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WO'OR BO'OLE [TF Mobs Water Weakness]
#1
Can the lizards and hot lips, if not the boss(?) and imps of Terra Flamma too, have a water weakness at all - given that they're fire beings that live in a volcano... and are fueled by fire and should probably have some reaction to being hit with water damage to some degree? Even if it's a little, it feels sort-of weird that they have no elemental reaction to being hit with 200dmg of water.
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[-] The following 1 user Likes Shadbase's post:
  • Poruku
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#2
From what I can tell they all likely have a 25% water weakness that their SAN lowers to 24-23 so you don't see any Weak! procs. Belseph actually resists water, something like 50% probably.

It would be nice if it had any sort of actual effect though, like preventing Salamanders from casting Ignition or removing the buff they give themselves, for what that's worth.
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#3
That'd work too, honestly. It's just extremely confusing to not really see it do anything in the battle log, so even if it just said it was doing something to them that'd be fine! :sobbing:
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#4
Just bump that weakness to 30% and you'll see the thing proc.
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[-] The following 1 user Likes Snake's post:
  • Shadbase
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#5
can we just make it so that mobs don't get elemental resistance from sanctity
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#6
What if weakness generally pops at -20%?

That means that most people that have a weakness need atleast +5% resist to avoid it instead of just passively having the +1% from sancity?

Maybe not the best solution but I think weakness in general, and how it interacts with San needs to be looked at, not only for mobs.
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