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Posted

Yes, "Immune to Magic" also makes you immune to any enemy attack or skill that uses Ether. (This means that, for example, if a Sage were to engange in PvP with a player who was *Immune to Magic*, the Sage would be completely unable to affect them.)

But the same would be true with the immunities... Unless I read it wrong, all the Sage's attacks are still elementally based. So the question is, are there any magic attacks that are not specified to an element?

Posted

But the same would be true with the immunities... Unless I read it wrong, all the Sage's attacks are still elementally based. So the question is, are there any magic attacks that are not specified to an element?

Scrolls. Enemy Specials that are fueled by Ether. Offensive Minstrel songs.

Posted

Question about the Trendy Handbag: If an enemy inflicts a negative effect to the hero with the Handbag, does the hero automatically become immune to it (Assuming it was the last negative effect inflicted.).

No, the Trendy Handbag only protects from the effect that was last cast on someone else - ally or enemy. That's the whole point of the artifact; you're following a trend in the battle.

Otherwise it would just be an artifact that makes you immune to all effects. :tongue:

Does immune to magic make you immune to Gem-Imbued weapons? I know "Immune to element" makes you Immmune to the magic and the physical, but does it work in reverse?

Is there literally any difference, other than how the item got the effect, between *Immune to Magic* and *Immune to elemental-Fire, Water, Earth, Wind, Ice, Light, Darkness, Electric, Wood* ?

Like the rules say, *Immune to Magic* makes you immune to all elements as well as other attacks that consume ether - that includes weapons imbued with elements, scrolls, Battle Songs, enemy Specials that use ether etc. It does not include healing, because it is not an attack (although for balance reasons it probably should).

*Immune to Elements* just makes you immune to all elements.

*Immune to Physical* makes one immune to non-elemental damage, just like undead enemies are by default.

Posted

Question that I think I know the answer for but need confirmation of: if a Hero is Minimized and then drinks a Remedy, their maximum HP goes back to normal, but they still have only 10% of their normal HP total, correct? Similar question for Cursed with its max HP reduction (with Cursed obviously being less scary).

Posted

Question that I think I know the answer for but need confirmation of: if a Hero is Minimized and then drinks a Remedy, their maximum HP goes back to normal, but they still have only 10% of their normal HP total, correct? Similar question for Cursed with its max HP reduction (with Cursed obviously being less scary).

Yes, that is the case. Remedy cannot restore health.

Posted

I have clarified the enamored-effect in case it is inflicted on enemies to the FAQ. An enamored enemy cannot target the inflictor with a Free Hit, but will instead hit the next hero in the battle order.

I am also pondering on making the confused-effect more troublesome for heroes. Now they can just drink a remedy or do nothing and wait for the effect to wear out. What if instead there was a 1/2 chance they would attack an ally no matter what else they did? That would make it more meaningful, in my opinion. Thoughts?

Posted

Blue Hand Shield question: I don't suppose I could choose "Armor Reduction" or "Removal of Positive Effects" as immunities, since it says five effects, correct? (If I can't have "Armor Reduction" and "Removal of Positive Effects" as the last two immunities on the shield, I'll just pick Jinxed and Stunned. :wink: )

I have clarified the enamored-effect in case it is inflicted on enemies to the FAQ. An enamored enemy cannot target the inflictor with a Free Hit, but will instead hit the next hero in the battle order.

I am also pondering on making the confused-effect more troublesome for heroes. Now they can just drink a remedy or do nothing and wait for the effect to wear out. What if instead there was a 1/2 chance they would attack an ally no matter what else they did? That would make it more meaningful, in my opinion. Thoughts?

I think the reason Confused doesn't have more of an effect on Heroes is because we're already terrified of hitting our allies with out ungodly strength, so downing a Remedy becomes top priority. :laugh:

It's a good idea and I support it, but I can already tell you that the change will go from *Confused Hero uses Remedy on herself* to *un-Confused Hero uses Remedy on Confused Hero*. If we really want to force players to contend with Confused, making it permanent until a certain enemy/enemies are killed (a la Endgame's use of Hexed in the Dauntlet battle of 99) is the way to go; in fact, I'd argue that Confused works better for that sort of thing than Hexed does, since it's more logical to apply (i.e. a smoke monster that obscures the vision of all combatants, causing Confused to all of them until it is defeated).

