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Tanks And Curses |
Posted by: Rendar - 11-30-2015, 05:37 AM - Forum: Balance Fu
- Replies (11)
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So. Fellel's Fumble is a nice curse. In and of itself, it stops someone from attacking, or outright negates things forcing a person to use auto attacks. The thing is though, auto attacks (generally) aren't that good against people that have a pretty decent DEF score ((or res if your auto hit goes against that?)) If they're using Fellel's Fumble, you're generally against a class that requires Hit-Checks, like say... Arbalest. Arbalest doesn't have much in the way of auto-hits. You got your Heavy Tackle and your Star Bow. Are they powerful against non-tanks? Sure! They fall off completely though against people with actual defense scores.
Arbalest relies on hit-checks to break through defensive targets and harm them... and honestly? The curse itself is something like 3 rounds (with a 3 duration). This makes it require 3 attack checks, OR for it to run out. Which, if the target is good, they'll renew it. They'll probably not run hit checks either, and poison murder is a good way to win. So, what do you do?
You either get a multi-shot gun to completely nullify the curse, rendering it null and void forever... or you cry to yourself as you fire twice in one round (if you stand still. Which sometimes isn't a good idea against a hexer). Then proceed to repeat this until..
A) The curse finally wears off on your last hit
B) The timer runs out
If the hexer is smart, they can simply just renew the curse on themself. Which, guess what, will make you never be capable of hitting them.
How to deal with this? Iunno. Make it work like Body of Isesip?
The person uses the momentum to attack you? It reduces the duration by a round.
The person spends a full round, and waits a round, to hit you?
You just survived for an entire round because you spent 3M and some FP.
Thoughts?
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[QUE]Breaking Invocations is too easy? |
Posted by: Autumn - 11-30-2015, 03:06 AM - Forum: Bug Reports
- Replies (1)
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I mostly wanna know if this is a bug or not, because I have a priest with generally really high FAI and Invocation + Devocation maxed, yet my invocations break anyway all the time, way too often to make me think its more than just bad luck, for example.
![[Image: fc383527e9.jpg]](http://puu.sh/lDFhn/fc383527e9.jpg)
This should of had a 7.92% chance of breaking, making it relatively safe for me to cast the invoc, however it broke anyway, and I understand I could just be having bad luck, but I'd also like to mention that my invocs break a lot on low percentage values, I've seen them break off of people's shock collars before, and those only do 2 damage.
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Haunted Furniture |
Posted by: Ignored Knowledge - 11-30-2015, 02:19 AM - Forum: Bug Reports
- Replies (1)
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Sometimes furniture doesn't like to stay at the layer they're set to.
After being set to a layer, some furniture changes back to their old layer or to new one after a little while. The menu says the layer they're set as but they act as a different one. Moving them or repeatedly trying to set the layer again, fixes it but not for long. For example, you place a bench down. It seems normal, but one day it's suddenly overlaying people. Sometimes the furniture goes a layer under the map when set to 1. The layers set to an item appears to only change by 1 or 2 layers at what appears to be random whenever the house is vacant. The problem can cause furniture to over lap over furniture, such as a table suddenly over laying its potted flowers, or cause the map its self to over lay it or something to make it disappear and unreachable.
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Anchorless Edge |
Posted by: Balthie - 11-29-2015, 11:34 PM - Forum: Bug Reports
- Replies (2)
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Quite simply, giant gene on an offhanded anchor edge doesn't work. Proper range mainhand (5), improper range offhand (4).
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Cripple leg or /Delete leg? |
Posted by: Snake - 11-29-2015, 02:48 PM - Forum: Balance Fu
- Replies (1)
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Isn't the LV '15' movement impairment a bit too harsh? Honestly, I don't care much about the stat reductions, they're really supposed to give the 'poor defenseless archer/gunner' some advantage in battle, but the leg one, GG, that literally kills your movement if you can't dodge. (i.e Tanks) It's sort of bringing the movement penalty topic all over again.
Other players suggested to reduce it to LV5/LV10 or something around it. Because 15 is just too much for the already 'immobile' classes. (Well, unless if Soldier's future new skills have it included something to kick away those debuffs in their kit.)
Also, there's always the option to make it reduce movement by the type of armor, Unarmored gets the LV15 bomb while the ones bathed in protection (Heavy Armor) get lesser, a LV5? I don't know.
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Ambidexterity Loss |
Posted by: Rendar - 11-28-2015, 10:02 PM - Forum: Bug Reports
- Replies (2)
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If you have Ambidexterity then swap your race via LE ((Doing it later in levels rather than at level 1)). You will actually flat out LOSE Ambidexterity and will have a wasted talent for it.
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Conditional Early End to Menov's Fang |
Posted by: Kameron8 - 11-28-2015, 04:59 PM - Forum: Bug Reports
- Replies (1)
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When a target is under the effect of Menov's Fang, you can refresh the 'Poison' debuff at any point (The Menov's Fang debuff will not refresh, of course). If you re-inflict poison on a target who has 1 turn left on the Menov's Fang debuff, the 4th damage instance of Menov's will not be applied. That is to say, the 4th iteration of poison damage will do 10% of the target's health, not Menov's 20%.
In case this is unclear, here is a hypothetical scenario:
If the hexer in this scenario had not recast wretched oil on round 4, the damage on round 5 would have also been 20%, like usual.
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Healing Over-charge |
Posted by: Autumn - 11-28-2015, 12:49 AM - Forum: Bug Reports
- Replies (4)
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Bonder's healing discharge does not benefit from Elven Legacy, despite Elven Legacy stating it doubles the base power of all healing spells.
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