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  How to Win Pvp
Posted by: Ignored Knowledge - 09-15-2015, 06:48 AM - Forum: Balance Fu - Replies (6)

In other words: Hitting harder than a semitruck

What you need is:

1. A way to gain massive weight. Example: Carapace body guard + giant genes
2. Heavy tackle
3. Movement boosting items and etc
4. Hexer (Optional)

Simply apply the list to yourself and use heavy tackle on the opponent. They’ll fly to the other side of the map; over 20 squares with around +160 damage per hit with the example armor. Wait for them to come closer to you, move a little bit away if you have to, and use your high movement to run towards them and repeat on your turn. They’ll be knocked too far away to hit you so they must use their turn to move somewhat closer a little (Unless they have that one spell from evoker that’s weak the farther away they are) while you use your turn to move to them and repeat knocking them away. Earthbound fog can be somewhat effective based on how you go about it to make them not attack you, but heavy tackle can knock them down which knocks their momentum down to 3-4 if they don't have knockdown immunity. They cannot escape if knocked down and they cannot do anything to you. Of course they can't even if there's knockdown immunity if you measure your distance anyways.

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  From The Ashes
Posted by: Kameron8 - 09-15-2015, 05:49 AM - Forum: Bug Reports - Replies (2)

From the Ashes seems to not heal for the correct amount, instead healing for too little. Furthermore, impact revive trait does not knock back or increase healing by the appropriate amount either.

Evidence:

Phenex Health: 371
Phenex FP: 295
Phenex Vit: 38

Without Impact Revive: On death, healed 119. (Half FP is 147)
With Impact Revive: On death, healed 139. (Opponent not knocked back in melee range) (Half FP with Vit would be 185)

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  Power Beasts
Posted by: catabur - 09-15-2015, 04:12 AM - Forum: Bug Reports - Replies (1)

[Image: db077e5ea0.png]

Black beasts seem to behave awkwardly with these new, flashy color things for mini-bosses.

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  A few Skill Ideas
Posted by: Ignored Knowledge - 09-14-2015, 11:02 PM - Forum: Suggestions - Replies (5)

I took the liberty of making some skill ideas for some classes that seemed a bit... lacking in some areas when compared to other things.



Void Assassin
Name: [Dirty Fighting]   [Image: rgAWNYP.png]
Type:|Passive|
A true assassin knows that taking advantage of perception, or a prone target, could make all the difference for precision. Back Attacks with Daggers receive bonus Hit. Bonus doubles if the target is Knocked Down or Blinded.
Rank 1: +3 Hit while Back Attacking, (Daggers Only)
Rank 2: +3 Hit while Back Attacking, (Daggers Only)
Rank 3: +3 Hit while Back Attacking, (Daggers Only)
Rank 4: +3 Hit while Back Attacking, (Daggers Only)
Rank 5: +3 Hit while Back Attacking, (Daggers Only)



Black Knight
Name: [Die Hard]  [Image: 76Fd13p.png]
Type:|Passive|
Black Knights have the reputation for being immortal warriors in the field of battle. Allows you to keep fighting to a maximum of -30 HP.
Rank 1: Learn skill
Rank 2: Equipping this skill does not take up a Skill Pool slot.



Engineer
Name: [Disable Trap]  [Image: XhV6eSb.png]
Type: |Support | Range: 3
Being able to tinker with machines and contraptions has its kicks. At a chance equal to SKI + a bonus based on Rank, you can disable a targeted trap.
Rank 1: 10 FP, Chance: SKI+10%
Rank 2: Chance: SKI+20%
Rank 3: Chance: SKI+30%, Can target hidden Traps
Rank 4: Chance: SKI+40%
Rank 5: Chance: SKI+50%

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  Even more dungeon blockage.
Posted by: Trexmaster - 09-14-2015, 02:46 PM - Forum: Bug Reports - Replies (1)

[Image: 489cb1b9aa.png]

In bandit dens, this can happen.

of course this wouldn't actually be an issue if we could blow up walls already

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  Partial Clear Bonus [QUE?]
Posted by: Trexmaster - 09-14-2015, 02:23 PM - Forum: Bug Reports - Replies (2)

Every time I've ever gotten a Partial bonus, it's only ever counted the core floor as being cleared.

I've tried to get full clears two or three times before giving up, but, I -have- cleared floors entirely, yet every time it's just the bonus for the one floor, even if I used an Assassin on a prior floor.

So...probably a bug.

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  Not so giant [QUE]
Posted by: Trexmaster - 09-14-2015, 09:43 AM - Forum: Bug Reports - Replies (1)

Using the Anchor Edge (UL 12, so, +1 attack size) without Gigantic (aka, +1 weapon range)

[Image: 1ce3124e85.png]

Using the Anchor Edge -with- Gigantic.

[Image: d3ebf096ab.png]

I get that it's supposed to be a line, but, can't it just be like the Firthrower? You know, where it has a line attack with a range of whatever.

Otherwise--is it intended to not be able to recieve the Gene's range bonus?

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  Boss 10* Item Rarity
Posted by: Slydria - 09-14-2015, 08:11 AM - Forum: Balance Fu - Replies (4)

Now I know 10* are intended to be rare, however I feel the ones dropped by bosses are just brutal to find, unlike regular monsters, you can only fight the one every in-game hour or every core fight.

I'd like to suggest something more like three times the current rate to make up for how often you can fight them. Level*0.03% instead of Level*0.01%. (For a Level 65 boss, this would be 1.95% compared to 0.65%)

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  Fading Monsters
Posted by: Trexmaster - 09-14-2015, 02:40 AM - Forum: Suggestions - Replies (3)

Can we have a toggle for the fade-on-death thing for monsters? It makes fights take longer than they need to, as we have to wait for every single monster's fade-death to occur every time.

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  Furtive Move
Posted by: Soapy - 09-14-2015, 01:44 AM - Forum: Bug Reports - Replies (1)

Forced Move doesn't take the repeat action momentum penalty.

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