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bare fists,
#1
Okay so we all know that bare fists gain crit momentum every time they crit, this allows martial artists with bare fists some fun times with mixed martial arts.

Problem, styx shout allows bare fists to produce 1-9 momentum per use ( depending on number of enemies)

This works with fluer allowing the first styx shout to grant a crazy amount of momentum.


Now this isn't an issue pvp, except maybe as a counter to a grand summoner papillion...

This does however trivialize pve, but pve is already trivial, also bare fists are weak without martial artist, which for this to be gross needs fluer......


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#2
This is fine if it can only be worked out in PvE.

Bare Fists are also weaker after some minor tweaks.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#3
the issue here is DEFINITELY with bare fists, and has nothing to do with styx shout being a MASSIVE range AoE that's able to crit and proc on-hit effects multiple times, yep yessir

edit: sarcasm aside, i feel like this is definitely more an edge-case and a styx shout issue more than a bare fists one
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#4
How does Styx proc on-hit/crit effects multiple times?
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#5
http://www.neus-projects.net/viewtopic.p...amp;t=3095
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#6
"Neus" Wrote:How does Styx proc on-hit/crit effects multiple times?
it's my understanding that it procs a basic attack on everything within the skill's range
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#7
"Snake" Wrote:This is fine if it can only be worked out in PvE.

Bare Fists are also weaker after some minor tweaks.
This kind of momentum stacking should not be possible for any player character ever, no matter if it's PvE or PvP, and regardless of PvE's difficulty.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#8
Also @Dev, it's an issue with Bare Fists only. The other weapons don't get this weird behavior.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#9
"Snake" Wrote:Also @Dev, it's an issue with Bare Fists only. The other weapons don't get this weird behavior.

This would stem from however Dev programmed keeping track of which weapons have already provided momentum in each round. If it's 'per weapon' in the sense of keeping track of each individual weapon object, rather than 'per slot' keeping track of which hand slots have done so per character, it would explain this issue, since I'm assuming Bare Fists is not an object with its own data but rather a set of variables produced from the character involved for that attack.

Since characters should normally ever have two weapons that provide this effect, not counting elemental weakness momentum, could you just add a counter that limits a character's 'on critical' momentum gain to twice per round, without regard for which weapon is affecting it? (Assuming Fleur increases momentum gain to 2 rather than being a separate addition of 1, so it's not incrementing such a counter twice per critical.)

This would allow Bare Fists to still provide 2 critical gains per round, like mentioned in the previous thread, while keeping it balanced.
[Image: 43061579a09db588952b04fe4c658928.png]
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#10
you know how fluer'd has a status, enemy has been fluer'd, stopping fluer stacking.

Barefist crits could apply a similar status, Bare fists would be able to gain critical momentum from an enemy only once.
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