Welcome, Guest |
You have to register before you can post on our site.
|
Forum Statistics |
» Members: 818
» Latest member: kouekeu77
» Forum threads: 11,232
» Forum posts: 56,627
Full Statistics
|
Online Users |
There are currently 464 online users. » 1 Member(s) | 460 Guest(s) Applebot, Bing, Google
|
|
|
[v.2.62c] Incon-Shift-ency |
Posted by: JamOfBoy - 08-09-2022, 03:16 AM - Forum: Bug Reports
- Replies (3)
|
 |
Shift Strike uses a weapon unique to the youkai you have installed. There's a lot of inconsistency with what bonuses or skill interactions do and don't apply with Shift Strike. The debug info lists the type of weapons youkai Shift Strikes are.
Some of these are guns, which being guns, apply Magic Gunner's shells as expected.
However, some of these Shift Strikes are bows, but they do not apply Archer's elemental arrows.
![[Image: OGQ3LV8.png]](https://i.imgur.com/OGQ3LV8.png)
Have arrows.
![[Image: T1Zq0sy.png]](https://i.imgur.com/T1Zq0sy.png)
Install Bow-kai while having arrows.
![[Image: 9jIKoNZ.png]](https://i.imgur.com/9jIKoNZ.png)
Ye gods, there is no fire arrow effect! No fire damage, nor an attempt to inflict burn.
![[Image: WcBTJIc.png]](https://i.imgur.com/WcBTJIc.png)
Behold a miracle, for Apus' shift strike, a gun, applies Chain Shell.
I would carefully assume the arrows not working is a bug.
There are very few select passives/innates that work with Shift Strike - Keyshot from Archer applies to bows.
![[Image: D8TKycX.png?1]](https://i.imgur.com/D8TKycX.png?1)
![[Image: 0o7CGFn.png?1]](https://i.imgur.com/0o7CGFn.png?1)
77 vs 92 - a difference of 15, exactly what Keyshot provides bows. But the range and hit increases from talents, Snipe and Dynamic Shooting don't apply, as between these tests I put points into those two innates.
I won't pretend to know what the criteria for skills applying on shift strike weapons is (and therefore if any of this is a bug) but shells and their on-hit affects applying to guns but arrows and their on-hit effects NOT applying to bows seems remarkably unfair!
|
|
|
[Korvara] Aeternalis Flamma Faith |
Posted by: Skullcatrons - 08-08-2022, 07:00 AM - Forum: Applications
- Replies (1)
|
 |
BYOND Keys: Skullcatrons, SaltyHyatt
Request Type - General (Korvara)
Request Details -
Details, and information regarding to the Aeternalis Flamma Faith have been sent to Pandos. If GM feels it would be helpful, or acceptable to post document here. I will do so.
|
|
|
Lackluster Homunculi SAN Investment |
Posted by: Pyro - 08-08-2022, 06:35 AM - Forum: Suggestions
- Replies (11)
|
 |
Currently, when one looks at the Homunculi races, they fill a similar niche to the Corrupted races statistically. They have no reason to build SAN (barring the bonuses provided by SAN, which are too few to incentivize building the stat unless you really need status resistance).
This is fine, but it's also boring. Most races have the choice to build SAN for additional benefits, so I believe that Homunculi should have the choice as well.
For this, I propose four traits:
Superior Spirit Shell
Due to their creator's due diligence, or a mutation acquired over their lifespan, the Amalgama's ability to retain spirits has grown.
For every 10 Scaled SAN, the Amalgama is able to hold another spirit (black or white). However, due to holding additional spirits, they take 3% extra Holy (including Curate's trait) damage for each spirit over the normal maximum of 5.
Advanced Wyvern Assimilation
Salamandra are beings created with portions of a Wyvern, one infused with an abnormal quantity of Wyvern viscera will have additional resistance to poisons.
Increases your Poison resistance by your Scaled SAN.
Superior Evolution
Ever evolving, and ever dangerous, a Chimera made with particular attention to quality will begin to take on the traits of its prey with increased potency.
The potency of status effects inflicted by a Chimera's evolutionary traits (i.e, Argent Bite) is increased by 2 levels per 15 Scaled SAN. Additionally, they will gain duration on status effects inflicted by their evolutionary abilities by +1 per 20 Scaled SAN.
Extreme Prowess
The evolution of a Chimera stems not only from their ability to absorb new traits from their prey, but to learn from watching the world around them, adapting their strategies as they see fit.
You gain an additional skill slot for every 12 Scaled SAN.
