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Trait Rework
Neus post_id=33836 time=1539149520 user_id=2 Wrote:2) Once all the new traits are added, the old traits will be removed and your traits will be reset. You will no longer be able to reset your traits at any time at this point. This will also be the point where various system changes occur, such as Tactician's 7M becoming the default.

Sorry I guess this was only meant to refer to the reset traits button that's currently active to be going away? The fact it said at any time at this point made it seem much more final. My bad!

If I may offer a few basic ideas myself however, I'd love if there were some, masterwork traits. Such as a trait for maxing out a profession. I miss the old five star superb foods we used to have, so maybe there's a trait you can get if you've maxed cooking, that allows such a thing. Maybe a new trait for maxing blacksmithing lets you create weapons with +1 power, hit, crit, and durability. There could even be basic traits for getting to level 50 in a class, that deletes itself should you ever un-destiny, that could lower the FP cost of some skills, raise damage by five percent, or what have you. A little extra beneficial trait for being a master of your given field could be quite fun. Especially if you're only allowed one "Masterwork" Trait per character. (So no taking a destiny one, and a profession one.) Maybe a masterwork trait for having 100 god favor, though that pretty much already exists anyway. One for doing every quest in the game that could be, good sumeritan or something.
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The final trait batch for now will be live soon. The next update will probably involve going over old traits, rebalancing or removing them, and so on.

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Strange Sight
Req: Human, 15 Will
Sometimes you see things. Strange, unfocused lines shifting around on objects, as if something were casting a shadow on it. If you concentrate on those lines, you notice the object in question seems more fragile than it should be. Reduces your maximum HP by 1%. Boosts the speed of your mining and woodchopping by 50%.

Eyes of Elimination
Req: Strange Sight Trait
The strange lines you see provide you with even stranger powers. By focusing, when the line becomes one, you can cut it to great effect. Reduces your maximum HP by 4%. Grants access to a special Dagger only attack in battle where you must click and drag from one end of a line to the other without going off the line, boosting your critical damage and chance for that attack if you are successful.

Divine Eyes
Req: Eyes of Elimination Trait
Looks can kill. Reduces your maximum HP by 5%. Grants access to an additional special Dagger only attack in battle. It functions similarly to Eyes of Elimination, only you must trace 3 lines in succession. If you trace all lines perfectly, it will instantly defeat any non-boss, non-player character enemy of an equal or lower level (higher level enemies require a status infliction check). If they are not instantly defeated, they take protection ignoring Slash damage equal to your Level * 5, minus 20 for each mistake.

Last Rites
Req: 20 Faith
You believe that even monsters have souls that need to cross on. Grants a 10% chance that monsters you encounter in dungeons/etc will also leave behind a Spiritualism spirit.

Ram Tactics
Req: Race with horns, 15 Strength
Give your enemies the horns. Unlocks a special skill in battle called Ram. (Ram your horns into the target, dealing Pierce damage equal to 20 + your Scaled STR. If the target is using an Unarmored torso, they take 50% more damage.)

Horn of Heaven
Req: Zeran, 15 Sanctity, Ram Tactics Trait
Sometimes it's not enough to just make them stumble. Sometimes you need to send them home. When you use Ram on a summoned unit, if your Superiority affects them, they will be unsummoned.

Servant Training
Req: 10 Skill
You have training as a servant and are used to certain activites, such as cleaning. Doubles the speed of cleaning up battle damage in towns, and increases the EXP gained for it by 10%.

Dedicated Cleaner
Req: 15 Skill, Servant Training Trait
You are devoted to doing your best when cleaning. Increases the reputation bonus and maximum possible reputation gained from cleaning up battle damage. Furthermore, when you clean battle damage, it will generate a sparkly shine, which makes it harder for more battle damage to tarnish your nice and clean city street.

Sword Polisher
Req: 20 Skill, Dedicated Cleaner Trait
Going the extra mile is a key part of being a good servant. When your party rests at an inn, you polish their weapons, which has two effects. First, if you have any Maintenance talents, it'll repair them as if it had triggered. Second, all members receive a buff that reduces durability consumption for weapons by 25% for 50 rounds.

Lovely Face
Req: 10 Will, 15 Guile, Non-Corrupted Race With Skin
You are good looking and you know how to use it to your advantage. Passively increases reputation by 10 and grants a special skill in battle called Blow Kiss. (Blow a kiss at an enemy within 5 Range, granting a chance to inflict Charm LV X (X = Scaled WIL) for 3 rounds. +20% infliction rate if you are wearing an unarmored torso (this gives them a better... view.))
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After I've seen testing done on most of the traits, I quite like all of them, the only one I take issue with is Lovely Face, it does require a status infliction check but that can end up being disturbingly easy these days, and serves to make supports take far less damage, keeping in mind that 50-60 scaled WIL is the norm for these types of builds

I'd opt to decrease the charm LVL but increase the duration as follows, so that it may still stay impactful while not just giving someone a 60% DR to a high damage dealer on a whim.

