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  Cerron Scepter, Burngada, and Similar.
Posted by: renowner - 02-16-2023, 02:26 PM - Forum: Bug Reports - Replies (2)

Doing a lot of tests with the +10% Power to X types of spells line of weapons, I got these results:




Quinlogram with 56 SWA and 25 lightning attack:  91 power Ryemei
Screaming tome with 56 SWA and 25 lightning attack:  86 power Ryemei
Quinlogram with 61 SWA and 40 lightning attack:  114 power Ryemei
Screaming tome with 61 SWA and 40 lightning attack:  109 power Ryemei
Quinlogram with 61 SWA and 40 lightning attack and pure power with only the weapon equipped:  169 power Ryemei 
Screaming tome with 61 SWA and 40 lightning attack and pure power with only the weapon equipped:  159 power Ryemei

Cerron Scepter with 105 SWA and 62 water attack, 189.4
Impaler with 105 SWA and 66 water attack, 184.2  (Used 120% Water scaling kel for both) So effectively:
189.4 vs 179.4


Seems that its only adding 10% of the weapons scaled weapon attack to the spells? So +5, +10? Except then, why was 61 SWA quinlogram only adding 5 more power? And then why was +50 or 60 spell power from pure power and maybe evocation adding an extra 5? It seems a little strange to me how this works, and if its not bugged i'd at least like the effects of those weapons to be stated a little more clearly. 

+10% Power to Aquarian spells sounds like they should get a 1.1x multiplier for example, if its really supposed to be +10% SWA, it should say +10% SWA.

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  Pet Rights
Posted by: Shadbase - 02-16-2023, 11:52 AM - Forum: Quality-of-Life (QoL) - Replies (1)

C-could pet-say and pet-emote get boxes to type in like normal say and emote?
(If they do already, then I am definitely having problems and need to be redirected to bug reports)

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  Heaven Below
Posted by: Trexmaster - 02-16-2023, 11:32 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Currently, Bonder's Heaven Below does not state its maximum level, so it's impossible to tell for sure if you meet the requirements to earn the 10% Drop Rate and EXP boost for getting its maximum level to 30 or higher.

Some indication of your current maximum level would be nice.

Also some clarification as to if the skill stacks with itself would be nice, too, in the unlikely event you have more than one instance of it active.

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  WASD Toggle
Posted by: firehawk11 - 02-15-2023, 02:33 PM - Forum: Quality-of-Life (QoL) - Replies (2)

Would be nice there was a way to quickly activate cores without needing to click them with WASD movement enabled.

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  2.70e Snow region trees giving Ashwood?
Posted by: Shujin - 02-15-2023, 09:33 AM - Forum: Bug Reports - Replies (1)

Not sure if bug or not, But I assumed since usually snow trees give coldbark, That this might be a bug, since the new region gives ashwood/devilbark instead.

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  [v2.70e] Cold Front Mystery
Posted by: Autumn - 02-14-2023, 06:50 PM - Forum: Bug Reports - Replies (4)

[Image: vCh8DD3.png]

The description for Cold Front states that there may be a bonus effect occurring from Ice Point Greaves specifically, so far during in game testing I have not seen a singular visible effect for Ice Point Greaves + Cold Front, including tests for:

-Seeing if Knockback breaks ice sheets (it does)
-Seeing if Knockback immunity prevents it. (It does)
-Seeing if it creates ice sheets along the target's path. (It does not)
-Seeing if there is an additional damage proc similarly to Axe Kick. (there is not)

After all of this testing I looked up the old patch notes and dug up this.
(https://neus-projects.net/forums/showthr...Cold+Front)

Quote:Cold Front - Knockback changed to 2 + Rank. Can now target tiles with deployed Ice Point Guards or empty tiles if you have Ice Point Guard active (it will deploy it in the tile you target). If the target is an Ice Point Guard, it will kick it the same distance. If it encounters an enemy, they take the skill's damage and are knocked back the remaining distance.

And so with that reasoning, I believe that this may either be a bugged mechanic which never shows up, or a simple error in the skill's description.

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  [2.70e] Gunfighter Boots without the Gun
Posted by: HexGirlBestGirl - 02-14-2023, 10:52 AM - Forum: Bug Reports - Replies (1)

Relatively simple bug report. Since I won't let this win.


[Image: EKgeGCQ.png]
[Image: k5lNigy.png]


Launcher = Mutated Helrenroka (This makes it a gun.)
Bolt Splicer = Tarnell (This is a gun.)

Neither of them are applying the proper effect. Notably, it says the 'Kick Skill' as opposed to 'a kick skill' like something akin to Bladed Soles does.

Also tested with Roaring Rose and Crazy Coyote from another player in the same testing session.
That's it. That's the bug.

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  Mech trait, Artificial skin
Posted by: Lolzytripd - 02-13-2023, 09:50 PM - Forum: Class/Race Ideas - Replies (3)

This trait would basically be a stepping stone to allow mechanations to take natural skin locked traits, like the arcane tattoos.

I request such a trait because there's a lot of interesting options for natural skin required traits and mechanation is already a pretty bland race these days.

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  Avoiding Eviter
Posted by: JamOfBoy - 02-13-2023, 01:09 PM - Forum: Balance Fu - Replies (7)

Eviter overwrites all other parry attempts. It selfishly takes centre stage, even when toggled off, even when inapplicable!

This is a bit silly. I don't want to Eviter when I'm being shot at since I can't; I want to shoot the projectile out of the air with my gun, but so long as I have Eviter equipped, I'm denied the possibility of using any other parry skill. Now, I'm not saying there should be multiple rolls for parries when being attacked, and that you should cycle through your 500 defensive martial arts methods in a picosecond in the face of an approaching attack, but being outright denied any other parry skill just for having one specific one equipped?

There's flawed logic in making a reactionary skill with a toggle so selfish in comparison to other similar skills but the toggle doesn't remove the downside, only the upsides.

Either get rid of the toggle so I don't have reason to complain or make the toggle disable Eviter's parry checks, thus allowing other parries to function (and thereby making the toggle useful).

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  Strangle (Dancing Lanturn)
Posted by: renowner - 02-13-2023, 12:47 PM - Forum: Bug Reports - Replies (1)

The Dancing Lanturn monster's skill strangle will still silence even if it misses.
However since the Dancing Lanturn only has 15 skill at level 60, is this intentional? 
I feel its not, but maybe the move should be made unevadable anyway.

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