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Warmaster00
Warmaster00 - - 38 comments @ One Vision

fair enough i guess, but i was thinking about the attack bonus you mentioned, maybe a ring with way of the wild, then another ring with a bit more damage with jewelry II.
Also, why doesn't instruments, whips and books have sidegrades? any specific reason or just never got around to?

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

well you can just compensate the negative luck with something else then, maybe some on hit effect or some stat bonus.
Or just go with the negative jewelry, that works too as long if there was options for early, mid and end game.
The problem is that luck is the one stat the player has the least amount of control over,when it comes to decreasing it, besides picking up cards, and they aren't even permanent from what i understand luck resets between battles.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

maybe some of the sidegrades can have negative luck, like 1h katana, hammer and axe (also the sidegrade 1h hammer kinda meh, 1h spear sidegrade have both bonus mind and on hit effect), maybe also sidegrade books or instruments and whips

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

suggestion: some 1h weapons have negative luck, so that units that are dual wielding dont crit on the first attack and mess the second attack

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

I just did a new game to test if the bday thing is like that, and it is. the bday will determine the class, gender, and stats of the generics you get after the tutorial, they even have the same names i believe.
Maybe you can even make a simulator like the tarot cards one.

Also the thing about Denam is that he has access to 6 unique classes, ones that are not even magic capable, and he cant even transfer the unique skills of those other unique classes to his Lord class. And Denam is required to 1v1 some duels in the main game, so having a strong specialized Denam is very desirable, a "all around" Denam probably will softlock some builds, or at least make those fights way more hard than it should be, or require tons of grinding.
This is a game that you can deploy up to 12 units, you dont need jack of all trade type of units, they just become mediocre.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

Question,are the generics that start with your army after rescuing Ronway decided by Denam's birthday, that you put on character creation ? cause i always seem to get one specific generic with 42 base agi,dex and evade, when i put my bday, but when i created my last character i didnt get that generic, and had a different bday for denam, got just average generics this time, so maybe some bdays are better or worse it seems.
Also, i thought about the Tarot cards being buffed in stats with added drawbacks, like the answers that increase MP, Int, MnD and RES also decrease strg,vit and HP, at least something on those lines, so that Denam doesn't feel like an jack of all trades but master of none, i mean, compared to some unique units, Denam doesn't even have that high of stats, you gotta be very lucky to have one of non HP and MP stat to reach 40, at best he has the entire game to pick up Cards to buff his stats but those are random and not guaranteed, or wait until farming monsters for stat boosters...

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

i think i figured out a solution, under speed hacks> Skip GPU readbacks, change it to "Copy to Texture"

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

the Disarm finisher for fusillier uses strg/dex as the damage calc instead of dex/strg like all the other fusil finishers, is that meant to be like that or is it a oversight ? since fusils are dex/agi weapons

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

what exactly changed between 1.08 and 1.08a? the patch notes seem the same as far i can tell.

Also, what exactly does this means?: "As it was proven that only light and dark prevailing element actually works, only those spells will affect it now"

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

well, i hadn't any issues with 1.16.6; The only problem was with 1.17.1, otherwise the emulator runs fine, i even use a lot of filters like xBRZ.
i never see much advantage using Vulkan, its as fast as DX11 most of the time, and in some emulators Vulkan can be very buggy.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

to me its a white square, but yeah it blinks when it is loading.
I reverted back to 1.16.6 and its fine again, idk if its worth to use 1.17.1 despite the glitch, it kinda bothers me and i keep expecting to more glitches to appear.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

So, i updated ppsspp to the most recent version , 1.17.1, and been having a visual glitch when the game is loading, this was not present in the previous version, is anyone else having this issue? (this also happens in the base game).
tried different settings but nothing worked, sometimes just changes the color of the glitch but nothing seem to correct it.
Sorry if its not meant to discuss emulator problems here.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

the problem is that the class just gets too exposed cause it can't evade well like Ninja, is not as durable as hoplite( or evade magic like them), and just gets destroyed if it goes too far into enemy lines, and because of the high RT counts, the enemy squishy units can just walk away from them since they are gonna get 2 turns before the juggernault can move again.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

well if the idea is that juggernault is a all in offensive class, what is odd is that most of the skills are very defensively or utility, it would be neat if the class innately could ignore rampant aura, it would certainly make it different, and the skills would increase damage in some way.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

yeah but they already seem to have a lot of drawbacks with not a whole lot of benefits, no magic or ranged options, high RT costs, low stats besides move, strg and vit, the selection of weapons is pretty limited with just 4 types of heavy weapons, plus fists but the dex is so low, not even dual wield to make it worth it, it can equip heavy armor but it would make it slower than a knight, meanwhile hoplite have a better selection of weapons, even ranged options, can equip main gauche, better stats other than strg and move, faster RT counts, skills to ignore magic, while juggernaut can ignore rampant aura, something a lot of classes can do with opportunist, intimidate is not that useful most of the time, lockdown is very similar to Check. I understand what you are trying to do, but Juggernault doesn't offer a lot besides being a physical class for Orcs and Lizardmen that humans cant access, but other classes just do it better without that many drawbacks, like berserker.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

i feel a bit more agi wouldn't make them less unique tho, or maybe give them vigorous attack, i don't feel like accuracy should be something class defining, also since they are all about that movement, maybe they could've have 3/4 jump at base

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

the juggernault class feels pretty underpowered imo, 6 move and high strg and vit are nice, but it doesnt matter much when they are high RT, high move RT, low DEX and AGI, so they just move around and miss every hit unless you equip AGI increasing equipment or weapons(so just swords) and/or buff accuracy,then spend a high amount of time waiting because of that accumulated RT from moving, meanwhile hoplite have much better stats across the board, except for slightly lower strg and 5 move. Lockdown and Mometum are good skills, but not enough to make the class "good"

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

so i tested a little bit and it seems it only works with generics, not even notable or special units can use it

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

my units are about level 20 as of now, would the temple of vaasa spawn with rank 5 or above?

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

which random battle does it have a enemy human that has whips? i trying to scavenge the skill, im on chp 4 just rescued Catiua, i tried Bortegun Fens random battle where a Soldier is supposed to spawn with a whip but so far never did spawn.

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

i tried using it with Sara, but i will test it later with other units

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

so its like Raw damage scales with levels and Void is just a "normal" type element?
Also, how does the bodysnatch dagger works? it just appears as grey out when i try to use it

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

whats the difference in Raw and Void damage types? how are they different from normal damage from weapons and magic?

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

but warlock/witch and necromancers also have good support skill for golem and undead, AND can support everyone else with FA II

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

yeah i tested with a dagger and it works now, although kinda weird that it doesn't work with a shield, since you know, its a shield, its meant to block stuff. but its hardcoded that way right?
kinda off topic but beast tamer is supposed to be a more support oriented class, right? why doesn't get field alchemy II then?

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

do shields still count?

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

are archers not supposed to get deflect ranks? cause if not, then its bugged

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

its kinda of weird if you ask me since it also blocks blood magic, from the same class, even tho the skill description just says blocks physical attacks and items

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

Hey, is Evade (the ability) supposed to nullify allies buffs like lingering kiss and other special buffs?

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Warmaster00
Warmaster00 - - 38 comments @ One Vision

i was wondering about that, cause those shields have odd stats, like, no defense whatsoever but inflicts weaken on attack, but shields don't auto attack on counter which would make them much more effective, and then they have lots of luck which only hybrid classes can take advantage off since magic can't crit

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