37 PM - Forum: Suggestions
- Replies (11)
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3M(Or 2M?)
Inflicting yourself pain, clears your mind and makes you focused. This Trait allows you to perform a basic attack on yourself with 50%(?) reduced damage that will always hit. Removes state of mind, status effects:
-Fear
-Charm
-Hesitation
Kinda thought about it, since you see it so often in animes that they stab themself to break illusions,fear caused paralysis or whatnot. This skill has lots of tactical uses aswell. Maybe it just reduces the level of the effect by the damage inflicted to yourself?
Thoughts?
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Immobilize and it´s effects |
Posted by: Shujin - 06-14-2016, 03:23 PM - Forum: Suggestions
- Replies (30)
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discussion topic
Immobilize currently is the feature to prevent people from moving, and a "Rare" effect.? Only times you really see it is when you are fighting a gorgon, Doriad using it, or Ingrain.
But even when you are not moving you are still able to use all sorts of movement skills and the likes to avoid any of the bad side effects. The only movements skill that is currently effected by it, is crane hop I think.
The main offender off bullshiting this status is a Summoner who uses ingrain->Burn up/leaping Lizard/Gain air->Winged serpent to just follow someone who is out of range, without having to "root" themself into the ground again.
But also stuff like Heavenkick is pretty much not caring for it.
So I wanted to discuss if we might want to add a second status effect, called "Grounded" to the list and make a list for Skills that aren´t useable while you are under either of the status effects
My ideas would be:
Immobilize:(reduce base movement to 0)
-Heaven kick(Only with Shukichi? would make HK unuseable unless you use shukichi, then you got 5 range. Not so sure about it, kinda depends on how you see Immobilize)
-peddling wheel
-Parting shot
-Move (Not sure about Shukichi/charge...Maybe if basemove is actually Zero, it´s fine? cause the range is low then?)
-Crane hop
-Sidecut/sillcut
-Leaping lizard
-Haunting
-Snake Dancer (?)
-Wild ride
-Chaser (Or atleast at grounded)
-...
Grounded(Either it ends when you get moved somehow, or you gain Kockback/Forced movement Immunity. I think I prefer the second)
-Same as above
-Shukichi(maybe Immobilized? depends on how you see Immobilize)
-Charge(maybe Immobilized? depends on how you see Immobilize)
-Burn up
-Gain air
-Blink
-Swap position
-Voidgate Teleport(should still be able to create them for obvious reasons)
And probably stuff I haven´t thought about yet.
I think it would incrase the realisim.
Also Doriands should cause "Grounded" then, like ingrain should. Everything that literally roots you on the ground.
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Hardcaptimes |
Posted by: Chaos - 06-14-2016, 01:15 PM - Forum: Beta Fu Archives
- Replies (6)
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With the way that stats currently scale, anyone who decides to naturally hardcap a stat will see almost no returns on any stat boosts in that area: for Instance, a Shaitan with 80 base STR and +8 STR boost will be no better off than they were at 80 STR total. This creates a need to cherrypick base stats alongside the many stat boosts found in the game, since anything past a certain point will become quite wasteful.
I would like to suggest that stat scaling is increased from 80 and onward, say around 30~40%, so that people actually have reason to hardcap a stat without having to fear wasting relevant boosts.
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The Unfocused Vampire |
Posted by: Rendar - 06-14-2016, 04:46 AM - Forum: Beta Fu Archives
- No Replies
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Currently Sanguine Crest gives WIL based off of essence gathered. This is a good thing, however it does not actually directly correlate to your stats outside of combat. Which causes issues when starting combat of your FP being lower than it is. In my case, I start with 467 FP (40 WIL out of combat) and end up with something like 529 for my cap.
This can cause issues because of things that drain based off of %, or for people who get a bonus for your FP being lower. See: Greenscale Tunic's Dodge Bonus.
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Timer error |
Posted by: NarukoX - 06-14-2016, 02:28 AM - Forum: Unban Requests
- Replies (1)
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I was looking at my ban and it said that it would expire the Jun 13th of 05:38:13 2016
And i come back to check again and it says the 14th what is the problem?
Name ingame is Naruko Strife if i can remember
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This hand of Mine. |
Posted by: Reikou - 06-13-2016, 09:16 PM - Forum: Beta Bugs Archives
- Replies (1)
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Bare hand criticals seem to be doing next to no damage.
--- ROUND 0 ---
Onigan Arena Combatant's turn.
Tester's turn.
Tester's turn.
Player debug is now on.
Debug: attack_pow: wep_pw (5) increases Power to 83
Debug: Total Power for Bare Fists / Bare Fists was 103.
Debug: Basic Attack - Weapon Bare Fists; 1
Debug: attack_pow: wep_pw (5) increases Power to 83
Debug: Total Power for Bare Fists / Bare Fists was 103.
Critical Hit! Tester attacks Onigan Arena Combatant with Bare Fists and hits them!
Onigan Arena Combatant takes 8 Blunt damage.
Debug: 0&&1
Tester's turn.
Tester's turn.
Debug: attack_pow: wep_pw (5) increases Power to 85
Debug: Total Power for Bare Fists / Bare Fists was 105.
Debug: Basic Attack - Weapon Bare Fists; 1
Debug: attack_pow: wep_pw (5) increases Power to 85
Debug: Total Power for Bare Fists / Bare Fists was 105.
Tester attacks Onigan Arena Combatant with Bare Fists and hits them!
Onigan Arena Combatant takes 63 Blunt damage.
Debug: 0&&1
Tester's turn.
Note: My character had Empty Palm Maxed.
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Afterglow |
Posted by: Rendar - 06-13-2016, 06:09 PM - Forum: Beta Bugs Archives
- Replies (1)
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Golden Glow currently does not do what it is intended to. It's intended to raise your phys and magical def by 10%.. but it uh. Doesn't seem to really do that. I think it might be setting them to 10% instead of adding 10%. This can cause issues for various reasons.
Debug report above.
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Battle Weight |
Posted by: Rendar - 06-13-2016, 05:32 PM - Forum: Beta Bugs Archives
- Replies (1)
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In the recent update notes it said that battleweight was raised by 5 as a baseline. This does not prove true and a low strength character can have under 5.
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