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  Class-based drop table adjustments.
Posted by: Ranylyn - 04-27-2015, 07:03 PM - Forum: Suggestions - Replies (14)

I made a new character purely to explore a "twinkless playthrough" so to speak. While I respected the old Stars*5 rule, it goes without saying that I know better than to try to change Dev's mind on things like this. (Monster dens, anyone?) So I tried to see how well it can go purely on your own merits.

It took a lot of patience, but I somehow managed to get to level 40. Without ever getting a single piece of gear my class combo (Arb/Ghost, so Bows/Guns/Swords/Axes/Spears, basically anything but Tomes, and no heavier than Medium Armor because Ghost) could actually USE. I was using gear from NPC Shops. "Oh, why don't you invest in crafting skills?" RP purposes, this character doesn't do that. Also, personal reasons, it's a goddamn bore to level those skills up to the point you can make anything worthwhile.

And don't get me started on trying to get anything from player shops anymore. Today's sample prices are....

[Image: bbcb9c181af7554668849a96139ab66b.png]

And...

[Image: 7189d0f4fb1fdd64908d1a5a72f9e820.png]

That axe for 900? 25 Murai from the Arena. Exact same one. Damaged and not even repaired. For 36x the normal cost. 36x. And that was the cheapest shop in Cellsvich.

"Just get it RPly through someone else!" I'd like to point out one massive fallacy with that. My last character before this one was a Monk/MG. Their "guns" were not guns; they were bursts of Ki. Think hadoken or Kamehameha or whatever the hell floats your boat. I needed a Jackhammer, to function similarly to a Spirit Bomb from DBZ. As such, they would not ICly be seeking out a missile launcher, nor would they have any reason to go "Thanks for the weapon, now I can inexplicably do this other thing!" That would just be bad RP.


If we're no longer allowed to OOCly pass along items we'll never use on one character that are absolutely crucial to another character's concept and build, could we at least have drop biases geared towards our equipped classes? So we at least have a chance to get something we'd actually use?

EDIT: Oh, and don't get me started on trying to unlock hexer. At least weak Katanas/heavy armor/weak guns can be bought.

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  Overlaid Emotions
Posted by: Mivereous - 04-27-2015, 06:05 PM - Forum: Bug Reports - Replies (1)

The emoticon things (CTRL+S, CTRL+A, etc) are being hidden by most bits of furniture and other objects since the addition of moving furniture layers. Could they get moved to a bit higher than the max layer for furniture bits?

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  Frozen.
Posted by: Trexmaster - 04-27-2015, 02:37 PM - Forum: Bug Reports - Replies (7)

This is a rather long running issue, but, when in a party, it seems interacting with chests when you -aren't- the party leader, occasionally causes you to be unable to move outside of combat, or in combat via Movement, and any screens you open will be uncloseable.

I'm not sure if that's the exact cause, but, it seems that whenever I'm in a party in dungeons, after opening a few chests, someone suffers this bug and has to relog to fix it.

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  New Traits
Posted by: Mivereous - 04-27-2015, 01:33 PM - Forum: Suggestions - Replies (2)

So I'm pretty bad at this intro stuff, and thought I would just throw out some ideas for new trait ideas, to maybe give more selection and expand onto some we already have. Also I'm pretty bad at names.

Mastercraft (Insert Name of Craft here (i.e., Tool Creation, Metalwork, etc))
Req: Level 6 in (Insert Name of Craft here)
Increases the success rate of items over your craft level by 10%, or increases chance of great successes on items equal to or less than your craft level by 10%.


Murai Hunter
Req: Haggler, Scout R3
Increases Murai drop from battles for the party by 5%.


Convenient Find
Req: Murai Hunter, Scout R5
Increases Item drop rate from battles by 5%.


Master Class
Req: None
Increases the Power of your class' preferred weapons by 1.5x while mono-classing when using Basic Attack, Sub-Attack, or a Skill that performs a Basic Attack.


Carry On
Req: 40 STR
Increases Item Belt limit by STR/20.


Efficient Casting
Req: 40 WIL
When using a spell for the second time in the same round, that spell's FP cost is reduced 10%.


Concentrated
Req: 40 SKI
Increases Hit, after all modifiers, by 4%.


Afterimage (Just think it should be moved to this)
Req: 40 CEL
Whatever it does now.


Stand Your Ground
Req: 40 DEF
Reduces the effect of Knockback by 1 tile, to a minimum of 1 tile.


Resistant
Req: 40 RES
Negative Statuses last one less turn (round? Whatever the proper vocab for that is.)


Image of Health
Req: 40 VIT
Increases HP, after all modifiers, by 5%.


Pilgrimage
Req: 40 FAI
Increases Move of self and summoned allies by FAI/20.


Luck of the Draw
Req: 40 LUC
Increases Critical and Critical Evade, after all modifiers, by 10. (No percent, just 10.)

