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Latest Threads |
Mechanation Racial Parts
Forum: Submissions
Last Post: Toffee
Today, 05:53 AM
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Windswept Gi
Forum: Balance Fu
Last Post: Poruku
Today, 03:06 AM
» Replies: 5
» Views: 527
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City of Heroes
Forum: Fruity Rumpus General
Last Post: Sawrock
Yesterday, 07:54 PM
» Replies: 21
» Views: 2,910
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[Version 2.96d] Firthrowe...
Forum: Bug Reports
Last Post: AkaInuHime
Yesterday, 07:54 PM
» Replies: 4
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[v.2.94d] Aposemagican't
Forum: Bug Reports
Last Post: AkaInuHime
Yesterday, 08:01 AM
» Replies: 0
» Views: 44
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(Farming) Minerals
Forum: Quality-of-Life (QoL)
Last Post: Poruku
Yesterday, 01:10 AM
» Replies: 1
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Animals when
Forum: Suggestions
Last Post: Raigen.Convict
03-07-2025, 05:36 PM
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It's Always 48 Scaled APT
Forum: General Discussion
Last Post: Raigen.Convict
03-07-2025, 05:31 PM
» Replies: 6
» Views: 272
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[2.95]OH GOD I FORGOT TO ...
Forum: Bug Reports
Last Post: Entropy
03-07-2025, 03:49 AM
» Replies: 2
» Views: 223
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[v2.96d] Sharen-can't
Forum: Bug Reports
Last Post: Autumn
03-06-2025, 11:59 PM
» Replies: 0
» Views: 77
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Fight as One |
Posted by: Raigen.Convict - 08-24-2022, 09:58 PM - Forum: Balance Fu
- Replies (3)
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So we all know the powerful bonder skill 'Fight as one' where if you have bonded youkai within two range of yourself both of you get these crazy bonuses for hit crit crit evade and evade. But the clause 'all bonded youkai must be summoned for this to take effect' makes this so niche if you have more than one bonded that there's no real point to using it... And even then 2 range at all times is so difficult to make use of in a lot of cases too that in reality I believe this needs a change... My proposal.
The Quick Fix: Remove the all bonded youkai must be summoned for this to take effect clause and leave it at that.
The Deeper Fix: Remove all bonded youkai must be summoned and add that single bonded have the range doubled.
I say these sound fair enough.
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Hyattyr many bugs |
Posted by: renowner - 08-24-2022, 05:50 PM - Forum: Bug Reports
- Replies (3)
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The Hyattyr race seems extremely buggy at the moment. The most glaring of which is this:
Fire breath will unequip itself. . Every time you log on. And after every single battle. And sometimes when you're not even battling. It just unequips itself constantly. (Also since it isn't in the racial list when you double click your hyattyr race, you can't even see what it does unless you're in battle now.)
The two buffs, Channel Destruction and Channel Magic are also buggy in various ways.
1: They only last two rounds, even with max depth.
2: They often end on round start instead of actually lasting two rounds.
3: When you select fire breath, the buffs instantly delete themselves, and so you are never able to use the additional mechanics of fire breath. (Not even USING the move. The INSTANT you select fire breath, the buffs are gone.)
(I made sure to unequip and re equip something, so it wasn't the equip bug. and I also had like 14 skill slots open, 9/23 used with fire breath equipped. So it wasn't skill slots deleting fire breath constantly either )
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Show Mercy change |
Posted by: Shujin - 08-24-2022, 08:27 AM - Forum: Suggestions
- No Replies
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Can we make it so, that it actually gives an option to each member of the opponents side to leave the battle individually?
I think that be a cooler unique interaction, and while it technically allows for new people to jump in, I still think thats cooler than what we have right now with just giving them a free be to "Leave battle".
it took me a while to even understand thats all it does in serious fights.
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[v. 2.63b] Kagero not procc'ing |
Posted by: TheRuffKnight - 08-24-2022, 12:09 AM - Forum: Bug Reports
- Replies (1)
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Howdy, bug report here
As the title suggests, I've run into an issue with the kagero subtalent from the ninjutsu talent tree not procc'ing as I figure it should when it comes to my smokescreen tiles.
While using the Bakaga Shuriken, which applies smoke screen on hit:
"On Attack: Creates a Smoke Screen at the target's location for 3 rounds, reducing the Hit of those who stand in it by 30."
