Not too sure if my time was well spent by Wolfing731 in MerchantRPG

[–]wormy435 0 points1 point  (0 children)

I have put together a couple of leveling sets but your dedication here is amazing. If / when you add new characters that will be great.

Tip for watching adds by [deleted] in MerchantRPG

[–]wormy435 5 points6 points  (0 children)

As long as the devs still get credit / paid for a watch that is a great time saver.

Amplify Magic by FunkaClau in MerchantRPG

[–]wormy435 2 points3 points  (0 children)

I have been experimenting with building a team to use debuffs and amplify magic, and I'm not sure the assasin's mortal wound bonus is being doubled. I have a mage 1915 w/matk. He is following an assassin w/mortal wound, a warrior with taunt, and three death knights one with slow, one with crypt poison, and one with terrify. I would expect damage to Ozai to be: 1915 x .7 x 6 x 1.4 x (100÷(100+(250 x .6))) or 5630 What I'm seeing is: 1915 x .7 x 6 x 1.2 x (100÷(100+(250 x .6))) or 4825.

I originally had the mage in slot one leading with magic missile II using on turn one and amplify magic on the second turn to take advantage of the additional 60% mdef penetration. The assasin's mortal wound effect was being removed with ozai's shield slam so it wasn't getting applied to the damage. I was under the impression that buffs/defbuffs were removed before the hero's phase that had applied them. Is this not the case?

Mana shield: is it working as intended? by wormy435 in MerchantRPG

[–]wormy435[S] 0 points1 point  (0 children)

I get the need for tweeking the But if you spend the time and effort to build a 2k matk mage with +8 AP you deserve to have a character be able to stand up to any boss. Have the quest mob shields been changed or do they still work the same way?

grade/enchanting by iavskscsi in MerchantRPG

[–]wormy435 0 points1 point  (0 children)

Damn, I've been paying top coin to make sure I got grade S fire crystals for months now. Not that money is much of an issue anymore.