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  Upgrade Tools
Posted by: Someone - 06-20-2015, 02:36 PM - Forum: Bug Reports - Replies (5)

Can't seem to trade those nifty Whetstones, Metal Drills, etc.

If this is intentional, then people are able to still sell them in their shop.

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  Nice Weather inside your house eh-- ooh, is that snow?
Posted by: Normal Username - 06-19-2015, 08:44 PM - Forum: Bug Reports - Replies (4)

Basically, if you're in a party and the party leader walks into a house while, let's say, it's snowing. The snow icon will be carried into the house.

[Image: 17e63bc44609d30b8e97b31c549968c9.png]

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  Gift Delivery
Posted by: Ranylyn - 06-19-2015, 05:46 PM - Forum: Bug Reports - Replies (5)

Only some of my accounts seem to be able to claim it.

In particular, not a single character I've tested on the key "Aztiraln" seem to be able to claim it. This key in particular has a character I'd like to play more, but balance changes have left unplayable (Low level evoker with 1 point in Sear/Magaisendo, way too FP draining, can't kill things with normal mage spells due to spending way too many points on utility skills due to preparing to exclusively use evoker skills and whatnot.) Since the newest gift includes a reset fruit, I thought it was the perfect time to log on, and... nope.

*shrug* Low priority, but there you have it. And if you're feeling merciful, I wouldn't mind having a fruit delivered to Slot 2 of that key >_

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  (Legend Ability) Eir Defiant
Posted by: Chaos - 06-19-2015, 03:48 PM - Forum: Suggestions - Replies (23)

Based off a vague idea I posted in a certain topic....

Quote:Eir Defiant [Legend Ability (Fate)] [Ranks: 1]

The inability to accept the ideals of well-founded professions, and the will to forge a unique growth for one's self. This ability allows you to replace your Main Class' growths with a set of customized growths. You can only set these growths once per Legend Extend.

Here's a quick summary of how this would work:
  • When acquired, a 'Legend Growths' window will be accessible from the Legend Journal. This is where the growths can be set up.
  • When acquired (and at the beginning of each Legend Extension), the user will be prompted to distribute 140% amongst the complete list of stats. They will have to confirm their choices when finished, as long as there is no % left to be distributed.
  • When setting up the growths, any single stat cannot have more than 50% growth assigned to it.
  • Once the growths are confirmed, they cannot be changed until the user performs another Legend Extension.
  • Once confirmed and finalized, the listed growths will be used in place of whatever growths the current Main Class gives. This can be toggled on and off as desired, as long as the user isn't in a dungeon.

What's the good behind this idea? It will allow players to take a shot at a plethora of stat builds that current classes do not support, without the immeasurable wait for Dev to add in more classes that hopefully don't use the (mostly) same growth builds as existing classes. It will also shift some focus away from growths when choosing which Main Class to go into PvE with, and possibly give more room for classes that are often unused in PvE to see some life for once.

As for potential concerns (that I can think of):

Quote:Q: But Chaos, everyone could end up the same!
A: Nope. We're talking a limited amount of growth distribution here, not static stat progression or limited stat point assignment. Pigs will fly like Superman before anyone gets a 'perfect' growth distribution or anything like that.

Quote:Q: But Chaos, you can just maximize the three stats you need the most!
A: That's a possibility. However, that also means they're losing quite a bit in the other five or so stat growths, and the RNG usually doesn't play nice with stats that get left behind in a specialization build. I've also personally tested maximized growth distributions, and so far, the results leave a good bit to be desired from anyone that goes 50/50/40.

Quote:Q: But Chaos, this makes Class Growths useless!
A: You still have Sub Class Growths to worry about. Beyond that, yes, it can make the system-given Class Growths a bit useless. However, I believe this can be a positive change, and a major help to diversify the current stat builds without forcing Dev to make a bunch of classes with unseen growth spreads, especially when this suggestion can be applied far, far faster.

Quote:Q: But Chaos, the Growth Calculator is giving me some seriously good results! I could curbstomp Ashe if I went with these!
A: That depends. Are you maxing out absolutely everything, or trying to emulate what you'll end up with at level 1 and work up to?

To get the best results, it takes at least 10 Legend Extends that max out the Growth bonuses, extra Talent Points, extra Trait Points, and get 'Eir Defiant'. Even then, assuming you have as many relevant, Talent-boosting enchantments on as possible, you need to hit level 26 and grab the Exceptional Skill trait to reach the results you'd get from checking off every option and maximizing Devotion. Don't have those enchantments on? It's level 31 with the E. Skill trait.

Additionally, assuming you pump the three extra Trait Points into Basic/Advanced/Expert Training, you would need anywhere from 1-3 levels where SKI goes up, and then a Trait Point to get Style Blending. The only way to achieve this by level 2 is with a Tannite, and assumes that your growth spread doesn't ignore your SKI.

But if you're trying to talk about builds don't rely on having the whole package or take the actual progression into account, I still disagree; the testing i've done so far isn't giving me any builds that are particularly brutal.

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  Stunblock
Posted by: Soapy - 06-19-2015, 08:34 AM - Forum: Balance Fu - Replies (3)

I'm pretty sure Evasion applies while Stunned, since it isn't mentioned in the skill.

I know this isn't technically a bug, but whatever. Probably shouldn't happen.

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  Knock City
Posted by: Soapy - 06-19-2015, 12:17 AM - Forum: Balance Fu - Replies (7)

Knockdown causing skills (or at least Heavy Tackle) seem to be applying the knockdown -before- the damage, so they deal full damage through Evasion.

Like in the other thread, I'm not sure if this is intended or not, but here it is.

