I was struggling with killing gremlins using shards when suddenly it dawned on me: "Wait a minute, this jerk is practically standing on top of the shards with his perfectly exposed feet and taking no damage. This is actually pretty stupid!"
So how about letting shards slip under shields since they can't hop over chest-high walls? We know you can do height-based shenanigans, OOO, because mini-jellies take no damage from DR's flying orbs.
And while I'm at wishing for things that will never happen, why don't you remove the buggy, arbitrary hit limt that would be pretty rare to actually exceed against bosses anyway and fix those disappearing shards.
We know you can do height-based shenanigans, OOO, because mini-jellies take no damage from DR's flying orbs.
Actually, height isn't checked for collision, so regardless of how high something is, it will still hit something with the same x and z position as it, even if that happens to be 15 metres below.
The reason why Dark Reprisal orbs don't damage mini jellies is because it has been designed that way (as a nerf) so Dark Reprisal series bombs don't shred ALL of RJP.
The reason why the shards don't damage gremlins is because when calculating shields, objects are checked for their locations, rather than collision boxes.
This means that as long as the shard's location is slightly south of the gremlins location (traditional place for the location is the "centre" of the object) even if the shard is past the shield, and the gremlin is facing so that his shield faces south, the shard will not inflict damage.
To alter this would require the coding for checking monster shielding to be recalculated. Allowing shards to pass right through shields would lead to a lot of Snarbolox/JellyKing/Battlepod/Trojan abuse.
Darkfangs and Mortifires will always be a nuisance, that's the way it is. Darkfangs can be taken down easily with guns, and Mortifires are just...Mortifires.