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  Class Balancing: Martial Artist
Posted by: Kameron8 - 01-20-2016, 03:22 AM - Forum: Balance Fu - Replies (18)

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:

In its current form, Light Tomahawk is an autohit that does as much damage as any of the Verglas or Monk skills, but has a 1 in 4 chance to practically win you the fight outright. This change keeps it relevant (although its damage already does so nicely) but does away with simply praying to RNGsus for a free turn skip.

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:
Currently, the effective range of a Martial Artist is roughly the entire map. Unless you are on opposing diagonals (which would still leave you in range of heaven kick after moving with Shukichi), you are well within range to be struck. This keeps Shukichi useful for maxing out your movement or closing a small gap with an attack, but removes the ability to be scrubseeking palmahawk missiles.

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:
Martial Artist is supposed to be a flexible, mobile class. It has fantastic sustain, high damage, and some of the best mobility in the game. However, it's currently being paired with full on tanks in massive suits of armor and 800 health to hop all over the map, cleanse any crowd control effects, get up from knockdown for free, and sustain health and FP forever. This change encourages people to take Martial Artist for more than just raw passive power, even as tanks.

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  1.48 notes
Posted by: Soapy - 01-20-2016, 12:51 AM - Forum: Suggestions - Replies (1)

where

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  Evade, quickl-- MY LEGS
Posted by: Kameron8 - 01-19-2016, 10:07 PM - Forum: Bug Reports - Replies (4)

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.

[Image: nlsT4MP.gif]
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)

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)

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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  Bugs, Glorious Bugs.
Posted by: Maikito - 01-19-2016, 04:02 PM - Forum: Mapping - Replies (3)

The SL2 Mapping Environment hit over 600+ bugs when compiled in Dream Maker.

I think there's something wrong with uhhh the file directory with your thing.

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  Deadliest Aim
Posted by: Trexmaster - 01-19-2016, 01:56 PM - Forum: Bug Reports - Replies (1)

Deadly Aim gives you a +1 SKI mod for having it in your skill pool. For some reason. Signs point to it being unintended.

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  Expiring Forever
Posted by: Trexmaster - 01-19-2016, 11:41 AM - Forum: Bug Reports - No Replies

Static Dungeons produce the expiration indicator (at least I assume that's what it is, the purple static over the dungeon) after a certain period of time. They don't dissappear, but, the indicator doesn't go away.

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  [Vampire] Spamvermists
Posted by: Ranylyn - 01-19-2016, 08:09 AM - Forum: Bug Reports - Replies (7)

Despite the changes to most healing skills to be useable only once per round, Silvermists is still useable twice per round.

While I personally don't have an issue with this due to the nature of Essence as a resource and the stat penalty incurred from doing so, I'm assuming this isn't intentional.


EDIT: Extra silvermists bug:

[Image: 060146c830804943835fa84fc9b612f7.png]

Lunar Lunatism doesn't end when Essence hits 0, only when enough turns have passed. Using Silvermists during Lunar Lunatism leads to... well... this.

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  [Global Bank] Brain Food
Posted by: Ranylyn - 01-19-2016, 07:29 AM - Forum: Bug Reports - Replies (2)

Brain Food is not deposited in the Global Bank upon character deletion.

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