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mishona

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About mishona

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  1. You say 'abuse', I say "You're talking about a level 7 power on a multiclass. It should be equivalent to 9th level powers when properly utilized." There should be differences in tactics and their effectiveness in turn-based vs real-time modes, otherwise what's the point if it plays the same?
  2. I'd recommend trying it again. I had a similar issue but they didn't aggro immediately, it took an AOE ability to do it (I believe it picked civilian targets for relentless storm but I'm not sure.) The big thing to keep in mind is that for some reason the civilians don't run out of the area once the fighting starts and in fact can walk into something mid-combat since they aren't part of initiative and continue to wander around while you fight.
  3. Expected Behavior: Attacking a Storm Blight with 7 slashing armor and shock immunity should yield slashing damage. Result: Storm blight is immune to slashing damage. Steps to reproduce: Allow the shamans to summon blights, attempt to attack storm blight with Lord Darryn's Voulge, equipped on the character 'Feito'. If a hit it will register as a hit and say that the enemy is immune to slashing damage or electric. As the title says, I can't be much more concise without knowing exactly what's going on. It might be checking for lowest resistance and just stopping at 'immune', storm blights might have unlisted slashing immunity, or some other explanation I haven't thought of. This is on veteran. Save: https://mega.nz/#!tMlAAKpD!M2_lcXtz74fem9RcSDOfReA3Xpn6vT-MX31w1mRnusg output_log.txt
  4. I'd like to point out that railing-jumping without the ability to re-aim spells just means a lot of frustration. Actual strategic application like defending choke point should be celebrated. It's not like you actually can engage enemies running past you anyway, so your good positioning and battlefield control is entirely in your hands.
  5. The Arcane Archer's accuracy penalty is inconsistent. Imbued Ammunition on Eccea's Arcane Blaster is not considered an imbue effect, and thus getting an accuracy penalty. I understand not getting the accuracy bonus since it isn't an imbued spell effect, but if Imbued Ammunition isn't imbued what is? Weapon seem to fall into one of three groups 1. Weapons that deal an fire/shock/freeze/acid as a basic damage type in my (admittedly limited) testing seem to not be penalized. 2. Weapons that have % as X damage, unique modals, or and other bonuses. 3. Weapons with no elemental properties, such as a basic wand. This group isn't of concern and won't be mentioned any further. ( Subgroup to 3, Blunderbusses which have Powder Burn which is not affected by Arcane archer's shenanigans.) Examples of group 1 Essence Interrupter: It has no penalty associated with it and does piercing/shock with no lash. Lord Darryn's Voulge: It has no penalty and does slash/shock. Examples of group 2 Frostseeker: Frostseeker does best of slashing/piercing with a freeze lash. Frostseeker also has a conditional freeze/slash on-crit attack. There is no penalty on any attacks, including non-crits. Modwyr: She has a penalty to accuracy despite having twice as potent a lash as Frostseeker. Eccea's Arcane Blaster: It has an accuracy penalty. It also has a modal literally called Imbued Ammunition (Which somehow has a separate attack roll from the main attack) Thundercrack Pistol: No accuracy penalty. Has an electric lash. That's what I've come to in my admittedly limited testing. I'm sure there are more strange cases.
  6. Just what the title says. It's more important than in rtwp because you cannot, for instance, run around while tethered to an ally/enemy and bring the tether to hit additional targets/attempt multiple times like you can with real time. Also, turn-based mode is the perfect place to introduce the ability to see the hit chance against mid-tether enemies, with the clarity that comes with no moving parts and knowing exactly what you're casting and comparing against.
  7. The problem being when enemies begin casting abilities but you can't interrupt them because your fellow with the interrupt went before them in initiative. No problem, right? Just delay. Except that quite often enemies will get their cast off in the same round and thus you can't interrupt them unless you go after them naturally. It seems to be a result of high initiative spreads between fast and slow characters, which leads to some really, really irrational interactions because delaying pushes to the end of initiative rather than letting players select how far they go down. This could be fixed fairly easily if delay action moved you on the turn order by adding +1 to your initiative, for instance.
  8. Also, turn-based pathfinding when attacking targets that have multiple units around them can result in missing due to (out of range) with melee attacks. That's pretty bad that they'll attempt the attack on a stationary target that they can't hit.
  9. The math for converting things from realtime to turn-based... hasn't been kind. They seem to count durations in 5 second increments but the per tick change in damage/healing is still per 3 seconds, so not only are breakpoints more awkward and difficult to achieve for maximizing benefit, you're getting only 60% of the expected value out of them.
  10. The ability duration really, REALLY needs to be looked at. Turn-based makes it so, for instance, Consecrated Ground heals for 5 HP every round for 3 rounds. With a cast time and obviously isn't useful for burst healing, but that's fine it wasn't meant for that. That is half the healing of the level 1 Priest Spell Restore which is an instant cast for 30 hp. In real-time it would heal or 5 hp six times at 10 int, and scale up with int and might for total healing, compared to might only for Restore. For kicks I made a level 20, 18 might, 20 int godlike and without buffing you get 9.4 hp per round for 5 rounds vs 60.5 hp all at once for a 3rd vs 1st level spell. Prestige and practiced healer are both on the character. Realtime you'd get TEN ticks of healing. That's a big difference.
  11. Frostseeker is always busted for focus generation. If you get lucky you could come out of stealth with full focus. That's an outlier, not the norm you should balance around.
  12. Actually, what you're asking for is the exception. You should still be flagged as having the buff even if it's suppressed. If you don't then they've gone and applied spaghetti magic to implement suppression. Easiest solution should be 'buff=true/false' and 'suppressed=true/false'. If not, then they've got some jenk stuff where suppresion actually removes the buff completely and reapplies it maybe at the end. But right now it sounds as If it's set up to check "is the buff active?" rather than "does the buff exist?".
  13. So no fix for Lord Daryl's Voluge applying stacks to allies and damaging them on crit?
  14. That's not quite true. People play the steam versions of Final Fantasy 7, 8, and 9. FF7 Character Booster – Find yourself stuck on a difficult section or lacking the funds to buy that vital Phoenix Down? With the Character Booster you can increase your HP, MP and Gil levels to their maximum, all with the simple click of a button, leaving you to enjoy your adventure. FF8 Magic Booster When Magic Booster is used, the player’s inventory of the following spells is increased by 100: Cure, Cura, Curaga, Fire, Fira, Blizzard, Blizzara, Thunder, Thundara, Sleep, Blind, Silence, Berserk, Bio, Esuna, Aero, Confuse, Break, Zombie This feature can be used from the launcher. FF9 ・Seven game boosters including high speed and no encounter modes. I, for one, would choose the water unless it was apple juice. I like apple juice enough to disregard my family's predisposition to diabetes.
  15. If you just walked through there with no sounds of combat going on then you must belong there. That's a reasonable line of thinking for someplace that's an actual fort where any given individual probably doesn't know everyone in the fort.
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