Mechanic: Lava Flow
it should give fixed damage but it force to neutral.
it only do 1260 damage on ghost1 (baby leopard), 900 damage on ghost2 (eggyra), miss on ghost3/4
Bug or working as intended??
Chaos:175/60 Update Bug Thread [Archive mode]
#101
Posted 23 January 2015 - 12:30 AM
#102
Posted 23 January 2015 - 02:18 AM
It properly removes Windmill Rush, and Harmonize, but it also does not remove Bard/Dancer songs like Magic Strings and Song of Lutie. Not sure if it's supposed to remove bard/dancer songs, but it definitely should remove Frigg's Song, if it removes Windmill Rush, which is the same song group as Windmill Rush, Harmonize, etc.
Edited by Tofu, 23 January 2015 - 02:19 AM.
#103
Posted 23 January 2015 - 11:39 AM
Intensify [Warlock] spell only lasts 60 seconds, skill description says it should last 3 minutes. Not sure which one is incorrect, needs fixing either ways.
#104
Posted 23 January 2015 - 11:41 AM
Intensify [Warlock] spell only lasts 60 seconds, skill description says it should last 3 minutes. Not sure which one is incorrect, needs fixing either ways.
The description is the old one before the nerf. Intense having 60 second duration is correct. So the description needs updated. Very misleading.
#105
Posted 03 February 2015 - 03:36 AM
(error message: "Too high lvl for this job.")
#106
Posted 11 February 2015 - 02:15 PM
It is intended for gramps to not work in those cases post patch, but we will make sure to make it clear in Gramp's dialogue that this can happen.
Sounds like a bug that needs to get fixed though. People who reach 125/50 or 135/50 for example will be hit hard...
#107
Posted 11 February 2015 - 03:19 PM
#108
Posted 11 February 2015 - 07:31 PM
please help!!!!!!!!!!!!!!!! so i have finished patching the game... and when i click play, i get this skininfo_new.lua:219: attempt call to global C'_IsSteamOn'(a nil value) and i cannot play, does this have anything to do with my location? please help me on this one
#109
Posted 12 February 2015 - 11:47 AM
Ifreann, this is a separate problem and is not related to the thread. Please check the link below for information about said error:
http://forums.warppo...on-a-nil-value/
#110
Posted 14 February 2015 - 04:23 AM
Kagerou/Oboro skill [Rapid Throw] still doing full damage when cast by a Shadow Chaser after copying it. The fix which halved the damage if Dagger Throwing Practice level 10 is not learned, is not applied on Chaos. Please fix.
#111
Posted 16 February 2015 - 10:52 AM
When will the skill Flash Combo be fixed? I have read that the Tiger Cannon damage in Flash Combo is less than equal as to the damage of a manual Tiger Cannon combo (Dragon Combo -> Fallen Empire -> Tiger Cannon). Is the damage meant to be this way when using Flash Combo or will it be fixed to deal the same damage as a Tiger Cannon combo?
#112
Posted 16 February 2015 - 10:58 AM
Kagerou/Oboro skill [Rapid Throw] still doing full damage when cast by a Shadow Chaser after copying it. The fix which halved the damage if Dagger Throwing Practice level 10 is not learned, is not applied on Chaos. Please fix.
I say please leave it. SC are never able to fully dish out damage like they should in a pvm environment to level, so let us have at least SOMETHING to level with...
#113
Posted 16 February 2015 - 11:09 AM
Okay, just nerf it in pvp/WoE then. NBD. Literally no one uses it in pvm anyway so I don't see your point.
#114
Posted 16 February 2015 - 11:47 AM
I'd say that the reduced damage of Tiger Cannon in Flash Combo is intended. Looking at the damage formula of a manually cast Tiger Cannon:
Edited by MorseCoder, 16 February 2015 - 11:48 AM.
#115
Posted 16 February 2015 - 12:19 PM
I say please leave it. SC are never able to fully dish out damage like they should in a pvm environment to level, so let us have at least SOMETHING to level with...
If you want to do damage in pvp, try Shadow Spell. It isn't great, but it isn't bad either. I doubt anyone wants to waste 100k zeny on a skill that splashes damage on all targets hit, for leveling purposes. All it does now is become a complete pain in the *** in pvp. Either way, the fix has been long awaited, and it was supposed to be applied by now.
#116
Posted 16 February 2015 - 12:28 PM
I'd say that the reduced damage of Tiger Cannon in Flash Combo is intended. Looking at the damage formula of a manually cast Tiger Cannon:
Damage (ATK) = [Base_Damage × BaseLv ÷ 100]% + Bonus_Damage + Target_BaseLv × 40Base Damage:Individually = (HPCost_Result + SPCost_Result) ÷ 4In manual combo = (HPCost_Result + SPCost_Result) ÷ 2In Flash Combo, there is no HP or SP cost for Tiger Cannon, so the calculation for Base Damage is different, whatever it may be.,This leads to lower comparative damage.
I don't think so, the damage is pretty much exactly as it would be when not manually combo'd, a little higher to account for the extra atk.
The non-consumption of hp/sp is explained by the fact that Flash Combo ignores all the requirements of each of the individual skills, and only takes what Flash Combo itself says it takes. Neither the spirit spheres, nor the sp or hp for any of its 4 skills are consumed, only the spheres and sp that Flash Combo itself needs. The formula is still the same.
#117
Posted 16 February 2015 - 01:48 PM
Okay, just nerf it in pvp/WoE then. NBD. Literally no one uses it in pvm anyway so I don't see your point.
Then kagerou will be more useless than already is.
@topic
Flip Tatami is not working,it should avoid Acid Bomb,Rapid Throw and other ranged skills but its not working.
#118
Posted 16 February 2015 - 01:57 PM
Then kagerou will be more useless than already is.
@topic
Flip Tatami is not working,it should avoid Acid Bomb,Rapid Throw and other ranged skills but its not working.
No one is asking to nerf kagerou, read the context. It's just RT from chaser that's supposed to get a fix.
#119
Posted 17 February 2015 - 02:07 AM
Going to ask CM Oda again for any updates about the major bugs when he gets on. For now, there is no ETA.
Edit: Got news from CM, there is still no ETA.
Edited by VModCinnamon, 17 February 2015 - 04:49 PM.
#120
Posted 28 February 2015 - 05:20 AM
Possible inconsistency with Nightmare Scaraba monster card drop rate. All 4 are supposed to drop it at 0.02% rate, but results so far show the rate is much lower than that. Only one card in over 6000 scarabs killed, with HE Gum and Double VIP Bonus Drops. That should make it 0.08%, so one card per ~1200. Five times higher than what it seems to be. I also got 15 Unwrapped Masks, which have 0.05% base drop rate from all gold scarabs. 0.2% with bonuses. So it should be roughly one card per 2.5 Unwrapped Masks, once again showing a large deviation.
Of course it's entirely possible that I had bad luck, but that scale makes it seem unlikely?
Edited by WolfTri, 28 February 2015 - 05:22 AM.
#122
Posted 02 March 2015 - 07:14 AM
I'm not sure if it's intended though. The actual Scaraba Card is dropped by all kinds of Scarabs, so it makes sense that it should be dropped by all gold scarabs as well?
#124
Posted 10 April 2015 - 06:17 AM
During this skill activated, is Masquarade supposed to bypass it?
Is this working as intended or bugged?
Thank you
#125
Posted 10 April 2015 - 04:00 PM
Added to first post and BLOB. Thank you.
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