Σ 1.6 Bugs&Feedback

Discuss Median XL!
tranvanhieu
Grubber
310 | 2
One problem: now Blood Thorn is vit-based, and Act 2 Fighter Mage has no vitality to scale this skill.
I tested, the damage from the skill won't increase even if I increase both Vit/Energy. This make Fighter Mage suck.
ParticuLarry
Ice Clan
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Johnny Impak wrote:I can see this item used by summoners. Mainly barb and nec. Didn't notice the 200%ed coming stock on it. Not a bad thing, but I rather put minion damage and life before the defense at below lvl 115. Still a good summoner item. The + life and physical resistance make it better than a honorific imo. I just noticed the level requirement and wanted to see if anyone else saw it. But why this specific armor and not any other TU ? That's what I'm wondering.


Well, I think it's a similar to
Sawfish
Sawfish
Hatchet Hands (4)

One-Hand Damage: (5 - 6) to (7 - 8)
(Assassin Only)
Required Level: 4
Required Dexterity:
43
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
Adds 6-13 Magic Damage
+(18 to 35)% Enhanced Damage
+(5 to 7) to ATMG Sentry
(1 to 2)% Chance of Crushing Blow
(7 to 10)% to Dexterity
+1 Mana on Striking
Requirements +50%
Socketed (1)
One-Hand Damage: (16 - 18) to (19 - 21)
(Assassin Only)
Required Level: 22
Required Dexterity:
100
Item Level: 31
Dexterity Damage Bonus: (0.13 per Dexterity)%
Adds 17-35 Magic Damage
+(52 to 69)% Enhanced Damage
+(8 to 10) to ATMG Sentry
(3 to 4)% Chance of Crushing Blow
(15 to 18)% to Dexterity
+1 Mana on Striking
Requirements +100%
Socketed (2)
One-Hand Damage: (33 - 36) to (37 - 40)
(Assassin Only)
Required Level: 41
Required Dexterity:
318
Item Level: 51
Dexterity Damage Bonus: (0.13 per Dexterity)%
Adds 50-100 Magic Damage
+(87 to 103)% Enhanced Damage
+(11 to 13) to ATMG Sentry
(5 to 6)% Chance of Crushing Blow
(23 to 26)% to Dexterity
+1 Mana on Striking
Requirements +200%
Socketed (2)
One-Hand Damage: (42 - 46) to (46 - 50)
(Assassin Only)
Required Level: 50
Required Dexterity:
1060
Item Level: 77
Dexterity Damage Bonus: (0.13 per Dexterity)%
Adds 150-300 Magic Damage
+(104 to 120)% Enhanced Damage
+(14 to 16) to ATMG Sentry
(7 to 8)% Chance of Crushing Blow
(27 to 30)% to Dexterity
+1 Mana on Striking
Requirements +400%
Socketed (3)
, where the T4 version can be equipped a little later than usual.

Maybe it's their way to show newbies that even on summoner builds defense isn't completely useless? I'll be honest and say: I can only guess. It's still the best early armor for summoners.
Albatross
Imp
4 | 0
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Just had a Hide of the Basilisk drop with +3 to Thunderstone. Wiki and site show it +13-16.
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RequiemLux
Sand Maggot
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Median XL Team Member
Albatross wrote:Just had a Hide of the Basilisk drop with +3 to Thunderstone. Wiki and site show it +13-16.


Not a bug, if you have Thunderstone in your own skill tree then the max bonus will be +3
• Troubleshooting for MXL Sigma
• Installation Guide for MXL Sigma
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Albatross
Imp
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RequiemLux wrote:
Albatross wrote:Just had a Hide of the Basilisk drop with +3 to Thunderstone. Wiki and site show it +13-16.


Not a bug, if you have Thunderstone in your own skill tree then the max bonus will be +3



Got it! Thanks!
xdo_od69
Fallen
1 | 0
FEEDBACK:
Neutraldin feels good... mostly, but it doesn't feel good enough to keep two 20second buffs up just to function as a somewhat normal class. Previously it made more sense having us pressing buffs almost constantly seeing as how there wasn't much else to press outside of oskills as Neutraldin but now we have Absolution and in general recasting buffs every 20s borders more on tedium than playstyle, it's fun for the initial push to the end-game because they are significant buffs that feel like they warrant the clicking, but then they just become cookie clicker. I would suggest they get the Rapture treatment tbh.

That's just my perspective, some of you might find it lazy, but I think Sacred Armor and Demiurge should be atleast 5 minute buffs.
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Scalewinged
Blood Golem
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Actually lasts only 5 sec
wobble_92
Bone Archer
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Hi guys ! Trade section just get my tg and nothing !!! - i was with 116 tg and and put my bit on celestial action but nothing happend except getting my tg.... not even any notification or something ... whats wrong with that
Diaco
Mahasattva
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Some feedback:

Caster assassin builds seem quite handicapped to me. As a caster assassin, you get innate access to almost zero of the game's survival tools.

As a contrast to other casters: Paladin has phys% and flat reduction as well as decent defense; Amazon has one of the biggest %hp bonuses out there; sorceress has decent LaeK, defense, avoid, phys res%, flat hp, and big regen.; Druid has big flat hp, huge LaeK, defense and avoid; Barb has insane defense and decent %hp. Assassin can only rely on avoid. Granted it's decent avoid, but that's all you got (and the smallest %hp bonus in the game with tiny flat ele dmg reduction). Restricting clawblock to traps put the nail on the coffin for caster assassin IMO, with the sole exception of Rising Dawn because the damage is so big it works as a glass cannon.

I'd love to see something like Pinnacle making block scale with energy, or maybe even make assassin spells scale with dex?
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Ekital
Grubber
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Shunpo doesn't work with Non-Polearm/Spear Weapon Types.

Skill description doesn't note any restriction.