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  Emoticon Macro Option Idea
Posted by: Exxy - 11-11-2015, 07:48 PM - Forum: Suggestions - No Replies

Random thought but, suppose there were an option for an Emoticon Macro in Settings. Whenever you would say a trigger, it would go off.

Example:

A Bystander says, "What do you mean, arrest?"

*A question mark would appear above their head, as if they typed "question" right after*

-OR-

Suppose you enter *question* in the middle of a line of text and it does the emoticon.

Example:

emote" seems to be confused, at the mentioning of an arrest being made.*question* Although he seems to be at peace with said action, resigning himself to allow the guard the means to escort him away- restrained or not.

-----

End-Note: Granted there would have to be limitations to this, suppose a max of 3-5 macros to prevent spamming.

Edit: Or to give a "Cooldown" period were macros would not be allowed... or just a flat-out refusal of macros if they exceed the limit.

Also, this may be one of my ideas that sounds better on paper than in practice. . . xD

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  Mayelia and Soul Engine
Posted by: Autumn - 11-11-2015, 05:36 AM - Forum: Bug Reports - Replies (9)

It seems that the light armor Mayelia doesn't restore 15% HP to a dullahan who has to miss their turn thanks to Soul Engine

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  Hooked Spearhead
Posted by: Slydria - 11-11-2015, 03:26 AM - Forum: Balance Fu - Replies (8)

Hooked Spearhead is too effective when paired with Charge Bash or Hirazuki due to how many times the effect triggers. While you can wear Spiked Treads to completely stop it, I think it's still too effective.

Charge Bash w/ Hooked Spearhead (50% STR unresistable Pierce Damage 5 times):

Quote:Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.

Hirazuki w/ Hooked Spearhead (75% STR + WPN Power + 3-15 Damage physical Pierce Damage + 50% STR unresistable Pierce Damage 6 times):
Quote:Jammer takes 79 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.

I think it should only deal it's bonus damage once per 'push/pull' motion, no matter how many tiles you push/pull them along with you.

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  Silver Fits
Posted by: Raigen.Convict - 11-10-2015, 11:18 PM - Forum: Bug Reports - Replies (2)

Silvermists still lets vampires recover HP when hit by soul chains, I bore witness to this during a friendly spar.

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  Ghostier Ghosthands
Posted by: Autumn - 11-10-2015, 06:27 AM - Forum: Suggestions - Replies (6)

I want to discuss the possibility of Ghosthands being able to get rid of the momentum reduction from hitting a resist, I'd rather gather a few thoughts about this kind of idea

1. Ghosthands will completely ignore resist message momentum reduction for skills that use a weapon (IE: Stuff like Basic Attacks, Sidecut, Chaser, Turnover, Crystal Rose)

2. Ghosthands will completely ignore resist message momentum reduction for all skills


I like the idea of the first, but put the second one in anyway, discuss?

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  Jammer Cavern Chests
Posted by: Exxy - 11-10-2015, 01:00 AM - Forum: Bug Reports - Replies (2)

Recently when I was on a new character I found that the chests in the Jammer Cavern (Nub Cave) were not present. Given the fact I had leveled them up to 50+ before taking them there, I thought it may have just been an instance spawned for higher levels until I reached the room with the Jammer Omega and the Chainshot Chest.

The presumed bug seems to only affect the static dungeon chests and I haven't been able to reproduce it, I forgot to screenie it but relogging fixed the problem immediately.

P.S. From what I can tell, the chests were still there just their icons would not load. I.E. When I tried to move to the square that the Chainshot Chest was on it would not let me as if the square was still being occupied.

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  Legend Extension - Class Extension
Posted by: Mivereous - 11-08-2015, 10:36 PM - Forum: Suggestions - No Replies

Something under Knowledge that would allow you to level up class levels beyond 30, such as 5 ranks for 3 levels each, or 3 ranks for 5 levels each (level 45 classes). I thought of this mainly because I was trying to remember why/how anyone would be able to monoclass, and remembered that it was kinda implausible because of the lack of SP. I think this would fix that. I personally prefer the 5r/3lvl route.

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  Screaming Tome and Etacof
Posted by: Kameron8 - 11-08-2015, 08:07 AM - Forum: Balance Fu - Replies (8)

Removing 6m worth of silence + silence 'insurance' for 1m is still far too powerful. The damage alone is not nearly enough to compensate for it, but there is an argument to be had that Strangling Etacof should not completely shut down a mage no matter what. I suggest changing Screaming Tome to reduce the duration of Strangling Etacof's silence by 2 rounds, instead of removing it entirely. That way, if you are silenced, you will have to spend 1m + 2m and take twice the damage to cure it, if you wish to do so in one round.

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  Charm Not Causing Damage-Interception
Posted by: Kameron8 - 11-07-2015, 02:28 AM - Forum: Bug Reports - Replies (2)

Enemies under the effect of charm will never take the damage for you, even though they are within one range.

I'm not sure if this was removed intentionally, but if it was, the tooltip for wink needs to be updated.

Wink:

A low-grade enchantment that is triggered by a wink. May inflict Charm LV X (X = half of Lilu's level) on the target for 3 turns. Charmed enemies will have all damage they deal to you reduced by LV%. They also have a LV% chance of taking damage for you if they are within 1 Range. If you deal damage to the target, the duration of the Charm is decreased by 1 Round. (Success rate is affected by caster's SKI, WIL, LUC, and the target's RES and LUC. This skill also has increased success based on Lilu's level.)

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  Mutated Gun Mod Problems II
Posted by: Ignored Knowledge - 11-06-2015, 10:59 PM - Forum: Bug Reports - Replies (4)

Quote:Mutation (Special) - Weapon: Weapon type may change based on rarity, but functions the same as normal. (9*+ weapons not affected).
Armor: Armor type changes based on rarity.
Both: +25% Weight Increase

When changing a gun into a bow via mutation jammer core, it doesn't function the same as normal. Rounds do not activate via basic attack and Defense is not ignored. Ski might not be factor into damage like it should. This doesn't seem to be a problem with other guns being mutated into other weapons as far as I've seen.

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