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  Stone Dragon, lol.
Posted by: Mivereous - 03-17-2015, 01:38 AM - Forum: Bug Reports - Replies (1)

You guessed it!

[Image: Y8Bfm9c.png]

Level 24 Goblin Shaman, level 22 Mixed Crypt. Still appears behind target, or maybe they're just being nice.

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  These Crits are too damn high
Posted by: Rendar - 03-16-2015, 09:27 AM - Forum: Balance Fu - Replies (8)

So even with Def being added to the crit formula, critting is still way to god damn common in PVP. Even with 60 Crit Evade from stats, someone > can still get an easy 94% crit on me. That... doesn't seem really fair at all. I had 28 FAI, 21 LUC, and 51 or so DEF.

1/2 FAI+LUC+1/2 DEF vs 1/2 SKI+1/2 LUC+Crit Modifiers.

LUC and SKI are easy stats to get, comparatively to... FAI/LUC/DEF. Namely because having a build wherein you have two of those stats, you generally sacrifice the third. I know my stats aren't the 'best' but... 94% crit is kind of ridiculous.

I vote that CRIT lose LUC scaling or it gets it at 1/4th. The defense addition to crit didn't make it do anything besides turn a number over 100% to .slightly below. 100%.

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  Dark Nutty Imbue
Posted by: Rendar - 03-16-2015, 08:57 AM - Forum: Bug Reports - Replies (10)

Bat-winged Bishoujo attacks White Suited Gentleman with Little Red Axe (Bloodthirster) and hits them!
White Suited Gentleman takes 60 Slash damage.
Resist! White Suited Gentleman takes 9 Darkness damage.
Resist! White Suited Gentleman takes 4 Fire damage.

Dark Imbue deals 10 dark magic damage on a hit.

I have 25% Dark resist. 2 Carapace Materials, Sayakana, and the stamp.

It counts the RESIST! but not the Damage Reduction tied in with it.

This may be tied, in general, to DARK based damage and the materials/stamp giving pseudo-Resist. Dunno though because I have no one to test with.

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  Fated Enemy
Posted by: Trexmaster - 03-16-2015, 05:12 AM - Forum: Suggestions - Replies (4)

I think it'd be neat if Fated Enemy allowed choosing from player races.

Maybe have them in groups (i.e. kaelensian, human, serpentkind, mechanation).

I don't know how this would balance out with the races that are less easily grouped together (ancients/other).

If this would be too imbalanced to have as something accessible via LE, hopefully in the future something similar to it could be utilized via a promo class or something.

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  Open World Nodes
Posted by: Mivereous - 03-16-2015, 04:55 AM - Forum: Suggestions - Replies (4)

"[url=http://neus-projects.net/viewtopic.php?p=5474#p5474' Wrote:Ryu-Kazuki » Sun Mar 15, 2015 9:04 pm[/url]"]Before any of this comes into play, one major key part of the game needs to change. Crafting materials need to be gathered outside of dungeons. I'm not going to explain why, but it's a necessary, especially in the crafting world.

-Ash Wood should be able to be gathered from the Cellsvich Forest, various woods from Dormeho docks (imagine random driftwood nodes, perhaps with some Coral pieces occasionally), and/or from any free-standing tree with the 'Axe' (imagine Pickaxes, and their usefulness levels type thing). Once per free-standing tree per person per IC day (same as Old Iron Mine veins), and woodpiles and driftwood should act as dungeon nodes do. Driftwood could also be more common if there were a beach type area, such as around the edge of Gold and/or on the edge of Sigrogana.

-Plants, same as above. Cellsvich Forest, there are already a few around the Shrine area, maybe some prefer to grow in caves (waterfall cave, Old Iron Mine, etc), seaweed gathered around Dormeho. Perhaps some more nodes added in the grassy area around the Chata-whatever town, since it has so much space.

