Black spirits are currently applying a 10% Boost to damage per soul, regardless of the soul's associated percentage increase.
As you can see despite having a shown 5% Increase against jammers, and 3% against undead. . .Against both I've obtained a 10% Boost.
Multiple souls stack as expected, five of the same type is +50% damage.
[Personally i'm fine with this staying as it is, since white spirits are so strong and easy to farm comparatively - but hey. Still a bug. Reported.]
The Thrones in the Sharis Forest Keep are a touch off kilter. Stepping onto them places you as you would expect, however if you step on the tile to the left of either throne, it puts you in the throne (albeit slightly higher. Like you are sitting upon it).
Can we give Dancer the boxer treatment? Allow tempo to be lowered by 2 instead of completely deleted upon using other skills? Kinda painful running it with something like a Redtail, Artifact tomes and so on.
This would be extremely neat for roleplay in Korvara, especially during events where people are not supposed to be crumpled together, yet still wish to be in a party for when combat starts.
Just don't make it map-enforced like it is in Sigrogana, I think having to re-toggle for Conga Lines is annoying.
If anything, it'd be forbidden inside dungeons, which would only take the Conga Lines, with Eventmins/GMs being capable of toggling permission to be Free Movement.
Could the rain be made a little more transparent, like 50% transparent or have the same animation effect that shifts it from being transparent and visible like Setting Sun?
It's kind of hard to see some effects once it is up, such as Explosion's marker.
Applicable BYOND Key - NotVice Character Name - To-be Decided
Request Type - Character Ability & Appearance
Details The Chimera is somewhere between organic and machine, leaning towards organic, with an outer and internal frame replaced by synthetics and metal, driven by a core that replaces the heart and may be repurposed to create a similar Chimera upon death. Capable of self-spurred evolution and 'upgrades', and of a composition that can be mended upon damage by itself to an extent.
Concerning the Chimera's composition, all vital organs are live, and it requires oxygen and sustenance. However most layers of skin and external muscles have been replaced by synthetic components, and the most outer-layer, as well as the skeleton in particular are of a metallic, durable material based on a self-repairing alloy.
For the Core's qualities, it is important to note that it is semi-organic, and it is explicitly intended to be used to create another Homunculi, not revive the same: the loss of the body means the death of it.
As for the upgrades, they are long-term and not immediate, meaning that a characteristic could be developed to better deal with a previously experienced form of adversity later on.
Specific Request Approval for the IC development and creation of a Chimera with two main quirks.
* Heavy-metal making of two layers of synthetic and metallic components, substituting flesh and bone for non-vital organs.
* An evolving core that requires a body to operate and is dubbed as 'Heart', which may be repurposed if the Homunculi is destroyed.
Traps seem to have a couple of oddities that are inconsistent with most other skills in the game, the first one I think you are aware of so I am unsure of if its a bug, it is an inconsistency so I'll state it, but the 2nd one almost assuredly seems like a bug to me as well.
1) Traps appear to inflict targets regardless of if the attack hits or not, through Body of Isesip/Glancing/Full Dodge
2) Traps appear to be able to roll infliction checks against corpses:
It seems like traps just don't have infliction tied to the actual hit itself, which is perfectly understandable but I figured I'd throw this up anyway in case this isn't intended.
Hells Beating is currently giving 2x the bonus that it states for Crit Damage Modifier, at all ranks.
The Dood attacks Prinny with Electric Axe!
Critical Hit! Prinny takes 105 Lightning physical damage.
System: * Initial Damage: 74 Lightning Physical, flags: , sk: null, wep: Electric Axe / /obj/items/equip/weapon/axes/electric_axe * play_atk_anim was 1. * 0 Evade VS 209 Hit. (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: 105 Critical VS 0 Critical Evade. (74) * Critical hit multi was 142. Flat critical damage bonus was 0. (105.08) * spec_flat_reduc was 0. (105.08) * amp_multi was 1. (105.08) * reduc_multi was 100. (105.08); MAG DEF, 0 PHYS DEF, 100 REDUC * elem_reduc was 0. (105.08) * armor was allowed. armor_reduc was 0. (105.08) * Damage caps applied. (105.08) * Damage shields applied. (105.08) * Final damage was: 105.
The Dood attacks Prinny with Electric Axe!
Critical Hit! Prinny takes 169 Lightning physical damage.
System: * Initial Damage: 73 Lightning Physical, flags: , sk: null, wep: Electric Axe / /obj/items/equip/weapon/axes/electric_axe * play_atk_anim was 1. * 0 Evade VS 209 Hit. (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: 105 Critical VS 0 Critical Evade. (73) * Critical hit multi was 232. Flat critical damage bonus was 0. (169.36) * spec_flat_reduc was 0. (169.36) * amp_multi was 1. (169.36) * reduc_multi was 100. (169.36); MAG DEF, 0 PHYS DEF, 100 REDUC * elem_reduc was 0. (169.36) * armor was allowed. armor_reduc was 0. (169.36) * Damage caps applied. (169.36) * Damage shields applied. (169.36) * Final damage was: 169.
Of all the people to make a thread on monster spine, I betcha weren't expecting the axe gamer herself.
Monster spine is an incredibly fun weapon, it has so many fun things attached to it that it's quickly become one of my favorite weapons. (And Visceral Strike is just so damn satisfying)
However, it existing alongside bodyguard can become utterly silly, people are able to keep themselves in bodyguard range for multiple turns, making the weapon borderline oppressive on tank builds.
Maybe it's just me, but I think that the healing aspect of the weapon should be changed to be On Crit, rather than just hit, that way getting access to it's healing potential is reserved for builds that have to invest in to it, and it would make harder to invest in to being a tank.
It would also incentivize wearing something like Berserker Shell, (or Sarasha for all you wackos :>) rather than what's arguably the strongest chest piece in the game.
I think the fantasy of this weapon is that of a Barbarian or a Berserker, eschewing defense for a constant fury of attacks, and I feel like in it's current iteration, it is far more abusable as a tank.