-Decrease Charm LVL to 1/2 Scaled WIL
-Increase Charm duration to 4 rounds (5 if slower)

This is considering that any form of damage from the source of the charm reduces the duration of said charm, it wouldn't last very long in most cases.
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First of all I think these are pretty interesting traits. I love how the eye perception traits reduce max hp. AND THE SKILLS THEMSELVES COST HP TO USE. With the exception of painproof, this is the first time I've seen any such skill immediately lower your HP upon being used, and i'd love for more moves like that to exist in the future.

I also love the cutting minigame with those moves, the sound effects, and the flavor. but I do still think the final trait needs to be a little bit stronger.
With all three eye perception traits, you lose roughly 9-10% max health. It wasn't quite 10% for me, and not quite 9% either. Somewhere in between. (The first trait made me lose 7 max hp when my max hp was 657, so it seems to round up.)

So the style, the flavor, the traits themselves I love to death. But the third trait's move, Eye of Divinity, I feel is on the weak side. First of all it has a 5 turn cooldown. Second, knowing the move already costs 3 trait points and 10% of your max hp (roughly.) Using the move costs another 25 hp, as well. The health doesn't matter to me though, as I like the skill's flavor of being closer to death, and perceiving it. I just have two main issues with "Eye of Divinity" the skill.

Issue 1: The base damage is always 300 (at level 60 )if you do the minigame flawlessly. (You can still fail and do 0 damage, losing 3m and 25 hp for nothing, rip!) Which is still lowered by their defense stat as well as their passive damage reductions. Testing against the winged guardian's calamus crucifiction or whatever aura that lowers damage by 20%, lowered the damage by another 20%. So i'll also assume turtle armor, one on one, and anything that lowers damage further such as charm and wraithguard will still lower the damage further. This feels worse than most attacks at level 60, even without sacrificing the health, getting next to them, and performing the minigame flawlessly. The move's power just simply doesn't feel worthy of a 5 turn cd. It feels worse than the eclipse skill shaitans get, and that doesn't even have a cooldown. It isn't even that fun of a NPC killer because the 5 turn cooldown means you can't spam the 999999 akeshic damage on them.

Issue 2: The move cannot miss (It seems) nor crit. Despite showing a hit, power, and crit % upon hovering over an enemy with the skill, it seems to function like an autohit technique. Even with an above 100% crit rate, the damage could not crit, and therefor if you have a high crit rate against your foe, the dagger's crit damage is very likely going to exceed eye of divinity's damage. Which also makes the two turn cooldown Eye of Elimination skill just stronger at level 60 in general. As daggers are made to crit.


What I mainly would hope to see out of the Eyes of Elimination skill would be for it to behave like an augmentated basic attack, much like wraithguard. Something worthy of having a 5 turn cooldown, and better than cuthroat or eye of elimination in general. The most basic solution I'd feel is to just turn the move into a basic attack with bonus to hit, that actually uses the weapon's power or scaled weapon attack as well. Maybe lowering the final extra 300 slightly to compensate. To maybe 3.5 per level. The second solution that might work, is to make it the complete opposite of Wraithguard. Dealing a percentage of the foe's current health in extra damage. Meaning the healthier they are, the more damage it deals. Or I guess something like enma's summons, more damage the lower their health is, could work too.

Currently I just feel as though the eye of divinity trait's attack, unless you're trying to instantly kill an npc for fun, isn't worth it 90% of the time due to the base damage being 300, with a 5 turn cooldown, costing your own health, and lowering your max health by 5% just to possess.

I would prefer Eye of divinity to become a basic attack skill that's worth using at level 60, as its current power and ability really just seems to be about as strong as the assassinate void assassin skill, with the latter being a bit better, but also requiring void energy. And this is all assuming you make zero mistakes with the cutting minigame. which I've only managed to do about 40% of the time, as even when I feel I've made zero mistakes, sometimes the damage is knocked down 20 or 40.

