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  Life Death Life Death Life Dea-- Day? Night?
Posted by: catabur - 07-31-2015, 01:40 AM - Forum: Bug Reports - Replies (3)

A little bridie *coughcoughanonymoussourcecoughcough* told me that camps work with day and night, but they kinda don't. Such as:

Gold's Desert (The patch of grass around Oniga, for whatever reason, does react to day/night)
Lordwain's Snowfield
Sigrogana's Grassland and Forestland
Kysei's Forestland and Grassland

I tested this out all by making a camp at night time (hour 19-22 to be exact). Which is kinda weird, because I do remember having a camp set at night in Sigrogana before.

Feel like I should mention they tend to be pure daylight.

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  The Pizza That Broke the Shopkeeper
Posted by: Trexmaster - 07-30-2015, 01:30 PM - Forum: Bug Reports - Replies (3)

So, I setup a macro to speed up the process of shoving 1,000 items into my shop, since food doesn't stack and that makes me angry but that's beside the point.

After roughly 200+ of them were successfully stocked, eventually, I lost connection, this error---

[Image: 3449aab8ff.png]

appearing whenever I attempt to use 'manage shop' on the shop in question.

It's worth noting that for whatever reason the box kept resizing itself while the macro ran, but, it didn't seem to affect the process -somehow-.

This feels like something more BYOND related than the game itself, but, felt like I should post here anyways since said shopkeeper (specifically 'Ow the Edge (and pizza)') is now unaccessible to me.

If you need the slot information, it's slot 1 and the key is Trexmaster.

UPDATE: It seems buying some of the stock fixed the issue. Somehow.

UPDATE 2: After trying to replace the stock, it turns out that when the same number of pizza was added back, the issue occured again. I think this is due to having too many of the same item in a shop. More testing will be done.

UPDATE AGAIN: After more testing, it seems to be due to the combined total of characters in the names of the shop's items that causes this. Putting in an item with only a 3 character name didn't result in this issue after replacing an item with many more (a five star superb filling watermelon slice).

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  New Sub-Classes?
Posted by: Mr.Nobody - 07-30-2015, 11:53 AM - Forum: Suggestions - No Replies

This post is for two new mage-type sub-classes.
The first is Space magician and the second is Elementalist (Names debatable).

The space magician excels in field control, teleporting himself and others(Including enemies) around the board as they see fit. Their skills would be based around teleporting and opening various portals. some of their possible skill include a portal that relocates projectiles (Active) And one that moves them when attacked (Passive). The projectile one would move things such as other magic and bullets to another spot on the map continuing the path the were on but starting on the receiving end of the portal. Another possible skill could be summoning a creature from another realm that makes a one time attack then returns through the portal.

Advantages: Great support class, Superb field control
Disadvantages: Takes a lot of Fp and has little offence skills.

The Elementalist would hold many Skills however would use a form of set up similar to the DH. The caster would first have to spend a skill point in the element that they want to wield (Fire, Ice, Earth, Darkness, Light, Null, etc...) Then they would be allowed to Use the skill in that Set. The element its self could be passive so one wouldn't have to use the space increasing the amount of skills possible. The Elementalist could possible introduce new damage types such as magma, steam, twilight, if elemental fusion were allowed. The damage would be stronger than the single element but take the combine resistance of them ({Ex. steam dam. == Base Damage - (Res.Ice + Res.Fire)} The higher tier skill would require the two elemtantal skills full (The base skill not each skill that followed) to acquire.

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  Winged Worm
Posted by: Soapy - 07-30-2015, 10:50 AM - Forum: Bug Reports - Replies (1)

Winged Serpent's range is actually a minimum of 3, despite the description stating 2.

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  Leaky Lava
Posted by: Trexmaster - 07-30-2015, 08:35 AM - Forum: Bug Reports - Replies (1)

Lava Leak's cinder tiles do absolutely nothing. Standing on them before they expire results in nothing happening.

