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Spell Power buffs not applying [2.67b] |
Posted by: renowner - 11-27-2022, 12:32 AM - Forum: Bug Reports
- Replies (6)
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It seems that Youkai Evoke spells don't receive any boost from power from effects that boost the power of spells.
They're still considered spells, and they're still able to be stopped with silence, so this does seem like a bug, as nothing says that this should be the case anywhere in the game.
I've tested with cast order, and with pure power, and with evocation. (The Evoker passive)
This also applies to Needle, (Equipping and unequipping pure power while having nothing equipped didn't change the initial damage of the spell at all, nor the final damage against the prinny)
These are so far the only spells to have this issue that I've noticed. Even runes get the damage boost.
If I had to guess, its that it isnt applying to spells that don't take SWA into consideration?
Needle even uses a casting implement, so it can't just be spells that don't use weapons.
Also the evocation passive of evoker doesn't seem to trigger at all, while you have no torso equipped, despite it supposedly supposed to count as going unarmored. It does specifically say 'unarmored torso item' but I think that's just what it normally is supposed to say?
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Phase Python Bugs [2.67b] |
Posted by: renowner - 11-27-2022, 12:15 AM - Forum: Bug Reports
- Replies (1)
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A few bugs I've noticed with the Phase Python Youkai:
1: When Phase Python is defeated, the poison he's inflicted stops doing damage. The opponent will remain poisoned, it'll tick down every turn, but absolutely no damage is dealt.
2: Phase Python's hit rate seems to be. . .Showing incorrectly. I'm not sure if its not taking flanking into account or what. But his evoke skill shows a lower hit rate than his basic attack, and he managed a clean hit on a character that showed a -11% chance to hit against, with the evoke skill.
Steps to replicate: Summon a phase python.
Use the evoke skill.
Poison someone.
Get killed.
New round won't do poison damage.
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New Donation Item! |
Posted by: firehawk11 - 11-26-2022, 02:03 AM - Forum: Suggestions
- Replies (1)
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A new Donation item the Asago Radio! It has only one purpose to play in-game tracks that only you can hear rather it be Sigrogana music or Korvara music.
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Two-Handed Talent for Bows and Fists |
Posted by: Snake - 11-23-2022, 05:15 PM - Forum: Balance Fu
- Replies (1)
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The title says enough. Due to 'Two-Handed' only affecting Axe, Sword and Spear, it allows people building those stats to save points for no real drawbacks but to not have a shield or sub-weapon. +20 SWA is very stat-efficient, which leaves Bows and Fists, weapons that also scale from STR but don't have baby wheels, to open a lot of exploitable holes in your building process.
Namely because their damage vastly differ from the Sw/Ax/Sp/Tom meta. So I think there should be a change, either nerfing Two-Handed, or making something similar to it to other types, such as the more glaring ones like Fists and Bows, who often suffer from low SWA.
Fists (Double Flurry)
> Having two identical Fist weapons equipped (i.e 2x Brawler's Glove) reduces the momentum cost of Basic Attack and Martial Artist Offensive Skills by 1.
Bows (Free Handed)
> Having no sub-weapon equipped increases Critical Damage by 50% of your Strength as a flat bonus damage.
Bows (Arbalest Passive?)
> Having a sub-weapon equipped increases Critical Damage by 50% of your Strength as a flat bonus damage.
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v.2.67 Rune Bug |
Posted by: Moku203 - 11-23-2022, 02:28 AM - Forum: Bug Reports
- Replies (1)
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As of the recent update it seems placing elemental runes no longer uses any tome damage, just the default of fire, though it still uses the tome damage when engraving it onto another tile with a mob in it.
Steps to reproduce:
Equip a tome (Cartblanche in my case)
engrave elemental rune, it will do tome damage.
lay down the rune in the field, it will be fire elemental, and thus less damage if you're not built for fire.
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Steady Upgrade |
Posted by: Moku203 - 11-22-2022, 09:19 PM - Forum: Suggestions
- Replies (6)
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A simple request, I noticed that bows don't really have a talent for getting more hit, which can make them fairly lackluster once you get past the farshot distance, could Steady be upgraded to include bows as well? +10 hit with bows/crossbows, maybe the +20 could apply to Longbow weapon types? if we have those.
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