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Class Balancing: Bonder |
Posted by: Kameron8 - 01-20-2016, 05:05 AM - Forum: Balance Fu
- Replies (8)
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This is another short thread for rebalancing classes in the game. There is only one suggestion that me and several others have agreed on.
1. Fight As One stat bonus changed to +10 hit/evade/crit/crit evade. (+30 if one bonded Youkai)
Justification:
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Class Balancing: Priest |
Posted by: Kameron8 - 01-20-2016, 03:58 AM - Forum: Balance Fu
- Replies (6)
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Another balance thread, also extremely short. Only two changes were thought necessary by me and several others discussing it.
1. Silent Prayer now provides immunity to silence for 2 rounds.
Justification:
2. Sanctuary's stat level is now 1/2/3/4/5. (To clarify, this means it will reduce str and will by 5, and buff defense and res by 5, down from 10 each.)
Justification:
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Class Balancing: Mage |
Posted by: Kameron8 - 01-20-2016, 03:52 AM - Forum: Balance Fu
- Replies (15)
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This is the third balancing post in the long list. It is only a single suggestion me and several others agree on.
1. High Speed Divine Words invocations now suffer from repeat action penalty. It costs 3m to initiate the invocation, then 4m to cast it. In total, it takes 7 momentum to cast an invocation with this ability up.
Justification:
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Class Balancing: Archer and Magic Gunner |
Posted by: Kameron8 - 01-20-2016, 03:46 AM - Forum: Balance Fu
- Replies (22)
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This is the second thread on rebalancing the classes currently in the game. I have discussed these ideas with several people, and these threads are the things we all agreed on. This thread covers Archer.
1. Cripple Arm now only removes access to the subweapon slot on a critical strike. Cripple leg only causes the target to lose Move on a critical strike. The stat subtractions for str/ski and cel apply even if it does not critically strike.
Justification:
2. Longdraw and Gust Arrows no longer stacks together.
Justification:
3. Fortune Wind dodge bonus is capped at Rank * 10 evade.
Justification:
4. Sonic Shell no longer inflicts hesitation. Instead, its shell effect is "Deal Shell Power * 2 unresistable Sound damage." Furthermore, its overcharge effect changes in two ways: First, the area of effect sound damage is no longer unresistable -- the target's Resistance stat will lower the damage taken. Secondly, the Knockdown effect will only effect the primary target shot. It will not knockdown in an Area.
Justification:
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Class Balancing: Martial Artist |
Posted by: Kameron8 - 01-20-2016, 03:22 AM - Forum: Balance Fu
- Replies (18)
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This is the first thread of many to come that deals with rebalancing classes in the game. I have discussed these ideas with several people, and these threads are the things we all agreed on. To make discussion easier and less cluttered, I have separated the suggestions based on base class. To start off, here is Martial Artist.
1. Light Tomahawk's Urawaza bonus no longer has a chance to stun. It now has rank * 20% chance to guard break. Guard break skills now deal full damage when striking guarding opponents.
Justification:
2. Shukichi is now consumed after moving or using an attack that teleports you with its effect. To clarify, this removes the ability to Shukichi, move three quarters of the map, then cross the final one quarter of the map with a teleporting attack.
Justification:
3. Kip up now reduces the momentum cost of recovering from Knockdown for Light Armor by 0/1/2. Kip up no longer functions with Heavy Armor.
Justification:
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Evade, quickl-- MY LEGS |
Posted by: Kameron8 - 01-19-2016, 10:07 PM - Forum: Bug Reports
- Replies (4)
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If you have Evasion in the Rogue class and Flottement in the Duelist class, you will 'dodge' area of effects. However, because some of them seem to grow out from the center, it causes you to 'dodge' into the spell again, and again, and again, until you finally get out of the area. This results in taking a boatload of damage, like so.
This occurs with things like sear, air pressure, famuiga, and wind slasher. It will not hit more than once if you target them on the edge of the spell, because of the 'growing from the center' effect.
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Lag Report |
Posted by: Rendar - 01-19-2016, 05:48 PM - Forum: Bug Reports
- Replies (8)
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As of recently, SL2 has been experiencing major lag spikes. To the point that the game ceases to function for about 30 seconds at a time. What doesn't cease to function though is click-to-move and anything involving 'talking' (Say, OOC, Emote, etc) for one command. Which then it promptly stops working. Normally, I wouldn't report this, however this has been a common thing for the past few updates, and has only now started to get worse and worse. I'd ask if it were simply 'loading' times for certain dungeons, or something you've implemented, but it's getting a little out of hand as of late.
Can we get any confirmation if this is applying to anyone else (if it's just me), or if there's a function that's stopping practically all game functions for a time.
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[Demon hunter] Chaser Damage Bork |
Posted by: Ranylyn - 01-19-2016, 05:37 PM - Forum: Bug Reports
- Replies (2)
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Rank 5 Chaser is either only doing Rank 1 bonus damage, or ignoring weapon power with bare fists.
Normal hit: 49 Damage
Chaser hit: 52 damage
If it matters, test was performed on a Monk/Dh with Rank 5 Empty Palm. Either an incorrect rank bonus or ignoring the bare fist power (Base + 15 from Empty Palm) would result in the exact same -20 damage than expected.
EDIT: Finally got my axe back out of the bank to test further; damage was indeed +23 instead of +3 with an axe. Meaning that, when 100% unarmed, it treats Bare Fists as 0 power.
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