Currently you can proc twin dance with another weapon type due Ambidexterity, is this suppose to be happening? Would be cool if it's intended with a outdated desc but just gotta make sure if it's a bug or not.
Steps to reproduce
Equip two different weapon types of weapons.
Equip Twin Dance (make sure you're MC rogue or innovator)
Attack something.
Don't proc Twin Dance.
Equip Ambidexterity
Turn on the ambidexterity passive
Attack Something.
Proc Twin Dance (your weapons are still not the same type)
I've lacked a comfort character for a long time now, hopping from character to character on a weekly basis without ever belonging to any of them.
There are a few exceptions, yes, but most of them are hindered by IC circumstances, my own capacity as a roleplayer, or by chance, they happen to be exceedingly serious to a degree that I can rarely ever match with how my mood usually goes.
This unwinds with them lacking the capacity hang out with in simple, comfy scenarios.
But today I landed on something. An initiative so to say for me to try and address things from a new angle.
No mechanical design, one worldly overarching goal, and a silly outlook in the world.
Simple enough, right?
There is just one problem. I want them to be short.
And I want that shortness to be the ultimate reason behind their struggle in life.
Inferiority complex, struggles in profession, issues with general outlook, you name it.
The character in question is yet to be created, but the character uses Charlotta from Granblue Fantasy and the selected race is an Elf.
Specific Request
Approval for Dwarfism with character height below 4'5 at 90 cm (2'9"~) with symptoms not only physical, but focus-based as well, limiting the character's overall potential and making them struggle to achieve common standards for martial arts and magic. Details can be elaborated on in private.
Absolute Fear's effect that turns around enemies does not seem to trigger if the Attacker's back is against the wall for whatever reason, if this is a hidden feature color me surprised.
If a fight ends, Seal of Labors/Fortune do not proc their 'ending early' effect.. It's such a minor thing, but Dev stated that it "should be the case".
Dimension Resonance appears to ignore evasion, I can expect this behavior but the skill description doesn't say it ignores evasion either, and only says it hits RES, so one of these is wrong. (Either the description or the evasion ignoring part)
Source: I got my ass handed and wondered if it ignored evasion or not, doesn't matter to me either way it goes. But I think this could be a leftover from the transition of GR1 to GR2, given that Grand Summoner often gets ignored by the playerbase.
If the target of your Swap Position is on an Airshaft and you Swap Position with them, you are put AIRBORNE before the check for if you weren't airborne and they were.
Okay, I've been playing G6 a bit more recently, and one thing I've noticed about dungeons:
G6 chests are way, way better.
Like, getting several pieces of equipment, heaps of crafting materials, a small chance for gold bars. I see no reason why, especially in the absence of BDPs, Korvara needs to have these crappy wooden chests that give barely anything and are always locked past level 20.
My suggestion is simple: in addition to the crappy wooden chests, G6's old Suspiciously Abandoned Chests now spawn in Korvaran dungeons. Preferably with the Warp Trap replaced with the Curse Trap, because as much as I hate Curse Trap, I don't know how Korvaran dungeons would jive with Warp Trap.
If it tastes like chicken, it's probably chicken. When successfully harvesting from most non-undead monster corpses, you will also find either Beef or Poultry.