CommunityPatch - AntiCheese Poll
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Brand Enemy/Gouging Strike/True Love's Kiss
Currently these have infinite duration. And can be used to kill the an array of bosses on their own, while the player is away.
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Wall of Draining
It could be used to prolong ongoing buffs on wizard by a lot. Including situations where enemies didn't have finite buffs.

It will get it's applicationPrerequisite updated to hopefully no longer drain from infinite buffs. 
Do you think it requires additional changes?
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Barring Death's Door
Currently BDD gives immunity do failling unconscious. It can be extended and also used multiple times per combat. It has good synergy with Death Godlikes, yet in certain situations let's you ignore such aspects like having to weight-in [glass-cannon with hard-cc] vs [sturdy] approaches, positioning.

Providing that Salvation of Time will be synced with BPM implementantion
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Grave Calling (Chilling Grave)
Currently it's relatively easy for a lvl 7+ berserker/beckoner to trigger 6-18 Chill Fogs at the start of combat and deal 180+ dps for 15+ seconds in 2.5m AoE. Hardly any character can deal such dps, and especially at early-mid levels

Also berserker is not even a requirement here. Just need to kill 2 skeletons with Grave Calling to start the chain reaction, before they despawn
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Boltcatchers (gloves)
Currently Boltcatchers as part of their Storm Blows proc internally trigger a AttackMeleeGameData. This in it's turn can contribute to crit-chain loop propagation if it itself crits

Note: it's penetration will be made scalling in CP.Extra (synced with BPM)
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Whisper of the Wind (weapons)
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Whisper of the Wind (cost)
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Unbending Trunk (expected healing)
At the moment Unbending and it's upgrades heal for more than it is declared in their descriptions.

For example vanilla Unbending Trunk is stated that it heals for 33% of damage taken
- but due to an extra 0s tick it actuallys heals for 53% of damage taken. (at 10 INT, +0% healingTaken)

Notes:
- healingTaken mainly comes from food, Amira's Wing (rod) and Furrante's Breastplate, so it's hard to stack it over +30-40%.
- if Unbending Trunk would heal for only 33%, it would actually feel quite low; since it doesn't heal damage taken from DoTs, only from damage instances that go through hit resolution

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Unbending Trunk (implementation)
Vanilla implementation of Unbending is flawed

When fighter takes damage, he gets affected by a ApplyOverTime HoT that has 5s (unfixed) duration with a 3s interval. ApplyOverTime divides 33% between the ticks, but it is not "aware" that there is also a 0s tick, resulting in 20% + 20% + 13% = 53%. 

Additionally when fighter takes damage it seems that 0s tick happens for all HoT instances on the Fighter.

In order to minimize the 0s tick effect there are 2 approaches: 
- increase the total duration AND set the interval from 3s to 1s
- change it from ApplyOverTime HoT to separate heal events that happen after some time sets, like: 2s, 4s, 6s

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Concelhauts Draining Touch
Concelhauts Draining Touch - summons a special melee weapon (with x1.6 base damage than sabre) that on on succesful hit applies Weakened to the target, heals the wizard for 20% of damage dealt AND dissapears after that

The bug is: if you don't have it learned, and cast Draining Touch from grimoire, and switch to another grimoire, this summoned weapon will not dissapear after first succesfull hit (as intended) but will last till combat end
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Resonant Touch
Resonant Touch is set to a 25 stacks cap in CP.Basic

There was a suggestion to make it auto-release/explode when reaching that limit

Note: if you know how to implement it would be awesome for you to share :)
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Dawnstar Blessing
Dawnstar Blessing currently provides a very big HealingDone bonus of +50%
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Blood Sacrifice (health threshold)
Currently Blood Sacrifice can be used with no limit (aside from health)
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Blood Sacrifice (cast speed)
Currently Blood Sacrifice has 0.8/0 cast/recovery time
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Blood Sacrifice (penalties)
BPM adds the following penalty for using Blood Sacrifice:

Added a -100% healing received for base 6s when using Blood Sacrifice, to make it more tricky to use.
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Immunity to Disengagement attack (Gipon Prudensco and Nomad's Brigandine)
This effect is one sided: it allows you to engage, yet be immune to dissengagement attacks
Moreover the way it is implemented, incoming dissengagement attack results in a miss.
This miss can trigger Riposte and Offensive Parry (from WotEP).
The cheese part here: you can run back and forth and trigger a lot of dissengagement attacks that will miss you, and trigger a lot of counter attacks. This can be also abused in Turn-Based mode when there is no turn time limit.

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