-Pawn Shops that SELL crafting items in the market stalls around Chata-whatever and Dormeho, open from Hour 8 to Hour 16. Could swap characters from time to time, same way that pub NPCs do. Food, cloth, ores, because those would make sense.

-Hikari/the Church could sell Pure Water (if she/they doesn't/don't already), someone else sell Gunpowder, etc etc.

-Ores, we have the Old Iron Mine, but perhaps the mine should be extended, or an upper level to Tannis added with more (or a larger) mining caves, with dungeon-esque nodes.

"[url=http://neus-projects.net/viewtopic.php?p=5364#p5364' Wrote:Slydria » Wed Mar 11, 2015 1:05 am[/url]"]- Deserts could contain old bones that can be rummaged for miscellaneous loot such as Beast Fangs, Bird Feathers, Jammer Bones, etc.

But with the continent Gold.

-Cloth gathered from some kind of animal. Baaa.


I don't know if I missed anything, and I also tried to suggest multiple points for each node type to come in, so let me know if I missed something.

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  Ritual Sword
Posted by: Trexmaster - 03-16-2015, 04:17 AM - Forum: Bug Reports - Replies (1)

http://prntscr.com/6hdcxu

When a Youkai is already in range of the target, it instead makes a /new/ youkai rather than moving it.

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  Youkai Friendship
Posted by: Trexmaster - 03-16-2015, 02:13 AM - Forum: Bug Reports - Replies (1)

Youkai seem to be getting the won battle bonus regardless of if they're even summoned or not, or if you even have the summoner class equipped at all.

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  [Bonder] A few small bugs
Posted by: Ranylyn - 03-15-2015, 10:46 PM - Forum: Bug Reports - Replies (1)

INFERNAL SUMMON: Works without a bonded Youkai.

- Tested with a single Youkai and a Carapace Red Argus. (So a spear that can use axe skills, may have caused an issue?)
- Did not get the single Youkai bonded bonus, though the skill worked normally otherwise.

Honestly, I think this is nice that the skill is not 100% useless without a bonded Youkai, but it IS stated in the description as only working with a bonded youkai, so... consider this a suggestion to leave it as is, but I'm reporting it anyways.


RITUAL SWORD: Uses wrong weapon.

- Tested with a Main Hand Carapace Red Argus and an Off Hand NPC Store-Bought Iron Wo Dao.
- Ritual Sword did pierce damage and inflicted darkness damage after the fact.

This is cool and all, but this has been fixed for other skills in the past, so obvious bug is obvious.

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  Mist Layer
Posted by: iDarkCara - 03-15-2015, 10:42 PM - Forum: Bug Reports - Replies (4)

The mist created by the Priest Spell, possibly the hexer spell as well (I couldn't find someone to test it).

Prevents you from assigning youkai targets and checking statues. Anyway to fix the layer without the appearance?

Else: is it made like this?

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  Two small Bonder suggestions....
Posted by: Ranylyn - 03-15-2015, 10:39 PM - Forum: Balance Fu - No Replies

1) So... Grand Summoners get Reihou to revive any number of their Youkai. Bonders, who HAVE to use less and as such are more likely to suffer a casualty in a long dungeon, have... uh... what DO they have? And before you say "beating hearts" I'd like to challenge you to find a reliable source of these, because there really isn't one.

Suggestion: A small change to their basic youkai healing skill; if you have no Youkai summoned, it will revive the first available defeated Bonded Youkai.


2) On the topic of their healing skill, why does it scale with Faith? Honestly, I can't see any reason for this besides "Oh, they don't get more youkai slots so let's give their faith something else to do." Honestly, it just hurts the class overall; I made a new character to be a bonder, to emulate the experience a first time player who likes the sound of the bonder might have, and she has 3 faith at level 35 (after I threw in 5 points I had been saving up at level 20, gaming the minimum 3 with pre-promo growths before that.) Wow, useful healing, am I right!?

Suggestion: Make it scale with LITERALLY ANYTHING ELSE.

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