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Everything posted by Tristan Delaney
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Wild Dance and Whip skills are out! Refer to tutorials in skill guide for what Wild Dance are and the sword arts in the sword art guide.
All player have the opportunity to swap to either of these skills once for two weeks from today, moving all SP invested in their current weapon to the new skill.
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Sweet stuff. I am going to drain the SP from my Curved Sword skill (and as a direct result lose katana and regain the SP from that ;D) and shall be taking that sweet Wild Dance.
Claw weapons and fist fighting is one of my favorite things, so that it's somewhat combined with martial arts just hits all the right buttons for me!
One question though. As far as the actual claws go, how do they affect martial arts abilities if at all? Example, I am using the claws and want to use a martial arts sword art(Example the 6x1 aoe since claws lack many aoe options). Would the sword art benefit from the +3 damage of my claw weapon enhancements, or would I need a +3 damage gauntlet/handwrap for that?
In my ideal world I can use the claws to boost both the actual weapon skill and the martial arts damage, rather than need to have two gauntlets equipped. You know?
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Makes sense, thanks for the answer, I'll follow that :)
I do have to disagree with the unequipped thing somewhat though because of technicality, as with Kirito when he used martial arts to kill that one man. He didn't so much remove his sword so much as have it out of his hands. So yeah, dropping the sword and then using a martial arts would be suitable, but I agree with a claw weapon that would be very inconvenient to do, so your point remains correct. If I was still using Katana I would debate stabbing my sword into the ground, or even sheathing it, and then using a martial arts sword art would be possible.
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Several blacksmith and tailor enhancements have been adjusted and the Recovery enhancement added for blacksmith, tailor and artisan. Be sure to check the enhancement guide.
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I have Jevi making my Odachi but I rarely see her on and last I know she had run out of mats, despite me PMing her asking if she needed more. Honestly want that weapon for the RP pros it will bring. If it doesnt get done in another week or two, I'll probably have you make the Odachi, Mack. :) Since you can make stuff.
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A feature to make PVP arena fighting fairer is inbound today. If Match 1 fights are redone because of it is up to Zels discretion.
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Floor 12 is available to only boss party members until the 12th of October 17o clock GMT. After that it is available to all.
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With Tryst account abandoned so Azrael can focus on her other accounts, Tristan is now free for courting.
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http://i.imgur.com/L0s0kUN.png When GM's don't dev, they make silly things. Well, Zero and I make silly things xD
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The Sword Art list now looks somewhat friendlier and prettier (thanks Takao) and Katana has a new sword art (thanks Teayre for the suggestion).
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Something for non shield users! There is now a sword art for each one handed weapon which requires martial arts rank 2 and a certain weapon skill level to execute, which attempt to somewhat alleviate the pitfalls of a weapon. These cannot be used with a shield.
Meteor Break and Meteor Fall are the canon ones that mix weapon with martial arts for those curious.
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Parry has been changed from damaging for half to a possible stun if you roll a hit.
Be aware changes will continue until the staff are happy with the system at its current state, at which point the boss releases.
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I believe what Teayre said is correct, but Tristan can clarify. This situation actually occurred when Oikawa and I were dueling, as his shield and my sword had Paralyze. I scored a critical hit on him, but since his shield triggered on a 9-10, it was a "simultaneous" paralyze effect. So that time a "round" went by with neither of us taking an attack, similar to this where a Paralyze weapon triggers on a Parry.
If that is the case, then Parry would function similar to the Paralyze enhancement on a shield, where it triggers on a hit. If that is the case, then the attack would be stunned for his next post, giving a evasion free attack for the defender on their post immediately following the Parry. In terms of Paralyze, I normally RP it as ending on the post of the trigger...er (If I Paralyze an opponent, then the effect ends effectively on my turn). So then in this case, weirdly, the attacker is the triggerer, so the effect ends effectively on their turn:
P2 Parries -> P1 Attacks and is Stunned (Effect "Starts") -> P2 Attacks / No EVA for P1 -> P1 foregoes turn (Effect "Ends") -> P2 Attacks Normally
Note: Seeing that flow can be a bit confusing, as it doesn't trigger in a fashion that has happened in the past, because it effectively doesn't trigger on your "turn." However, I think people that had Paralyze on their shields in the past probably had a similar scenario.
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The signups for the floor boss shall continue until most likely midweek.
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This trivia thing is almost as catchy as the "10 minutes in X and chill" joke.
So have some trivia with me. In the Aincrad story universe, who aside from Heathcliff has used their account to get abnormally high powers?
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Performer enhancements revamped, they fulfill the role of the debuffer.
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warning response wall of text.
Yeah and not to mention that with these debuffs not affecting floor bosses Performers also wont get the same commission work as alchemist usually get whenever there's a floor boss. who are already taking more col from performers directly since we have to literally pay them to get recording crystals. And god forbid performers would ever be allowed a decent place among the big three professions. A good idea would be to allow a bit more lead way with the case of debuffs while it does provide the performer with a little variety so that were not just crappy alchemist, it also isn't worth all the trouble. since there's already no way to sell anything less than perfect and people would never use something that only last 4 turns that requires a post action to use lets be honest. A way i see of balancing it out would be to stay with the current not so useful by comparison enchantments but make them not cost a post action so that there's at least a trade off (its also technically a "crystal anyways"). aside from that the performer profession really hasn't been treated too fairly for how hard it is to level with it currently costing col to level rather than profiting col like a alchemist, tailor, or blacksmith.
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Okay a few things.
1. The reason they last 4 turns is because they are powerful. Giving an enemy a huge debuff in one stat or making an entire party have reduced stats is more than an alchemist can achieve. You don't see any alchemy or such which boosts your evasion or accuracy, which is in the end the effect these things have.
2. We've gone over this in the support thread. Materials are what the Performer uses for crafting. Recording crystals are just there for anyone to record with, such as sending a Sachi-esque message. I'll be rewording this in future.
3. They do not affect floor bosses due to their sheer power. However you neglect the fact that boss rooms can have mobs which you can decrease the abilities of. Making the dregs worse is a good way to make your own life much easier.
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Speaking of which about Mats with performers. I had the idea, but was not sure if I should implement or not. I had the idea of the mats performers find as being "Influenced based" What I mean by this is like this.. Unless your "craft" involves you creating new instruments each time, then how really would it work. So what I came up with is a system of influences. For example, you find a bunch of flowers and you pick one, but instead of using the flower specifically, it would be used more as an influence for a song. Same thing with fighting mobs, what possibly could come from the carcass of a dead monster that you could use in crafting a song? Again, the fight itself could act as an idea for a song you may want to write.
Just a basic idea I had.
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Everything housing related has had their prices adjusted and the mob minimu stats for loot now includes 1/4 of their health as mitigation.
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Multiple Sword Arts have been tweaked for balance, go check em.
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And you guys are making fair points. It's not that I disagree, nor is it that huge because ultimately Emerath's real skills will be focused on healing and other support type things. But I just thought having something a bit more well rounded to start his career and have a good solid combat backup while I work on building his first aid skill would be nice is all.
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Instead of using the crystallize enhancement that never got used somehow anyhow, crystals now cost 2 materials to make and require rank 5 alchemist.
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On a different note, housing is now out. Check the sticked topic in merchants and the main guide for info.
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http://www.sao-rpg.com/topic/9098-floor-11-floor-boss-sign-up/ Boss sign ups! Also Parry changed to be more useful.
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Prosperity enhancement has been added for mad Col gains. Credit to Zelrius for the idea.
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New ALO stuffs added thanks to Zero http://www.sao-rpg.com/topic/9026-race-leader-seals/