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  [Query]Bash
Posted by: Rendar - 01-13-2016, 02:34 AM - Forum: Bug Reports - Replies (1)

If you bash someone who has their back to a wall/dense object, they get bashed to the side.

This is normal.

What isn't normal is the fact that their health ring turns to the direction they went, even if their character hasn't turned.

Is this normal? Should the affected character turn as well as their health ring, or is that simply a visual bug?

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  The Spirit is Frail, and the Legs are Noodles
Posted by: Rendar - 01-13-2016, 01:45 AM - Forum: Bug Reports - Replies (4)

Strong Legs, at max rank, doesn't cure and give immunity to fear whatsoever.

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  Ether Invitation taking damage type
Posted by: Autumn - 01-12-2016, 05:11 PM - Forum: Balance Fu - No Replies

It's already well known that Ether Invitation takes the damage element of your weapon, and that if it's used with a gun, it can ignore defense as well(hello unresistable 250) but in the end its still always physical damage, I was hoping on suggesting that if you were to EI with say a tome which deals magic damage, they will deal magical damage instead of physical damage with Ether Invitation.

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  M-Mercala plz
Posted by: Rendar - 01-12-2016, 06:00 AM - Forum: Bug Reports - Replies (1)

[Image: pQa12KC.png]
[Image: RKlfhul.png]
[Image: TayKwjc.png]

Mass + Brighten = SHENANIGANS.

Two things.

So long as you use Mass+Brighten in an area that doesn't already have light shafts, weird shit happens. Like level 1.3 million Brighten.

Two.

Brighten+Mass takes FOREVER TO USE THE ANIMATION ON EVERY TILE. PLEASE SPEED THAT UP OR MAKE IT DO IT ON ALL TILES AT ONCE CRIMINY.

Level 5 Mass
Level 5 Brighten

Sometimes it applies 1.5 million level brighten to enemies. Sometimes it applies 6.4k. Sometimes it applies level 1.3 million to allies. Sometimes it applies level 5.

This skill is super buggy.

[Image: 03c5bcd2a9.png]
[Image: GNXvHVy.png]

Also uh. You get affected by your own light shafts so. That sucks? As do your allies.

Please make it so that they count as things that benefit YOUR side instead of just causing fuckery for all.

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  SL2 Version 1.47
Posted by: Neus - 01-12-2016, 12:22 AM - Forum: Announcements - No Replies

[float=left][Image: talkav_96.png][/float]

So, finally done with the base class upgrades, Duelist comes in with the last set. I wasn't entirely happy with how they turned out initially but I iterated on some of the skills and I think they came out better for it. I sort of wanted to add more Perfect Poise effects to the existing skills but didn't have time; maybe I will do that in the future when I make adjustments when people post balance issues.

I think it'll be a while before I do another update series again because they take so much time, and I'm not sure what I'm going to work on next! We'll see what I feel like doing, or maybe I'll just do some of the backed up requests for next week while I figure it out. I hope you all enjoyed the base class updates, though!


1.47
New Duelist Skills - The Duelist base class has received 8 new skills, including 2 main class only skills.
Duelist Skill Adjustments

  • Poise
    • Effect has changed to; To have poise means to have the upper hand and it requires quick reflexes. When you are attacked, you gain a bonus to your Critical for your next attack within 2 rounds. If you evaded the attack, the duration is increased by 1 and you gain Perfect Poise, which doubles the bonus and keeps it active for multiple attacks. Perfect Poise will end if you are hit by a basic attack, and both will be reduced in duration and level (1/3 respectively) if you take any damage exceeding a threshold, based on Rank.
Adjusted - Hidden Cut's damage can no longer trigger Evasion.
Adjusted - Sear tiles now deal magic damage (cinders are still physical).
* Bug Fixes
- A display error in skill descriptions caused by using the skill during the last turn of a battle has been fixed.
- Brighten now properly places light shafts in all affected squares.
- The Guild chat tab now has its proper name.
- Enchantments that affect Anchor Edge's attack range now properly take effect.
- Silent Spirit's damage reduction now applies properly.
- Second Chance now heals for the proper amount.
- Solar Lance no longer infinitely loops when you use it on someone who already has one.
- Expanding Ice should be able to hit a target more than once now, as its description suggests.
- Pacifist Boon is no longer removed when you damage yourself.
- Install overlays no longer stick around after the battle ends.
- Retreating Swipe's Nerhaven, Kraken, and Redgull elemental impacts now work correctly.
- Aliagmato has a small delay now to prevent unintended stacking effects.

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

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  404 Dungeon not found
Posted by: Trexmaster - 01-11-2016, 10:33 PM - Forum: Bug Reports - Replies (3)

[Image: 9299952ab1.png]

After leaving a fight in a crazy spacey stylish level 70 fire altar, I was greeted by this instead of the floor proper. Almost the entire floor was replaced with black tiles, and walls, chests, or stairs were also deleted due to this, making the floor inaccessible from either end, and making progress impossible.

I've had this happen before awhile back, but only a small portion of the dungeon was affected, and it was as soon as the floor was generated upon going down the stairs.

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  Hit checks on skills that use basic attacks
Posted by: Autumn - 01-11-2016, 01:32 PM - Forum: Suggestions - Replies (7)

Would it be possible for skills like Hanging/Repel/Sidecut/Couloir to list your hit chance when selecting a target? This would help immensely.

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  Swiper No Swiping
Posted by: Slydria - 01-11-2016, 08:02 AM - Forum: Bug Reports - Replies (1)

Retreating Swipe's Elemental Impacts don't appear to be doing anything.

For instance, when using Blazing Retreating Swipe, no cinder tiles are created, assuming that is the intended effect.

As far as I can tell, this is the case for all of Retreating Swipe's Elemental Impacts.

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  Shock Storm
Posted by: Soapy - 01-11-2016, 07:45 AM - Forum: Balance Fu - Replies (5)

http://neus-projects.net/viewtopic.php?f=9&t=2273

Quote:OOC Devourer Of Holes: I think dev at one point said that Liches can be crit by things like that because it isn't a 'crit' per se
OOC Devourer Of Holes: Just like how the Dullahan thing doesn't apply to that, or uh. Luck Ammy
I think Ryemei and Redgull crits should be affected by Lich/Dullahan racials and Lucky Amulet.

Along with other things that affect critical damage, like Rogue's Work Gloves.

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  Ryewill
Posted by: Soapy - 01-11-2016, 07:34 AM - Forum: Bug Reports - Replies (1)

My RES tank Lich just took 43 damage from a Ryemei, and then 358 damage from the next one.

Ryemei ignores Arcane Order (both ways), and its critical damage is multiplied before RES.
I imagine Redgull impacts ignore Arcane Order too.

I'm not sure if Redgull crits are before DEF/RES, but given how much damage I was doing against tanks, they probably are.

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