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  Shotaxe... Axegun?
Posted by: Mrgnjr - 11-19-2015, 02:55 AM - Forum: Bug Reports - Replies (3)

A shotgun mutated into an axe has the following properties

Range
Benefit from MG Shotgun passive
Lack of benefit from Berserker Shell
Scales off Skill
Ignores Defense
Blocked by blade barrier (if it keeps range i'd suggest keeping this)

It seems like some of this is likely unintended

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  Dagger Dance durability concern
Posted by: Ranylyn - 11-18-2015, 08:27 AM - Forum: Balance Fu - Replies (5)

I personally find it a little much that your subweapon also takes durability damage with dagger dance considering the low offhand damage and shortcomings of offhand repairs. Sure, it's a nice little bit of extra damge, but considering you're using both hand slots on daggers, this really affects potential (sub)class synergy and I feel the durability cost is a bit much.

I propose one of the following:

- Remove/Reduce Durability for Offhand dagger dance attacks
OR
- Improve repair methods that currently ignore subweapons (Maintenance, Repair Staff, etc)

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  [Board] Duo Tournament
Posted by: Rockabye - 11-17-2015, 08:27 PM - Forum: Sigrogana - Replies (1)

A poster has been pinned to the board, a message neatly written beneath it.

[Image: yampqrD.png]

Do you make a kick-butt combination with a friend? Are you an unstoppable team of bone-breaking destruction that none can match? Well now's your chance to prove it in Chimera Enterprises' Duo Tournament! If you arrive with your partner on time on Sunday 22nd, you can enter for the chance to win a prize, and be featured on our rankings poster. The tournament will be held at Chimera Enterprises, located just past the entrance of Cellsvich's east residential district. Please check the above poster for the time. Additional information may be provided in time, so if you intend to join, please check back often.

-Addendum-
There's no additional information available yet.

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  Haunted Soul Status Affliction
Posted by: Sawrock - 11-17-2015, 06:40 PM - Forum: Bug Reports - Replies (4)

So, Rustic works for Doomed Status Infliction bonus, as it is a Doomed-type curse. However, Haunted Soul, the other Doomed-type curse that is found on spectre swords, does NOT work with the Doomed Status Infliction bonus. In addition, it does not work with Dark Invasion. The following is from two fights, one with my spectre sword, and one without.

(With Spectre Sword with Haunted Soul (Doomed))
Resist! Terror Goblin Spear takes 11 Earth damage.
Terror Goblin Spear takes 24 Darkness damage.
Status Infliction: 148 VS Status Resistance: 32
Terror Goblin Spear was inflicted with Poison!

(Without Spectre Sword with Haunted Soul (Doomed))
Resist! Mad Vine takes 18 Earth damage.
Mad Vine takes 26 Darkness damage.
Status Infliction: 148 VS Status Resistance: 21
Mad Vine was inflicted with Poison!

As you can see, the status infliction is the same. I should be getting 40 more status infliction (10 from half of Dark Invasion, and 30 from having a Doomed Weapon).

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  Mortissinope
Posted by: Trexmaster - 11-17-2015, 02:19 PM - Forum: Bug Reports - Replies (1)

[Image: 25P8WuJ.png]

[Image: oZxcwn7.png]


Mortissimo's sound damage is going against Defense, despite being noted as 'unresistable sound damage equal to UL + 1". The Mortissimo used in these pictures is UL 24.

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  Green Journal
Posted by: Mivereous - 11-17-2015, 06:43 AM - Forum: Adventure Log - No Replies

A green hardback journal, with "N. Ryntor" on the bottom right corner of the front. It resides on a bookshelf in the private residence of Cassius and Nylise.

I keep having weird dreams, and I thought I should keep a record of them, they're just so weird. And not like the 'Airi kills me because I exist' ones.

The last one was pretty recent, so I'll start there. The black beasts were in the forest, and I was helping clear them out, since it was so close to Cellsvich. Then I was suddenly in front of some kind of tower in the sand, and I felt like I had to get to the top. When I did, there was someone there in some kind of heavy armor, and I was just so mad about having to climb that far that I pushed him off. It felt like they were bad, anyways. Then a heavily armored Vicky was there, and told me the forest was almost clear, and the tower exploded from the side, Vicky disappeared, and I was flat on my back and I couldn't move. There was someone walking towards me, but I couldn't see their face. It looked like their neck was about to break, the way it was crooked to the side. I could see their outline clearly, but I couldn't feel them like they weren't real or something. I was trying to sit up so I could see them, or move, or anything, but it was like I was pinned down. The floor beneath me collapsed when they got closer, and I woke up and nearly smacked Cassy because I was still trying to move myself.

I dunno, I thought it was pretty weird. Pretty real, too.

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  Elemental Traps
Posted by: Autumn - 11-17-2015, 06:13 AM - Forum: Bug Reports - Replies (1)

It seems that elemental impacted traps such as Blazing, Freezing and Swift aren't working to their intended effects(or their effects are hidden to me still, if thats the case then ignore me)

Blazing Traps seem to do nothing, I don't find any increased fire damage or cinder tiles left behind when it goes off

Freezing Traps don't seem to do anything either, no increased ice damage or extra ice tiles are left behind when it goes off

Swift Traps don't seem to be doing extra damage even though it says "The trap is Overcharged!"

Quaking traps add Defense as damage, which I assume is intended

and Raging traps add +2 placement range/4 activation range, which I also assume is intended.

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  Fauty Trigger
Posted by: Ranylyn - 11-17-2015, 01:11 AM - Forum: Bug Reports - Replies (1)

Wind Trap: Does damage to the enemy that triggers it, and knocks all enemies back.

Trigger: "Naturally, it damages enemies in range."

When manually triggered: No damage is done, just knockback.

Untested with Ice. Fire works normally.

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  Down And Out (Knockdown)
Posted by: Slydria - 11-16-2015, 09:29 PM - Forum: Balance Fu - Replies (16)

Knockdown is too strong. It reduces Momentum by 3, removes Guard, negates Evasion and now cripples Evade.

While I understand the logic of being easier to hit while knocked down. Knockdown was already quite strong and did not need the extra benefit.

Worse still, the penalty it gives is very large. Even a mediocre character will have no trouble hitting a knocked down target. And that's not even accounting for all the other bonuses one could potentially stack.

This also makes the new Quick Rise skill for Rogues much less valuable, after all, if you can't dodge while knocked down in the first place, you can't cure it.

I don't think there should be an Evade penalty at all for Knockdown but if there absolutely must be one, I think it should be a smaller, flat amount instead of a large percentage. (e.g. -10/-20/-30 instead of -50%/-75%/-100%)

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  Dagger Derps
Posted by: Soapy - 11-16-2015, 07:53 PM - Forum: Bug Reports - Replies (5)

Dagger Dance doesn't work with weapons that are mutated into or qualify as daggers.

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