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  Leaky Lava
Posted by: Trexmaster - 07-30-2015, 08:35 AM - Forum: Bug Reports - Replies (1)

Lava Leak's cinder tiles do absolutely nothing. Standing on them before they expire results in nothing happening.

I've yet to test if NPCs are capable of triggering them, but, players seem incapable of doing so.

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  Martial Lawbreaker And Shotgun Passive
Posted by: Bjarn - 07-30-2015, 01:56 AM - Forum: Balance Fu - Replies (4)

I am trying to make a DH/MG hybrid class that utilizes a Shotgun and an Axe, and I was noticing much better damage returns with my melee attacks than with my shotgun attacks. Normally, I'd chalk this up to a higher strength, since my strength is 7 points higher than my skill. But that shouldn't make much of a difference, as there's a neat little passive in MG that outright increases the power of shotgun weapons by 25, as seen here.

[Image: 5e0b7a46a5900867ad6cf9dce3f093df.png]

I have in one hand, this weapon.

[Image: fbb907982f2bcf472a12041265316c83.png]

I have in the other hand, this weapon.

[Image: c11ef10420f93a568d438aa5d2209bae.png]

In Reaver Stance with Martial Lawbreaker and Ambidexterity, I tested the damage of both weapons when doing Mad Chop, in addition to simply doing Mad Chop with only one of each weapon equipped with Ambidexterity off. I tested this with level 1 Jammers in the Jammer Cave, to keep a level testing field.

The shotgun has 18 power, the axe has 14 power. The shotgun should, in theory, have an extra +25 power from the MG passive which grants extra power to shotgun without restriction to what it applies to, according to the tool tip.

Every test resulted in a flat damage of 34-35 each time.

One could explain this away with a difference in stat distributions, however, my strength is 46 and my Skill is 39, not too far different from each other, and certainly not enough to make up the difference of +25 weapon power that SHOULD be applying to the shotgun, in addition to the shotgun's naturally higher power. In addition, Mad Chop only applies strength, and not skill to the equation, basing it entirely upon the weapon power.

Utilizing the damage formula for Mad Chop, the damage for each chop SHOULD be, for the Shotgun, 66 damage, or adjusting for defense on the Jammers, about 63-64.

And with the formula for the axe, it should come out to 37, which reduced by defense comes out to about 34-35.

Somewhere, math is getting butchered. What's going on here?

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  Chaser Does Not Damage Last Tile
Posted by: Kameron8 - 07-30-2015, 12:36 AM - Forum: Bug Reports - Replies (3)

If you use chaser and the enemy is on the furthest blue tile, they will not be hit.

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  Combination Fighter
Posted by: Kameron8 - 07-29-2015, 10:11 PM - Forum: Bug Reports - Replies (5)

Combination fighter seems to reduce the momentum cost of your skills before performing them. So, although the tooltip says you need 3m to use your first skill, you will only lose 2. The skill after that will claim to cost 2, but only cost 1. Further skills continue to cost 1. Therefore, instead of having momentum cost scale down as 3m 2m 1m 1m, it becomes 2m 1m 1m 1m 1m 1m.

Furthermore, Combination Fighter's 'minimum damage' of 50% does not apply. It can stack indefinitely, causing well over -100% damage if you cast enough soldier/reaver skills.

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  Light Sizzle
Posted by: Mivereous - 07-29-2015, 05:18 PM - Forum: Bug Reports - Replies (1)

Reynes's Sear does not leave Sear tiles.

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  Demon Hunter
Posted by: PantherPrincess - 07-29-2015, 06:25 AM - Forum: Suggestions - Replies (6)

Just some small things I think would help
-An innate for Matador giving X rage energy at rank per round while Matador is active. I feel like because the rage energy bar is so large and you only turn 30% (plus that small bonus from know no pain) of the damage into rage energy, it's just way too slow for battle usage.
-A +3 skill slot innate
-[strike]Ingrain doesn't proc Matador's rage energy.[/strike]
-[strike]Change Nitrogen Drop's damage from blunt to pierce. A gun skill doing blunt damage is just odd and random.[/strike]
-More Innates for Demon Hunter.

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  A healthy dose of logic...
Posted by: Ranylyn - 07-28-2015, 09:31 PM - Forum: Suggestions - Replies (2)

[Image: 3021c25be787c04c6e6e3b6df2f9fc26.png]

How can one be airborne and submerged at the same time?

Can one cancel the other out?

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  Jump Cancel Issue
Posted by: Balthie - 07-28-2015, 09:05 PM - Forum: Bug Reports - Replies (2)

After further Reaver Stance testing today, I've encountered another bug involving Jump Cancel.
Namely, it seems to reset the increased momentum from repeat actions, but not reset Combination Fighter.

I initially was testing it with a fist, but switched to a sword to make sure it wasn't Martial Lawbreaker messing with things.

This is what happened when using Elemental Rave, then Cobra, Leaping Lizard, Reaver, then Elemental Rave again- http://gyazo.com/64cb81d19d6b49154d8f0e5e20893b16
Clearly, the damage lowered by the 25% from combination fighter.

Then, screenshots from a different battle to document the momentum costs. Same series of skills, same order.
http://gyazo.com/be91ddf60d82ca8b28ee81c8ec1ea089 - First Rave.
http://gyazo.com/e6d2c9db3ba27628e039fee1cc57c025 - Second Rave.
http://gyazo.com/09819f76e26657b22fa8f0aa6582095c - Outcome + cost of another Reaver offensive.

Concisely, Jump Cancel is resetting repeat action costs, but not doing a thing to Combination Fighter.
Once again, sorry if this is in a poor format.

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  Chaser Bug (?)
Posted by: Balthie - 07-28-2015, 06:20 PM - Forum: Bug Reports - Replies (3)

After some reasonably extensive testing with chaser to clear up my own confusion on the matter, I've encountered an issue with chaser and solid objects in battles.

Here's bonus bloodshed chaser not being able to be used http://gyazo.com/21feaba66123871fdae1792c17a50850 .
This is it being tested on a player, once again not working http://gyazo.com/d8933329f351de9b8410eed3110712e2 .
It does, however, work whilst being used against the edge of a map http://gyazo.com/d9550eb45ed9de1bbeefd7267db51f8c .
Thus, it's pretty clear that it doesn't work when used into solid objects.

However, it DOES work when used towards a solid object when not airborne. http://gyazo.com/ff0db186f99a358acc82a08f5e5aae62

Considering that the airborne version is meant to stop when hitting another airborne target, surely it should still be usable if said airborne target is before the dense object?

Sorry if this is a bit of a weird bug report, never posted one here before. Just thought this was something worth drawing attention to!
(Also gotta give Trex a good amount of credit for helping me test it out!)

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  About Elemental Rave
Posted by: Autumn - 07-28-2015, 06:06 AM - Forum: Bug Reports - Replies (3)

It seems to say it does magic damage, yet it bases your damage off of your opponent's defense, not resistance, it doesn't seem like a bug but I'm wondering if that was intentional or not.

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