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  Even more dungeon blockage.
Posted by: Trexmaster - 09-14-2015, 02:46 PM - Forum: Bug Reports - Replies (1)

[Image: 489cb1b9aa.png]

In bandit dens, this can happen.

of course this wouldn't actually be an issue if we could blow up walls already

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  Partial Clear Bonus [QUE?]
Posted by: Trexmaster - 09-14-2015, 02:23 PM - Forum: Bug Reports - Replies (2)

Every time I've ever gotten a Partial bonus, it's only ever counted the core floor as being cleared.

I've tried to get full clears two or three times before giving up, but, I -have- cleared floors entirely, yet every time it's just the bonus for the one floor, even if I used an Assassin on a prior floor.

So...probably a bug.

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  Not so giant [QUE]
Posted by: Trexmaster - 09-14-2015, 09:43 AM - Forum: Bug Reports - Replies (1)

Using the Anchor Edge (UL 12, so, +1 attack size) without Gigantic (aka, +1 weapon range)

[Image: 1ce3124e85.png]

Using the Anchor Edge -with- Gigantic.

[Image: d3ebf096ab.png]

I get that it's supposed to be a line, but, can't it just be like the Firthrower? You know, where it has a line attack with a range of whatever.

Otherwise--is it intended to not be able to recieve the Gene's range bonus?

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  Boss 10* Item Rarity
Posted by: Slydria - 09-14-2015, 08:11 AM - Forum: Balance Fu - Replies (4)

Now I know 10* are intended to be rare, however I feel the ones dropped by bosses are just brutal to find, unlike regular monsters, you can only fight the one every in-game hour or every core fight.

I'd like to suggest something more like three times the current rate to make up for how often you can fight them. Level*0.03% instead of Level*0.01%. (For a Level 65 boss, this would be 1.95% compared to 0.65%)

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  Fading Monsters
Posted by: Trexmaster - 09-14-2015, 02:40 AM - Forum: Suggestions - Replies (3)

Can we have a toggle for the fade-on-death thing for monsters? It makes fights take longer than they need to, as we have to wait for every single monster's fade-death to occur every time.

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  Furtive Move
Posted by: Soapy - 09-14-2015, 01:44 AM - Forum: Bug Reports - Replies (1)

Forced Move doesn't take the repeat action momentum penalty.

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  Failure To Stylize
Posted by: Mivereous - 09-14-2015, 01:14 AM - Forum: Bug Reports - Replies (1)

Mercenaries only take two actions in Stylish dungeons, so I'm going to assume they aren't getting proper Stylish benefits.

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  Clipped Wings
Posted by: Soapy - 09-13-2015, 10:13 PM - Forum: Bug Reports - Replies (1)

Winged Serpent's range defaults to 1 and increasing it makes it skip to 3, so you can't use it at 2 range ever.

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  Balance Fu: The Movie
Posted by: Fern - 09-13-2015, 07:04 PM - Forum: Balance Fu - Replies (11)

Well, I felt like making a thread involving multiple suggestions for the game's balance in general. They're kind of simple:

[Kensei]

-Making the innates like Kenki, Sakki, Touki, Yomidori, flat numbers. I.E Yomidori making your attacker lose 30 hit instead of reducing their accuracy by 30%.

[Hexer]

-Making Fallcall's damage increase 1.5x instead of 2x.
-Probably... MAYBE make it so Strangling Etacof makes the Screaming Tome 1M silence cure cost more HP when the enemy is under its status. (30% HP cost maybe?)

[Demon Hunter]

-Making it so Matador doesn't give you rage energy if you take no damage. Like a friend once said: "If you feel no pain, what is there to be angry about?"

Alternatively, significantly reduce the rage energy gain if the damage hits 0.

-I think this has been suggested before, but why not make it so Desperado's Bullet Barrier doesn't work on attacks from behind? Blade Barrier can't do that.
-Maybe make it so Cobra's Snake Dancer can't evade attacks while knocked down.

[Evoker]

From what I've seen, this class tends to have it very bad against resist stacking but also destroys absolutely anything that isn't geared up against it. The only thing I'm able to think of is:

-Make it so you can toggle Charge Mind like Safety, but reduce the damage multiplier. Probably from 2.5x to 2x. It'd help mages test out resists first.

Alternatively add the toggle and make it so it increases damage -after- RES, probably.

(Maybe make it apply to mage spells too.)

[Rogue]

-I've seen someone else mention this, but might as well repeat it here. Make it so Evasion's damage reduction is 30% max instead of 50%.

(And probably bump Voidveil back to 30% reduction.)

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  Dark Imbue Mutation
Posted by: Ignored Knowledge - 09-13-2015, 04:32 PM - Forum: Bug Reports - Replies (1)

Dark Imbue can be activated on guns that have been transformed into axes by the mutation jammer core, however it does no effect with the weapon itself. It doesn't increase hit or gives Dark Damage to basic attacks. It only gives the icon and effects Individual Ghost skills normally but nothing with basic attacks or the weapon alone. Other weapons are unknown. Because I don't want to waste jammer cores.

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