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Optional Huggessoa themed super boss |
Posted by: Daisuke - 11-27-2014, 04:41 AM - Forum: Suggestions
- Replies (14)
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There's a noticeable lack of difficult bosses that let you grab a party and use your hard(I guess)-earned stats to their fullest extent while making you go "Oh man, that was a close fight" aside from getting back attacked by spatials in a crazy dungeon. So I've attempted to come up with a boss that can't be solo'd (even the tips say parties are fun!) and is difficult in the sense of "if you don't deal with this stuff correctly you're gonna have a bad time" but not too difficult like "you messed up, party is dead". It could be used in an optional dark themed dungeon or just for future reference something (pls).
So here's what I have. Long post incoming.
Darky The Dark (Name is a placeholder cuz I'm bad with names, also goes for anything else with a name in this topic, numbers also subject to change if not reasonable)
Hp: 10000 (intended to 4 people wailing on it)
FP: 10000
0% in all elemental resistances
Abilities -
Deathbringer (passive): As the name implies, this being wastes no time in killing everything in front of it. They have 10 momentum.
Nightmare Blade (passive) - Normals attacks will do dark physical damage. If the target is feared they will do magic damage instead and gain +100 to hit.
Lord of Darkness (passive): All dark damage dealt will ignore any elemental resistance or absorbs. They are also immune to blind and silence.
Immovable Casting (passive): When an S rank invocation has started, this skill will grant the user "Immovable" status for 3000 lvl. This status makes it so the user's invocations cannot be interrupted and any damage taken will not lower their HP for x rounds or until the invocation has ended. X = to level. X is reduced by damage taken and "Immovable" is removed once X is 0.
Ruinous Torment (passive): Every 6 rounds the tiles under all non-pet/youkai enemies will leak darkness in a 3 range from-the-center AOE for 2 turns. During the 2nd turn, the tiles will explode dealing heavy darkness damage to anyone inside. When below 30% HP, this occurs every 3 rounds.
Damnation: Focuses on a target (like jammer omega) for 5 turns and chases after them until it wears off or they die. Applies hunted level 30 as long as they are focused.
Physical shield: While this is up, the user's HP is not reduced by damage and they must take 500 physical damage to break this. Lasts for 3 turns and if not broken, the shield explodes and deals dark damage to all enemies. Can only be used once and cannot be used if below 80% HP.
Magic shield: HP is not reduced by damage while up and must take 700 magic damage in order to break. Lasts 4 turns and the shield will explode if not broken, dealing dark damage to all enemies. Can only be used once and cannot be used if below 70% HP.
Almighty Shield: HP is not reduced by damage while up and the user gains a random 50% elemental weakness. They will only take damage from elemental weaknesses and the shield needs 1000 damage to break. Lasts 5 turns. Can only be used once and only if the user is above 40% HP and below 70% HP.
Night Terror: Casts a debuff on all enemies inflicted with hunted, immobilizing them for 3 rounds and disabling their skills and silencing them. Has a 6 round cooldown.
Gaze of Huggessao: 6 range. Inflicts dark damage on a target and fears them for 3 rounds along with any other enemies within 2 tiles of them. Will not use on a target already feared.
Scorn of Huggessao: S rank Invocation. Can only be used once when below 51% hp. When cast, it will deal unresistable dark damage to all enemies equal to 80% of their current health while applying 50 lvl hunted and (whateverlvl) burn for the rest of the battle.
Impending Death: Can only be used when below 40% HP and only twice. Marks an enemy with Impending Death, lasts 2 rounds.
Dreaded Earth: Can only be cast on an enemy marked for death. Deals 700 unresistable dark damage to the target in an AOE 1 tile around them. Damage is divided equally among all enemies hit. Enemies killed by this cannot be revived.
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Material Savings with Alchemy |
Posted by: Ryu-Kazuki - 11-26-2014, 09:25 PM - Forum: Suggestions
- Replies (1)
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Currently, great successes during alchemy only work with potions, as far as I'm aware. I just crafted a piece of paper, but it didn't really do anything special. Could we get great successes on all alchemic crafted items double like with potions? It'd be really nice and help us save some materials in the long run.
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Preparation Eating |
Posted by: Mivereous - 11-26-2014, 08:10 PM - Forum: Suggestions
- Replies (5)
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Could the thing where we eat in Preparation use available food in our inventory, in order from top to bottom, and then when available food runs out, we could use the basic food it provides?
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[Fallcall] Borked Bellowing |
Posted by: Ranylyn - 11-26-2014, 07:25 PM - Forum: Bug Reports
- Replies (1)
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Scarebear's turn.
Tara Weiss-Etrama takes 47 Sound damage.
Tara Weiss-Etrama was frightened by the bellowing!
Scarebear's turn.
Scarebear's turn.
Tara Weiss-Etrama takes 123 Sound damage.
Fallcall passively does... double damage when the opponent is feared, right? As in... double of 47... for... 123- I'm sorry wait what!?
Yes. It was two different scarebears. No, I didn't get to examine their exact stats because I died. But this is closer to triple (141) than double (96), which seems a tad outlandish to be chalked up to simple stat variance (nearly a 1.5x difference!?) Yes, I know bellow gives the user "Roar" but this second scarebear was not under the effect!
EDIT: Confirming that I checked again. Bellow is 10+ Level. The scarebears on that floor were level 66. Considering I likely had 27-36 res at the time (Based on installs, etc) the above damages actually seem fairly okay despite me being too lazy to crunch the numbers. The issue came, once again, from the description throwing me off by saying "double DAMAGE" and not "DOUBLE BASE BEFORE MODIFIERS." You know, my usual "aaaand invalidating resistance" argument.
Going to mark this as solved without deleting it in case someone else finds something IS wrong with it,
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Mad Vine Madness |
Posted by: Rendar - 11-26-2014, 03:33 AM - Forum: Bug Reports
- Replies (2)
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Mad Vines, according to Dev, has a basic elemental weakness.
This does not seem to be the case whatsoever.
Elements tried
Darkness, Light, Lightning, Earth, Water, Ice, Fire, Acid, Wind, Slash, Blunt, and Piercing
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Analyzation Failed |
Posted by: Rendar - 11-25-2014, 08:01 PM - Forum: Bug Reports
- Replies (1)
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Analyze Weakness failed to call out a target's 'elemental' weakness at A, S, SS, and SSS rank.
I have tested this upon Firespitters whom have Firebody which gives a 50% water weakness, I did not call out their weakness whatsoever.
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