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  Phenex From the Ashes Buff
Posted by: iDarkCara - 04-27-2015, 02:34 AM - Forum: Balance Fu - Replies (12)

The Phenex is really neat race that has a lot of fun RP potential. But like many things in the game, most people stray from using classes or races that have nominal benefits. IE something else is better.

In this case, I'm proposing changing it from

Quote:The power of the Phenex clan was shown once by Heldonis, and his people are not much different. When the Phenex is reduced to 0 HP, if they have FP equal to their maximum possible FP, half of that FP is consumed and the Phenex restores that much HP immediately. This effect can only trigger once per 10 Rounds.


to

Quote:The power of the Phenex clan was shown once by Heldonis, and his people are not much different. When the Phenex is reduced to 0 HP, if they have at least 50% of their full FP, half of that FP is consumed and the Phenex restores that much HP immediately. This effect can only trigger once per 10 Rounds.


Reason being it's a near useless skill. I can only really see this come into effect when you get one shot the very first turn. Even then, it's likely to not do anything good.

I don't think this will really break anything, considering other races have means to heal for much less than half their fp cost. Plus, it will make the race more prevalent.
Addtionally, with the new revive changes:
Going from 0 HP to a positive HP amount counts as being 'revived'.

1) When you are revived, you lose 3 Momentum, as if you had been knocked down. (Skills that ignore knockdown or reduce its Momentum penalty do not take effect; it was just an example.)
2) When you are revived, you gain a status called Badly Beaten for 4 rounds, with a starting LV of 1. Badly Beaten causes the Momentum you receive from a new round starting to be reduced by its LV. If you are revived and are already suffering from Badly Beaten, the duration is extended by 4 rounds, and the LV is increased by 1. (Note that status effect duration is reduced even during turns you are incapacitated, so you get revived, then knocked out again, and 4 turns later you get revived, you will get a 'fresh' Badly Beaten, not a powered-up version.)

This will balance out, and in my opinion, make it have a drawback instead of a plain benefit. [fp cost not withstanding]



Sidenoite: I'm not sure if this has been suggested prior or the reason for denying the suggestion, so if it has do spare me.

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  Silent Typing
Posted by: MakeshiftWalrus - 04-25-2015, 11:41 PM - Forum: Suggestions - Replies (7)

It appears that the new writing indicator only works if you write using this input bar.
[Image: havsuql.png]

Could we have it for these as well?
[Image: gXkxvNP.png]
[Image: hhLX2cE.png]
[Image: 7ZtYZir.png]

That'd be appreciated for us few that use them.

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  Excel Mulligan
Posted by: MegaBlues - 04-24-2015, 11:11 PM - Forum: Balance Fu - Replies (4)

http://www.neus-projects.net/viewtopic.p...amp;t=1197

This made me realize, why do you only expend weapon charges on a successful hit? Even on a missed attack, you would have logically swung your weapon with full force.

I suggest that Excel Weapons lose all of their charges when attacking at all, even if the attack was a miss.

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  New Staff Type: Shotstaves!~
Posted by: EmoxNeko - 04-24-2015, 08:45 PM - Forum: Suggestions - Replies (12)

So. I noticed that we only have like, two types of actual usable weapon staves in the game. The Warstaff (Greatspear) and the Quarterstaff. So why not make a more unique type of staff?

I was thinking a melee/gun hybrid of a weapon known as a shotstaff. Simply put, when within one range, it'd preform a melee attack for blunt damage, and it would function like a regular gun otherwise. The benefits of this would be that Priests could have more of a say damage wise without having to consume all that FP for using Holy Spark repeatedly or whatever else they choose to use. Anyhow. That's my suggestion.

Shotstaves.
Within one range, melee damage, else it functions like a gun.
Four Star+Rarity.
Base Damage should be relatively weak. Such as 7 - 10.
Base Crit should be 0%
Base Accuracy should be 80%
Base weight should be that of a metallic staff, basically so around 8 - 11.
I don't think i'm forgetting anything.

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  [Bug Hunting Season] Disappear into the void!
Posted by: ardwiz - 04-24-2015, 06:45 AM - Forum: Bug Reports - Replies (1)

So, once again my bonder found a bug. it's the Aliagmato bug. So if i aim the aliagmato towards the border of the battle field, it'll let me pass trough outside of the map and after my turn ends i'll teleport somewhere randomly in the map. While i'm insid- i mean outside the map, i still be able to walk and even attack or using skills. It's fun, feels like you become jumper, but since it's a bug so i'll report it. (oh don't worry i haven't abuse this bug, yet Tongue (not actually abuse able type of bug anyway) )

[Image: qZa8yKQ.png]

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  [Bug Hunting Season] -only- three faces?
Posted by: ardwiz - 04-24-2015, 06:35 AM - Forum: Bug Reports - Replies (7)

so i've been bonded with izebe and noticing something strange, she never face up. Even when attacking opponent, she only facing to either left or right. this burden me because i can't use aliagmato correctly, especially when the enemy's is on the north side of view.

[Image: pQbCG9g.png]

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