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Summon Storm |
Posted by: MegaBlues - 06-07-2015, 11:30 PM - Forum: Balance Fu
- Replies (7)
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So, due to the summoning costs change Summon Storm and Astral Aegis aren't very useful.
At level 60, a youkai takes 17 FP to upkeep. Most Grand Summoners will regenerate this every turn, so it's not much of an issue. However, keeping six youkai at once is 102 FP per turn, reduced to 85 with the help of FP regeneration.
Using up 85 FP a turn, the average mage will run out of FP in four or five turns. This gives them three or four turns, as Youkai do not act on the first turn, and considering the cost of Summon Storm itself, reduces the duration to about three overall. From full FP. With the summoner doing nothing that would cost FP.
Now, the cost of maintaining Youkai isn't the issue. You shouldn't be able to maintain a party of six indefinitely, and we all know how unfair Summon Storm antics were before the nerf. However, Summon Storm is an old relic from that time, and needs to be changed to actually be useful. Astral Aegis as well, though it's less of a priority.
But I don't have any ideas for this! So suggest some.
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Lame-galfa |
Posted by: MegaBlues - 06-07-2015, 08:28 PM - Forum: Balance Fu
- Replies (2)
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Weak! Goblin Shaman takes 52 Fire damage.
Weak! Goblin Shaman takes 52 Fire damage.
Weak! Goblin Shaman takes 0 Fire damage.
Weak! Goblin Shaman takes 52 Fire damage.
Weak! Goblin Shaman takes 0 Fire damage.
Weak! Goblin Shaman takes 52 Fire damage.
Weak! Goblin Shaman takes 0 Fire damage.
Weak! Goblin Shaman takes 52 Fire damage.
This was with Rank 5 Exgalfa, a tome, and about 80 will.
Exgalfa sucks, buff it.
(To note, this was while also buffed with Nerhaven. Amazing, right?)
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New Class Ideas (Rough) |
Posted by: Ranylyn - 06-07-2015, 06:49 PM - Forum: Suggestions
- Replies (3)
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Do we -NEED- more classes? No. Would it be FUN? Would it diversify battles, allowing more unique RP, and add new options to character builds you just couldn't quite manage before? Many much yes.
Here's a few rough ideas for new and exciting classes.
Base Class: Tracker (Axes, Bows, Guns)
Promoted Classes: Sniper, Geomancer
Gimmick: Mucking with terrain, creating healing glyphs/ mana crystals, placing pitfall traps, creating impassable terrain, etc. Snipers would be a long-range, low-move specialist ranged class, the polar opposite to the magic gunner, using terrain to slow foes and boost hit. Geomancers would deal magic damage based on the terrain they've placed.
Base Class: Tamer (Spears)
Promoted Classes: Beastmaster, Morpher
Gimmick: Capturing and taming monsters. A beastmaster would bring out the best of it's beasts via supportive buffs and the like, while a morpher would transform into them to grant full control to the player. Monsters would need to be trained like youkai. Different races could also have different affinities for different beasts, allowing cross-skill morph use (Example: Leporidae morph into vorpal rabbit can use Rabbit Leap)
Base Class: Alchemist (No innate weapon)
Promoted classes: Spitfire, Herbalist
Gimmick: Using a mechanic similar to Essence/Ki/Magic Bullets/Void Energy, they would gather materials on the battlefield and brew concoctions for fun and profit. Every turn they'd salvage a few items nearby, and could use M to look for more iitems if need be. These crafting materials would be exclusive to their skills. One promotion would specialize in offense (Buffs, Bombs) while the other would be more supportive (Debilitations, Recovery.)
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Guard Cap |
Posted by: Ranylyn - 06-07-2015, 04:23 AM - Forum: Balance Fu
- Replies (6)
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I made a new Dullahan today, and something hit me. Like a truck.
Soul Rage + Tactician Trait = 10 Momentum
10 Momentum + Guard = 100% Damage reduction.
Yes, you still lose 10% of your hp per turn, but otherwise, you block ALL incoming damage. And there's ways to exploit this, such as biding time for an ailment to kill your enemy, waiting out turns to accumulate Ki/Void Energy/etc, or, the best two: Engineer bots and Youkai. If you can keep your Will low, your max FP won't even be high enough to be a concern with the 5% lost per turn guarding.
I propose capping Guard at 80%. It's a number a LOT of classes can achieve via damage between turns (Duelists via Riposte, Rogues via traps, Mages via Eruption, LB Via Raging Flame, Engineer via Flamethrower's Burn, hexers via Underworld Flame, MGs via Charged Fire Shells, etc, you get the idea) so it won't nerf anything besides Dullahans.
I know a lot of PVPers want Guard's percentage to be lowered, but that would just hurt PVE too much, IMO. Earlier today, I was in a Black Beast party; the only warrior in a group of spellcasters who didn't have fire (Priest/Tactician and Ice Evoker/Verglas.) Naturally, due to how beasts work, I rallied everyone around me and used Protect. Even at reductions of 70%, one of them needed to heal me every turn. We don't need to nerf Guard. This is just to prevent shameless exploitation by a single race whose unique mechanics happen to coincide with the issue.
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Youkai Bases |
Posted by: MegaBlues - 06-07-2015, 02:36 AM - Forum: Balance Fu
- Replies (2)
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Why is it that Dragons have a base total of 49, but Night only have a base of 41, and Sazae-Oni only has a base of 26?
Youkai base stats are wildly irregular, which leads them to be mismatched in power for installing. Their actives, passives, and install skills don't always make up for this either.
I support going back and redoing bases to make them slightly more uniform.
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[Special Attack] Display issue |
Posted by: Ranylyn - 06-06-2015, 07:23 PM - Forum: Bug Reports
- Replies (1)
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It's easy enough to do the math yourself, but Special Attack does not factor in modifiers.
Example: headshot gives -10% hit, +10% Crit. Across 2 turns trying against the same target, I managed to both miss and crit a 101% hit, -7% Crit.
I know it's been discussed before, but I didn't see the old thread anymore and I forget if this was ever noticed/acknowledged.
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[Query] Medibot AI |
Posted by: Ranylyn - 06-06-2015, 07:19 PM - Forum: Bug Reports
- Replies (3)
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Medibot's description says it heals the closest ally.
Medibot's ACTUAL behavior is that it "locks on" to an ally, so long as that ally is in range. An ally that gets closer to the Medibot on the next turn will be ignored. The original target needs to leave the Medibot's range for Re-allocation to take place, and considering the short range of Repair/Overclock, this basically means the Medibot is obsessed with it' creator 9 times out of 10, slaughtering it's viability as an asset to teammates.
Is this intentional?
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[Needle] Detonation Anxiety |
Posted by: Ranylyn - 06-06-2015, 07:14 PM - Forum: Bug Reports
- Replies (1)
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Detonating needle does not grant the allied recovery effect within 2 tiles as advertised. It instead does 10% damage.
Example: Needle totals 90 damage. Detonation causes 45 and 9, individually.
Should be: Needle deals 90 damage. Detonation damages target for 45 and heals allies in 2 range for 45.
Theory on what went wrong: At rank 5, Needle does 18 per needle. Totalling 90 damage. One half of 18 is 9. The CASTER used to take 9 damage upon detonation. That number appears to have been re-allocated to the target after an older report. So half of one needle explains the 9. I hope this helps narrow down where to start looking in the code.
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