Posted

I am also pondering on making the confused-effect more troublesome for heroes. Now they can just drink a remedy or do nothing and wait for the effect to wear out. What if instead there was a 1/2 chance they would attack an ally no matter what else they did? That would make it more meaningful, in my opinion. Thoughts?

I would agree. The confused effect doesn't really do much to heroes as of now.

Posted

Blue Hand Shield question: I don't suppose I could choose "Armor Reduction" or "Removal of Positive Effects" as immunities, since it says five effects, correct? (If I can't have "Armor Reduction" and "Removal of Positive Effects" as the last two immunities on the shield, I'll just pick Jinxed and Stunned. :wink: )

No. The description specifically said immunity to negative effects for this very reason. :tongue:

It's a good idea and I support it, but I can already tell you that the change will go from *Confused Hero uses Remedy on herself* to *un-Confused Hero uses Remedy on Confused Hero*. If we really want to force players to contend with Confused, making it permanent until a certain enemy/enemies are killed (a la Endgame's use of Hexed in the Dauntlet battle of 99) is the way to go; in fact, I'd argue that Confused works better for that sort of thing than Hexed does, since it's more logical to apply (i.e. a smoke monster that obscures the vision of all combatants, causing Confused to all of them until it is defeated).

I think that would make it too dangerous. Three rounds of uncertainty is enough. :grin:

Posted

I think that would make it too dangerous. Three rounds of uncertainty is enough. :grin:

Oh, as a global "this is how Cunfused works" deal it'd be terrible, for sure; I'm just saying it's an implementation if QMs still find Confused too tame for their specific Quests. :wink:

Posted

Not yet but, He will eventually though. since they are a vile of liquid it makes sense to be able to drink it, or apply it to their skin. I guess since it can be applied a weapon the latter makes a little more sense.

Posted

By game logic, I don't think it could be consumed. It's use is specifically on an item, not an entity. For example, you can't use a venom directly on an opponent. Now the question is can you stab yourself with a poisoned weapon??? :tongue:

Posted (edited)

By game logic, I don't think it could be consumed. It's use is specifically on an item, not an entity. For example, you can't use a venom directly on an opponent. Now the question is can you stab yourself with a poisoned weapon??? :tongue:

Well hexed enemies will attack themselves if there are no more remaining enemies, so theoretically it's possible, but you'd probably kill yourself from the damage of the original hit since there is such a large disparity between hero and enemy damage scales. :def_shrug: Edited by Waterbrick Down
Posted

I like the change to confused, Sandy! Of course, ANOTHER hero could still just remedy them, but it is a least a little bit better. :thumbup: I agree it needs to be more potent, and if it means that if Guts gets confused he'd KO his whole team, then he better go get immunity to confused in my opinion - I don't think we need to figure out anything about PvP.

Maybe we could simplify it though and say they have a 1/2 chance to deal a normal hit of damage (WP+Lvl) to a random ally, so as to knock out any confusion with shields and what not.

Posted

Well hexed enemies will attack themselves if there are no more remaining enemies, so theoretically it's possible, but you'd probably kill yourself from the damage of the original hit since there is such a large disparity between hero and enemy damage scales. :def_shrug:

I am all for the idea, but I just thought of one way you could exploit it, without running into danger of killing yourself. Just attack yourself with a low-grade weapon. Of course, you could still hurt yourself pretty badly, but I think most heroes beyond level 15 could probably survive a self-inflicted WP:3 without much difficulty.

Posted

I am all for the idea, but I just thought of one way you could exploit it, without running into danger of killing yourself. Just attack yourself with a low-grade weapon. Of course, you could still hurt yourself pretty badly, but I think most heroes beyond level 15 could probably survive a self-inflicted WP:3 without much difficulty.

Or poison an elemental weapon, and just make sure you're immune to that element; you'd still get poisoned, but the actual hit would deal no damage.

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