I have noticed that Kagero does not proc as it suggests it should:
"You and your allies ignore the effects of your Smokescreen tiles."
Despite having my points invested in Kagero to prevent myself from blinding myself with my own smokescreen tiles, I have noticed that I still suffer the full 30 reduction to my hit when I am standing in my own smokescreen tiles. Example provided below:
Before and after (my own) smokescreen
As can be seen in the examples provided above, I am suffering from a 33% reduction in hit. Where the other 3% is coming from, I'm unsure of. I have upwards of 50 scaled guile on this build. I do not know if this same issue follows with other applications of smokescreen tiles such as bomb smokescreens, so that would require some more testing. Regardless, I'm hoping this could get patched somehow if this is in fact a bug as it seems to be. Thank you.
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Demon Hunter Massive Buff |
Posted by: Snake - 08-23-2022, 04:17 PM - Forum: Suggestions
- No Replies
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Gradient Blur + Loud Speaker = Fast Stance Switching now yells out the name of the stance it swaps to.
dev pls ;-;
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v2.63b Stance buffing |
Posted by: Shujin - 08-23-2022, 11:41 AM - Forum: Bug Reports
- Replies (1)
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Gradient blurr gives the buff for manual swapping to stances as well..So you can basically just stand there and swap through all stances for free to get yourself a buff, leaping lizard, do it again, before your turn actually starts
Its boring to watch, and most likely not intended as it says auto-stance swaps.
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[2.63b] Eat before you go! |
Posted by: Dezark - 08-22-2022, 08:39 PM - Forum: Bug Reports
- Replies (1)
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The Rock Eater mobs located in the Mine dungeon on Korvara start with the status "Rocked up" which allows them to use their boulder spit ability in combat, but mercenary versions of the Rock Eater do not start with this despite it mentioning on their Consume Rock ability "Also, at the start of battle, this unit gains Rocked Up."
Typically this isn't the biggest issue and might of been either intended or a slight oversight, but I wanted to bring it to light never less. Since the only way for the Rock Eater Mercenary to do it main mechanic is to use it heal/reload skill and be stuck on a 4 round CD afterward.
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Stat Allocation Bug |
Posted by: renowner - 08-22-2022, 04:09 PM - Forum: Bug Reports
- Replies (1)
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In the Stat screen you are allowed to allocate 80 points into any single stat. However, due to a bug or oversight, the actual cap for your stats is only 81 or 82 it seems. By investing 80 points into my wil and skill, I only recieved +73 and +77 points respectively, effectively causing 10 of the points I put in to do nothing. (Pictures below as proof. Notice how its only +73 and +77.) Both of these have eighty points put into them, and I have 80 stat points remaining as a result.
![[Image: 05f75b621e.jpg]](http://puu.sh/JhqFT/05f75b621e.jpg) ![[Image: d49157a47b.jpg]](http://puu.sh/JhqG8/d49157a47b.jpg) ![[Image: 055ed34292.jpg]](http://puu.sh/JhqGq/055ed34292.jpg)
Now for a before and after comparison: (First picture before putting 80 into vitality, second me putting 80 in, final picture results.)
![[Image: 0e0de43f49.jpg]](http://puu.sh/JhqGN/0e0de43f49.jpg) ![[Image: 58e9cd0bcc.jpg]](http://puu.sh/JhqH8/58e9cd0bcc.jpg) ![[Image: 38de937248.jpg]](http://puu.sh/JhqHh/38de937248.jpg)
As you can see, 80 stat points were allocated, but only 69 of them actually added to your stat total. Relogging doesn't change this or anything.
As a result this character now has effectively 21 stat points that have been completely wasted.
![[Image: 71e6d79f0b.png]](http://puu.sh/JhqIL/71e6d79f0b.png)
Not really any different in battle, either. (Seems Str, Wil, Cel, Ski, Res, and Luck all got +4 from rising game.)
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(2.63b) Know the Pain/unturning Bull |
Posted by: Shujin - 08-22-2022, 08:34 AM - Forum: Bug Reports
- Replies (1)
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Know no pain seems to not trigger from behind/sides, alas the description does not state that as condition.
also Iron Bull says it behaves like guard, but guard allows you to turn.
Both these things together make it sort of hard to use.
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