I've yet to test if NPCs are capable of triggering them, but, players seem incapable of doing so.

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  Martial Lawbreaker And Shotgun Passive
Posted by: Bjarn - 07-30-2015, 01:56 AM - Forum: Balance Fu - Replies (4)

I am trying to make a DH/MG hybrid class that utilizes a Shotgun and an Axe, and I was noticing much better damage returns with my melee attacks than with my shotgun attacks. Normally, I'd chalk this up to a higher strength, since my strength is 7 points higher than my skill. But that shouldn't make much of a difference, as there's a neat little passive in MG that outright increases the power of shotgun weapons by 25, as seen here.

[Image: 5e0b7a46a5900867ad6cf9dce3f093df.png]

I have in one hand, this weapon.

[Image: fbb907982f2bcf472a12041265316c83.png]

I have in the other hand, this weapon.

[Image: c11ef10420f93a568d438aa5d2209bae.png]

In Reaver Stance with Martial Lawbreaker and Ambidexterity, I tested the damage of both weapons when doing Mad Chop, in addition to simply doing Mad Chop with only one of each weapon equipped with Ambidexterity off. I tested this with level 1 Jammers in the Jammer Cave, to keep a level testing field.

The shotgun has 18 power, the axe has 14 power. The shotgun should, in theory, have an extra +25 power from the MG passive which grants extra power to shotgun without restriction to what it applies to, according to the tool tip.

Every test resulted in a flat damage of 34-35 each time.

One could explain this away with a difference in stat distributions, however, my strength is 46 and my Skill is 39, not too far different from each other, and certainly not enough to make up the difference of +25 weapon power that SHOULD be applying to the shotgun, in addition to the shotgun's naturally higher power. In addition, Mad Chop only applies strength, and not skill to the equation, basing it entirely upon the weapon power.

Utilizing the damage formula for Mad Chop, the damage for each chop SHOULD be, for the Shotgun, 66 damage, or adjusting for defense on the Jammers, about 63-64.

And with the formula for the axe, it should come out to 37, which reduced by defense comes out to about 34-35.

Somewhere, math is getting butchered. What's going on here?

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  Chaser Does Not Damage Last Tile
Posted by: Kameron8 - 07-30-2015, 12:36 AM - Forum: Bug Reports - Replies (3)

If you use chaser and the enemy is on the furthest blue tile, they will not be hit.

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  Combination Fighter
Posted by: Kameron8 - 07-29-2015, 10:11 PM - Forum: Bug Reports - Replies (5)

Combination fighter seems to reduce the momentum cost of your skills before performing them. So, although the tooltip says you need 3m to use your first skill, you will only lose 2. The skill after that will claim to cost 2, but only cost 1. Further skills continue to cost 1. Therefore, instead of having momentum cost scale down as 3m 2m 1m 1m, it becomes 2m 1m 1m 1m 1m 1m.

Furthermore, Combination Fighter's 'minimum damage' of 50% does not apply. It can stack indefinitely, causing well over -100% damage if you cast enough soldier/reaver skills.

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  Light Sizzle
Posted by: Mivereous - 07-29-2015, 05:18 PM - Forum: Bug Reports - Replies (1)

Reynes's Sear does not leave Sear tiles.

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  Demon Hunter
Posted by: PantherPrincess - 07-29-2015, 06:25 AM - Forum: Suggestions - Replies (6)

Just some small things I think would help
-An innate for Matador giving X rage energy at rank per round while Matador is active. I feel like because the rage energy bar is so large and you only turn 30% (plus that small bonus from know no pain) of the damage into rage energy, it's just way too slow for battle usage.
-A +3 skill slot innate
-[strike]Ingrain doesn't proc Matador's rage energy.[/strike]
-[strike]Change Nitrogen Drop's damage from blunt to pierce. A gun skill doing blunt damage is just odd and random.[/strike]
-More Innates for Demon Hunter.

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