Posts by Byte

    So I understand the discussion is over. Players who can write lua skillfully are more promoted and write about the practice. Bravo Bytie! Good job.

    As I mentioned earlier if you read my message; skill is designed to make it hard and hopefully impossible to create a script to be automated, therefore need to be played manually.


    Greetings

    Rouge - Perfect Slice

    I suggest a small Playerbuff for 1.0 or 1.5 seconds when it is the "perfect" timing.

    It would imcrease the comftability of this skill and makes it better to use rightly.

    It is not planned.

    But not every Player can use lua or Kitty. I dont know If Kitty works. And using by Hand ist a whole Desaster in some situations you didnt see the "!" and reaction time is very short.



    I mean in general this Game ist designed to play manually. I think it would be the best to delete every Combat Engine from this Game.

    In fact Perfect Slice is designed to make it harder to use with such ingame utilities but to encourage manual gameplay as regular timers for example won't be 100% accurate with our design as of random intervals.

    none of the new up dates.Removed Psychic Arrows distance damage delay.Removed Ruthless Judgment distance damage delay as of no projectile.Removed Heart Collection Strike distance damage delay as of no projectile.Removed Puzzlement distance damage delay as of no projectile.Removed Warp Charge distance damage delay as of no projectile.Removed Weakening Weave Curse damage delay as of no projectile.Changed Knowledge Acquisition to restore 1 Psi every 3 seconds additionallythey all still delay and knowledge acquisition doesnt give the 1 psi

    Planned Change Log is not applied to game.


    Greetings

    We do not plan to encourage players to get all cenedrils to maximum level for such a bonus, therefore not planning to change anything about cenedrils at the moment.


    Greetings

    Specifically, the effect time and attack range of the skills.

    If you mean current skill feels slow, I would assume floating damage numbers are appearing late. We can change that too.


    Additionally, skill is using a motion called "earthstrike", where character is supposed to fist the ground, which is wrongly imported to game and triggering "spinkick" instead, which means Rolling Sobat motion is actually a mistake initially.


    Greetings

    Well, yeah...why not? is it because healer players are not as skilled as dps players hence wouldnt be able to heal endcontent anymore if it were progressively harder? :rolleyes:

    Or is it because people responsible for balancing damage taken/healing done have no idea how to do it?

    Most basic example to explain reason would be; healer balance is not something like "healing is still possible/easy even if we reduce heal amount by X%" because it is not for 90% of healers in our player base.


    We can't "balance" certain class groups easily if it is causing us to lose majority of affected players in the end. Class balance for any class can't be objective for every player for this reason as it is considering majority of player pool in end game content instead of a certain group.


    Greetings

    <P.S.>

    As an aside, can't you do something about the motion like a large one full turn Rolling Sobat of the female character in "Blasting Cyclone"?

    It is possible to change its attack motion to a quick spin-slash.

    It has been occurring since the latest patch.

    When using the skill "Whirlwind", the skill motion is done with bare hands while the weapon is stored in the back or waist.

    We are aware of this issue and investigating.


    Greetings

    You can get level 70 elite skill to get rid of cast time of spells.


    Damage difference is coming from cast time multiplier of Charged Chop, which is 3 so it is dealing 1000+0.3xINT damage thrice.


    Greetings

    key word: each .

    EACH explosion will deal 1611 damage . There is no question of reduction anywhere, and there is even a denial of reduction : "EACH" explosion will deal 1611 damage""

    Each explosion (each channel) inflicts 1611 damage already. The explosion is occurring on your target, the rest of the damage is reflection from the main explosion. We do not plan to change this for now, but there will be changes for the class for the future.


    Greetings

    Defense Net (498549) is providing only magical immunity.

    Therefore, the only way to reduce damage of Cosmic Explosion is physical damage reductions or magical immunity.

    I'm even more confused now :D

    Immunities are for spell types since a magical spell does not need to be a damage dealer yet magical immunity can still block their effects; but damage reductions are for damage types. Cosmic Explosion spell is magical type, but its damage is physical.


    Greetings

    498549 and 490270 both from warlock don't work in last boss to prevent the explosion.

    Defense Net (498549) is providing only magical immunity. Cosmic Explosion spell type is magical, damage type is physical.

    Shield of Otherworld (490270) is providing damage reduction in PvE/PvP which does not affect percent damages. Therefore, the only way to reduce damage of Cosmic Explosion is physical damage reductions or magical immunity.


    Greetings

    Please do not forget that Magical damage types currently have excessive amount of resist rate in Dark Core, which will be fixed along with this patch.


    Greetings

    Also any chance this annoying s/ch bug gets fixed ? -> click here

    We still do not have any possible solution for this.


    Eventho i have a Base Channel time of 3.02 seconds and Skill states that it reduces channel time by 0.5s per stack up to 4 stacks , so should be 1.02s for me.

    This is changed with a recent S/Ch change, maximum stack is removing casting time entirely, it will be corrected in description.


    Greetings

    Resist rate of magical spells will be fixed along with next patch as in following planned change;

    • Changed NPC resist point gain per wisdom to 0 from 0.36.

    Greetings