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Bucc bug report | YunaMS Forum

Bucc bug report

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DerpGod

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In-game Name:Basilisk
Class:Bucc
Level:151
Game Resolution (800, 1200, 1600, 1900):
Map Name (if applicable):
Mob Name (if applicable):

Description of Bug:
Transformation(3rd job): Using the original 3rd job transformation is very buggy, using any skill multiple times in a row without moving will make you stop attacking or continue to attack for no damage. Using 4th job skills like dragon strike also have the same effect.

Energized Punch: (3rd job) this is a non visual crit I'm assuming with a 40% chance to deal an extra 200% damage. I played night lord originally so usually i can see numbers on the bottom 4 lines anywhere between 23k and 52k so huge gaps. but none of my abilities such as dragon strike, demolition, or barage seem to have huge gaps in damage. I would suggest changing this to a crit either for clarity of for functionality

Demolition(4th job) This skill when spammed in place over a couple times is very difficult to move or buff from coming in an out of animation. When spamming demolition in place there seems to be no issues but trying to do anything else in between swipes is very clunky.
How to Replicate Bug: (included in descriptions)

Additional Notes (optional):Just going to leave what I think of the class overall here to keep it together, and what buffs might be needed. I think the mobbing is much better for 1st to 3rd its not great but as long as transformation is fixed and your able to spam shock wave without it being buggy its fair.
4th job I think should actually be buffed. Either the energized punch being fixed will probably solve the problem but if its working properly and I am just wrong about that bug here's what i think should be buffed.
Dragon strike should nerf should either be reverted or some minor buff to the damage or instead of a damage buff increase the reach, height, and width of its hit box to increase the effectiveness of the ability. I don't think the skill is exactly weak but it just lacks the ability to really hit as many mob as its counter parts.
Demolition should be buffed by a pretty strong amount.
I think their cleave isn't great but the suggestions above should solve the problems and their single target DPM should be increased but i believe it should be a more high risk high reward class so that's why I suggest the power being shifted to demolition. Its 50% uptime 50% down time. So there should be a significant burst in damage for half and mediocre off

i ran zakum with a 4k-8k range hero as a 7-13k with gelts bucc around the same level and he did 45% of zakum while i did 55%. I believe this is a big too large of a gap for what should be intended
 

DerpGod

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One quality of life change I forgot to mention was about energy charge. This skill has a throns like aspect where any money you stand ontop of takes damage. This messes up corkscrew blow. By removing the body contact damage from energy charge should complete solve the issue
 

yuna

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Buccaneers in general are known to not be a very mobile class, so some of the iFrames/frame delays is intentional. It's worth mentioning that they have already received a significant decrease in delay between skill usages for dragon strike/barrage/demolition (compared to Vanilla), so I don't believe there are major issues for this class. This is also less of an issue when we factor-in speed infusion, and booster.

Shockwave definitely has a strange hitbox, so I'll look into changing its range to give 3rd job a bit more cleave-ability, as well as minorly correcting the short delay at the end of the cast.

As for demolition, I've tested this again and see that there's an overall 50% in damage when comparing barrage-only with demolition-only (both with Super Transformation enabled), so I don't see a need to increase demolition.

As for energized punch, I've done a DPS and can confirm that the damage does NOT increase, so I will make adjustments to the skill as a whole to provide some benefit.
 

DerpGod

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I mean the energized punch change will certainly help most of the classes problems but, like i said the range for dragon strike is very limited and transformation the original 3rd job version is extremely bugged. Im not sure if its shockwave at all. Any skill i am capable of using in regular transformation (blue) is incredibly unstable and honestly unplayable. This wouldn't matter too much if it wasn't our version of haste and we kind of need it. Also as mentioned the thorns aspect of energy charge really needs to be removed completely to enable our ability to rush mobs or bosses to our desired location.
 

DerpGod

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Not exactly sure why you intended to give us "40% chance to deal 200% bonus damage" acknowledge that "As for energized punch, I've done a DPS and can confirm that the damage does NOT increase, so I will make adjustments to the skill as a whole to provide some benefit." With this being said it makes no sense to me why you would go ahead and nerf the ability from 40% chance to deal 200% bonus damage to --> 5% chance to deal 20% bonus damage. Removing 35% chance to proc and 180% of the bonus damage doesn't really feel like a fair solution.

With all that being said im not exactly sure why you nerf the class. This doesn't exactly fix bucc's problems or give them any kind of perc that sets them apart from the rest of the classes. its virtually unplayable as it stands now compared to other classes you could choose. It's weak in all aspects and you won't even be able to fully utilize your entire kit until around 150-170+. Just seems silly to play the server outside of nightlord/TB/corsair/FireP etc. would be nice to have more classes up for viability
 

yuna

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Right - as I mentioned, it's true that Energized Punch did NOT give any sort of buff whatsoever, meaning it was a dead skill giving buccs no benefits at all. By updating the skill in any way, they naturally would receive a buff. In the recent patch, they went from having a skill that gave them 0% boost (in any aspect), to a skill that now gives +20% damage and +5% crit damage. This was confirmed through several DPM tests, comparing pre and post-changes.

Regarding your other comments, I completely disagree. Buccaneers are more playable now more than ever, especially when considering how many changes they've received compared to vanilla v83. Their single and multi-target skills all received buffs: in damage, in cast-speed, and delay-speed. Not to mention they are useful to their party for both Time Leap and Speed infusion, so I can't agree with when you say they are unplayable, or lack utility as you implied (from the rest of the classes). Additionally, buccaneers were previously dominating damage charts among players that were 30+ levels higher than them, warranting the nerf they received a few patches ago.

As always, I appreciate the feedback but buccaneers, as of this post, are in a good spot right now so I will respectfully decline this suggestion at least for the time being.
 
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