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  Hot Foot
Posted by: Soapy - 06-18-2015, 11:47 PM - Forum: Balance Fu - Replies (6)

Cinder tiles (at least Hyattr ones) and Crystal Rose (the damage component) both ignore Evasion.

Cinder tiles also ignore RES.

Not sure what of this are intended, but here they are.

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  [Bandits] it's a trap!
Posted by: Ranylyn - 06-18-2015, 11:04 PM - Forum: Bug Reports - Replies (1)

Bandits trigger their own traps to detonat them against you. This can lead to absolutely ridiculous scenarios.

Bandit Backstabber: Drops a Gust Trap by your feet.
Bandit Gunner: Walks away from you, detonating the gust trap and pushing you towards the bandit bruiser.
Bandit Bruiser: Hits you with a Head Cracker and a normal attack, since it didn't need to move.

Pretty sure it's not intentional. Suggesting it be fixed.

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  Handling the "Hybrid Tax."
Posted by: Ranylyn - 06-18-2015, 07:23 PM - Forum: Suggestions - Replies (9)

"Hybrid tax" is a term sometimes used to descibe that a Hybrid isn't as good as a specialist. A Hybrid may be able to do 4 things Adequeately well, but will never match someone who can do only two of those four things in their area of expertise.

As things stand now, the only way to be guaranteed your character will actually be good at higher levels is to Min/Max for growths. This, of course, means stacking Like Growths and grinding as that class combo, even if it's not what that character ICly is/does/wants (Example: If you're stacking Cel, you'd want to level as a VA, even if your character has immense IC reasoning for never touching that skillset with a thirty foot pole.) Time and time again, a character with 70% in a stat (Which SHOULD be considered pretty good) ends up with maybe 30-35 by level 60. On the flipside, others can attain a natural 80 by Min/Maxing. IMO, the "pure" setups are perfectly fine as is. But that also leads to less diverse builds since the hybrids aren't nearly as viable overall.

Tactician is the perfect example. Tactician/Hexer could theoretically be an incredible combination, with the FP regen on hit, enhanced attack range, Guard order and Ailments, you get the idea. But a Tactician's pitiful spread growths (10% to most stats, more to some) make it absolutely terrible to level up as. On the flip side, if you levelled as an Evoker, you'd have more Will and Skill to make those tome attacks with, More Cel to dodge, and miss out on relatively little in the way of defenses since the Tact/Hex Defensive growths aren't great anyways.

My proposal is thus: At the moment, all classes have identical TOTAL growths. My suggestion is to give MORE growths to the classes with spread growths. Before you cry about balance, think about this: Would you prefer 50% in a primary stat, or 20% in 3 secondary stats? Now consider that many classes don't even GET that 20% in stats they NEED. As such, a specialized class is perfectly fine as is, while hybrids would just get minor buffs to some of their lesser stats so they suck less. Even if a specialized class only gets 3 stats per level, if it's always the 3 they need most, they'll still be better than a hybrid who gets 4-5 every level but has them way too spread out to amount to much.

All Base Classes:

While they're technically fine as is, I do believe a few tweaks could be made. Many base classes lack the stats they need to support their promotions, leading to having desperately underdeveloped stats at level 20. As such, I'd suggest maybe a 10% Increase to MA Will, Soldier Will, Summoner Strength, Curate Strength, and a 5% boost to Duelist Strength/Cel, Archer Strength/Defense, Rogue Strength and Will, and Mage Will and Skill. Just to set up better for Tacticians using tomes and BK Will-based passives, Verglas/Monks using Will, Summoners having a Physically based skillset in Bonder, Lantern Bearers having spear stuff, Duelists, Rogues, and and Archers not having crap strength when they promote, you get the idea.


Promoted Classes:

Black Knight: They're pretty solid as is. I see no reason to tweak their growths.

Tactician: I propose a +5% growth adjustment to Will/Luck, and a 10% Improvement to Vit/Def/Res. Why should they have absolutely craptastic Will when they need to use tomes, and why should they be more fragile than their base class?

Grand Summoner: Pretty solid as is.

Bonder: The second best Strength class and a fairly solid Will class. I see no real problems with their other stats being low.

Kensei: Pretty Solid overall. No change needed.

Ghost: A 5% Strength increase would help a lot. And maybe 10-15% Will since they get some magic (Ghostwind, Gravestone) as well.

Arbalest: No change needed. They're the prime Strength specialist class in the game at the moment.

Magic Gunner: No change needed. They're the most specialised Skill growth class in the game.

Engineer: They could use a small buff, but I'm not sure where.

Void Assassin: They're fine as is, but seeing that 10% Def moved over to Will instead could be neat.

Monk: They have several Will skills, and 0% Will. I say we give them 20% Will, to match their Strength.

Verglas: Their stats are a little too spread out, and they don't need Skill. Maybe -10% Skill but +5% Str/Wil/Cel?

Evoker: Perfectly fine as is. The ultimate Will specialists.

Hexer: Slightly more skill since they have some stuff for normal attacks. Otherwise decently solid.

Lantern Bearer: Mostly fine as is, but a small Strength bonus to go with their spear stuff could be nice, too.

Priest: Perhaps a minor strength boost since Paladin-types are popular. Also maybe +5 Skill.

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  EDIT: Whoops, my bad.
Posted by: Ranylyn - 06-18-2015, 06:08 PM - Forum: Bug Reports - No Replies

A LITERALLY unarmored Torso (For Pure Power) seems to prevent Arcane Tattoo's cost reduction. which makes no sense since "Unarmored" Torso items are generally just clothing anyways, and you're not walking around literally naked.

I cannot test if it affects Evocation due to having no Torso item to slap on.


EDIT: My bad. I forgot to consider Miu was not at Rank 1 since I unlocked Famiuga. Didn't account for the higher FP costs. Ignore this.

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