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Screaming Tome and Etacof |
Posted by: Kameron8 - 11-08-2015, 08:07 AM - Forum: Balance Fu
- Replies (8)
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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)
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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:
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Mutated Gun Mod Problems II |
Posted by: Ignored Knowledge - 11-06-2015, 10:59 PM - Forum: Bug Reports
- Replies (4)
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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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[Question] On Pilsafs and Psuedo 'Attacks' |
Posted by: Kameron8 - 11-06-2015, 07:39 PM - Forum: Balance Fu
- Replies (2)
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Is Pilsaf's Masochism supposed to cause skills like Poison Bite and Mad Chop (which have hit checks like an attack, but do not function like normal attacks) to automatically hit and consume a LVL of the curse? Furthermore, would it be worth considering making the curse effect Evasion and Snake Dancer?
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So...Much...Poison... |
Posted by: Kameron8 - 11-06-2015, 12:00 AM - Forum: Bug Reports
- Replies (1)
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Removing the effects of poison using a Wyverntouched's 'Absorb Poison' ability continues to apply the poison damage regardless. It almost appears as if the status effect, though transferred to the WT, still hurts the original target. This allows you to do silly things like poison -> Menov's fang, Absorb Poison, Poison, Absorb Poison, Poison, etc etc until you have 4 different instances of poison hurting someone at the start of the turn.
In case this was unclear, to reproduce:
1. Poison an enemy as a Wyverntouched character.
2. Use Absorb Poison to remove the status from the target.
3. Poison an enemy again.
4. Absorb again, repeat as much as you like.
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Status Damage (poison/burn) |
Posted by: Autumn - 11-05-2015, 11:57 PM - Forum: Suggestions
- Replies (7)
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Is it possible that they could be changed from physical/magic damage to a non-physical/magical damage? As Poison will gather rage from matador for about no reason.
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Guild Slots |
Posted by: Clockworkers Doll - 11-05-2015, 01:55 AM - Forum: Suggestions
- Replies (2)
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I/we want more of them.
Either as a donation item, such as the bank slots card, or just in general.
It's slightly aggravating that we have to rotate out members who haven't shown up due to internet issues/school just so we can add someone else.
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There's On Hit and then there's "on hit" |
Posted by: Ignored Knowledge - 11-04-2015, 12:22 AM - Forum: Balance Fu
- Replies (1)
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Quote:Steel Aura
The Black Knight gains the power of Negation, preventing weapons with On Hit effects from utilizing them when attacking the Black Knight for X rounds (based on Rank).
Warning: Read Carefully!
I think this skill will be more helpful if instead of On Hit Weapons effects, it prevents on hit effects on the black knight with the exception of auto-hits. When I mean by effects, I mean everything that happens to the black knight besides damage, hit, critical and so on via basic attack and basic attack skills. Just simply 'effects'. Debuffs, skills and things, that activate with basic attacks that negatively effects the black knight.
Some examples of what I mean:
Using a High Charge Vamp shell wouldn't drain the Black knight's stats, but the Magic gunner will still gain his or her buff from it.
Pulling Shot still does extra damage but can't pull.
L'au-Dela doesn't inflict fear.
Blowback Cannon doesn't knock back or stun
Curse Haunted does not inflict fear.
Straight Cannon's sub-weapon's on hit effect doesn't happen
Drown can inflict Silence
Bright Bishop can inflict Glowing
Noshka's Famine can travel back and forth between a black knight and a hexer as normally
Backstab will do extra damage and critical boost
Oil Chain does work with Cannon Skills
This new rework will really give the feel of black knights being hardy warriors of steel above others. Either way, it could be a good warp-able idea for any future classes or items.
Also can there be a clearer way to point out what is an autohit or not? Like an icon in the skill's right side description?
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