Another idea would be to make a new crit modifier similar to vorpal strike, that only applies to Eye of Divinity. Something like: "Deadly Strike" that gives lingering damage and cursed wounds.
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I'd rather not touch upon Divine Eyes, the damage it provides is unprotectable, meaning it bypasses Defense but not Evasion/Wraithguard, I thought that quite fine given the large cost the skill has to your general health pool as a character, given that it usually costs 70-80 health just to buy the talent, then you lose HP upon using these skills you are effectively losing 100 HP ever time, for a 300 damage auto that goes through def.
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It doesn't bypass defense or damage reduction passives when I tested it. For example against the level 10 winged guardian boss, it did 224 damage after the 20% damage reduction thing kicked in. And 364 beforehand, when i had hunted 30 on the foe. (you'd expect it to do roughly 390 at that point) And against kinu 1 who has exactly 10 defense, the max damage it ever did after about 20 attempts was 280. Meaning that 300 was reduced 10% by kinu's 10 defense, or somehow I failed all twenty times, Or it automatically gets the -20 on non bosses at the very worst. I tested on the weaker bosses, since arena combatants proc the 99,999 akeshic damage. Which could be possible, as 280 x 1.3 is 364, and 280 x .8 (from the 20% less damage aura winged guardian has) is 224.

Alright on further testing it does seem it pierces defense, so nevermind. Seems fine. However can anyone else corroborate not being able to hit the perfect 300 ever on any non boss enemy? Even when I feel like I've done it flawlessly, it always does base 260, or base 280.

Well I managed to hit what I think to be the full 300 on somebody. Did 256, when they had saykana and ogata waraji, which would seem to reduce it to 256. Took five attempts, with most doing 205 however, not exactly sure what i'm doing wrong when I fail most of the time. But it seems most of my earlier complaints weren't true after all, so my bad.
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So testing eye of elimination, the bonus crit seems to work just fine. As even with a -16% crit chance, i can crit with it. However, the actual crit multiplier damage seems weird. I do 38 crit damage (testing with a combat magnifying glass) normally. And then only 43 with eyes of elimination.

My character has 11 guile, and magnifying lens' base crit ratio is 130% damage.

Shane Grove attacks Prinny with Combat Magnifying Glass and hits them!
Prinny takes 27 Blunt physical damage. (Combat Magnifying Glass)
Critical Hit! Shane Grove attacks Prinny with Combat Magnifying Glass and hits them!
Prinny takes 38 Blunt physical damage. (Combat Magnifying Glass)
Critical Hit! Shane Grove attacks Prinny with Combat Magnifying Glass and hits them!
Prinny takes 43 Blunt physical damage. (Combat Magnifying Glass)

The debug information is:
Debug: Total Power for Combat Magnifying Glass / Combat Magnifying Glass was 26.
Debug: Before Use Skill called. Prinny, Shane Grove, Eyes of Elimination, 1
Debug: Basic Attack - Weapon Combat Magnifying Glass; 0
Debug: Total Power for Combat Magnifying Glass / Combat Magnifying Glass was 26.
Debug: Critical Multiplier for this attack is: 166%

(26 x 1.66 would be 45 not 43)

Debug: Total Power for Combat Magnifying Glass / Combat Magnifying Glass was 26.
Debug: Before Use Skill called. Prinny, Shane Grove, Attack, 1
Debug: Basic Attack - Weapon Combat Magnifying Glass; 0
Debug: Total Power for Combat Magnifying Glass / Combat Magnifying Glass was 26.
Debug: Critical Multiplier for this attack is: 141%

(I think flank is giving me +1 power to the magnifying lens, putting it to base 27, 1.41 x 27 is 38 but 27 x 1.66 is 45 not 43, so i don't know where the 2 damage went.)
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THE WYVERNTOUCH BITES STILL DON'T WORK, AND WE NEED BETTER WT TRAITS I SWEAR TO SPOOPS IMA SHANK A GUY! (╯°□°)╯︵ ┻━┻

But that's when we're done with reworks, ofc.
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My idea for Eyes of Elimination would probably revolve around allowing the Tier 1 and Tier 2 able to be used by all races but Vampire, Dullahan, Lich, Serpentkin, Mechanation, Kaelensian and Corrupted. And the Tier 3 being special for Humans only.

But instead of +50 bonus Critical Damage, the cut would do (line tracing accuracy)% of its damage as Cursed Wounds for 5 rounds (which can refresh duration and increase level after being reapplied, like Matador Stance's Goring Horns). It would be much more plausible to justify the HP loss, by making them unable to just lol-heal what you put on them.

Especially when it chomps away like 15 HP per use.

Though alas, this is not a thread for discussing traits. Those topics should probably go on Balance Fu to be reviewed later.
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iStabOreos post_id=34436 time=1545493406 user_id=347 Wrote:THE WYVERNTOUCH BITES STILL DON'T WORK, AND WE NEED BETTER WT TRAITS I SWEAR TO SPOOPS IMA SHANK A GUY! (╯°□°)╯︵ ┻━┻

But that's when we're done with reworks, ofc.

Post bugs in bug reports.
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