(Only one Chimera trait can be chosen at a time.)
---
All of these ideas are tentative but I believe them to be balanced while still encouraging the idea of building towards SAN in an economy where the points usually aren't worth it. Discussion of balancing and changes, or additional traits would be much appreciated.
|
|
|
Seed Weight |
Posted by: renowner - 08-08-2022, 01:56 AM - Forum: Quality-of-Life (QoL)
- Replies (1)
|
 |
Style seeds, as well as seeds that can be added to custom tomes all weigh a unit of encumbrance each.
The non style seeds also have -no- use in Korvara at the moment. a huge quality of life improvement I feel would be to make all of these weigh nothing. They're beginning to really weigh me down!
|
|
|
Round Robin shenanigans. |
Posted by: Shujin - 08-08-2022, 12:40 AM - Forum: Bug Reports
- Replies (1)
|
 |
In a fight against a GS currently, if you go first, and kill the summoner all the summons get their normal turn...But afterwards all summons get ANOTHER turn before you so you get double turned by an army.
*shrug* just another round robin thing, but I thought minions do not behave that way.
|
|
|
Bard, Performer & Dancer woes (and solutions) |
Posted by: Snake - 08-07-2022, 11:46 PM - Forum: Balance Fu
- No Replies
|
 |
Bard
Bard's Dance skills could use dealing Physical Damage instead of Magic Damage. You would see more creative combos being made with things like Kensei's Absolute Death, or more obvious counters like Black Knight with this change made.
Dancer
Rest Beat as is seems to be a little too 'free battle redo' button, especially when Spirited. It can even be further paired with Cantus of Consideration for even more debuff removals, making it so they're completely clean in a single round with two buttons pressed. The only solution to this in my honest opinion is making Rest Beat cost 6M+, and have a minimal requirement of 4+ Tempo to be used.
Idol Step, aside its bugs, should NOT heal the user at all through its ticks. I don't think many people will disagree that this should be more a team fight technique rather than a decisive factor in 1v1 combat. It gives this class way too much unnecessary sustain, and promotes them to be unkillable tanks, since Interference doesn't do much to stop them due to Consideration and/or Rest Beat.
Tempo alone could use another counter to make it less easy to be built up since it passively goes up as the Dancer does their deed. Perhaps being inflicted with Clumsy, Immobilize, Frozen and Knockdown could also reset it to 0? It's not like inflicting a Dancer with any of those things is easy anyway, when they are a dodge-user.
Performer
Slydria has already made a thread on this, but I'll have to chime and say that this is by far the least fun of the trio. There was put too much glorification on Dancer to the point it's now the most used class not only out of Bard's promotions, but probably the entire game now. While this was left sucking its thumb.
The problem with Performer? It's way too "balanced". Where is its damage? Its autohits since how the hell does an enemy dodge music? Its techniques to grant allies momentum or even an incentive to make them stay in the Singing state that is not "ok you dont need to buff them this turn anymore, also have this +5 HP/FP and some Evade".
This class has so much potential still yet to be tapped, but I feel like Dancer outshined it by a long shot. It's just sad, but that's all I can say. If a proper buff is to be given, at least grant them one more 'song' that is more generalized around dealing damage and Sound damage, which is also an auto-hit or whatever.
|
|
|
Portable Mirror QoL |
Posted by: Miller - 08-07-2022, 08:57 PM - Forum: Quality-of-Life (QoL)
- Replies (2)
|
 |
Can we have a command tied to the Portable Mirror that lets you open up the outfit change menu without opening the icon edit UI? It'd be incredibly handy for switching outfits on the fly or possibly in battle for a bunch of different reasons.
IE: Type load-outfit in the command bar or right click the mirror to open up the load outfit menu.
Let me be a magical girl
|
|
|
Sarasha gi Qol change |
Posted by: Lolzytripd - 08-07-2022, 02:13 PM - Forum: Suggestions
- Replies (5)
|
 |
At the very end can we add "Or subtype" because we have things like neverending story, fan tome+fan dagger, whips of various weapon types, instruments of various weapon types.
|
|
|
[v.2.62c] Headshot Mechanics |
Posted by: Latto - 08-07-2022, 09:02 AM - Forum: Bug Reports
- Replies (1)
|
 |
Don't know if this is a bug or not but currently you can't use gun's headshot any a bunch of the new mobs even though they obviously have heads ie: Terra Flama monsters, Dripping Zombies (though they're not new..) I'm assuming this is an oversight.
|
|
|
|