Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 841
» Latest member: Hazelnut Revy
» Forum threads: 11,837
» Forum posts: 58,863

Full Statistics

Online Users
There are currently 279 online users.
» 2 Member(s) | 275 Guest(s)
Bing, Google, Lolzytripd, pilcrow

Latest Threads
Sawrock
Fist dance

Forum: Bug Reports
Last Post: Sawrock
6 hours ago
» Replies: 2
» Views: 1,893
the REAL Minos Prime
Heterochromic Eye Options

Forum: Suggestions
Last Post: the REAL Minos Prime
Yesterday, 01:28 AM
» Replies: 3
» Views: 85
pilcrow
Flash of Light

Forum: Balance Fu
Last Post: pilcrow
10-24-2025, 03:21 PM
» Replies: 7
» Views: 1,218
MultiWonder
[3.03g] Colorless Feast T...

Forum: Bug Reports
Last Post: MultiWonder
10-24-2025, 10:15 AM
» Replies: 0
» Views: 32
AnhitaM
[3.03g] Eye Colors

Forum: Bug Reports
Last Post: AnhitaM
10-24-2025, 09:40 AM
» Replies: 0
» Views: 38
Collector
Invocations (The Summoner...

Forum: Balance Fu
Last Post: Collector
10-24-2025, 05:23 AM
» Replies: 18
» Views: 589
Nekojinn
Quality of Life Balance F...

Forum: Balance Fu
Last Post: Nekojinn
10-23-2025, 05:34 AM
» Replies: 4
» Views: 117
Raigen.Convict
Speed Up slow skills

Forum: Suggestions
Last Post: Raigen.Convict
10-22-2025, 07:36 PM
» Replies: 8
» Views: 284
Raigen.Convict
Firefox Rework

Forum: Suggestions
Last Post: Raigen.Convict
10-22-2025, 07:34 PM
» Replies: 4
» Views: 127
AnhitaM
[3.03g] Tile Sounds

Forum: Bug Reports
Last Post: AnhitaM
10-22-2025, 07:25 PM
» Replies: 0
» Views: 47

 
  Guard Cap
Posted by: Ranylyn - 06-07-2015, 04:23 AM - Forum: Balance Fu - Replies (6)

I made a new Dullahan today, and something hit me. Like a truck.

Soul Rage + Tactician Trait = 10 Momentum
10 Momentum + Guard = 100% Damage reduction.

Yes, you still lose 10% of your hp per turn, but otherwise, you block ALL incoming damage. And there's ways to exploit this, such as biding time for an ailment to kill your enemy, waiting out turns to accumulate Ki/Void Energy/etc, or, the best two: Engineer bots and Youkai. If you can keep your Will low, your max FP won't even be high enough to be a concern with the 5% lost per turn guarding.

I propose capping Guard at 80%. It's a number a LOT of classes can achieve via damage between turns (Duelists via Riposte, Rogues via traps, Mages via Eruption, LB Via Raging Flame, Engineer via Flamethrower's Burn, hexers via Underworld Flame, MGs via Charged Fire Shells, etc, you get the idea) so it won't nerf anything besides Dullahans.

I know a lot of PVPers want Guard's percentage to be lowered, but that would just hurt PVE too much, IMO. Earlier today, I was in a Black Beast party; the only warrior in a group of spellcasters who didn't have fire (Priest/Tactician and Ice Evoker/Verglas.) Naturally, due to how beasts work, I rallied everyone around me and used Protect. Even at reductions of 70%, one of them needed to heal me every turn. We don't need to nerf Guard. This is just to prevent shameless exploitation by a single race whose unique mechanics happen to coincide with the issue.

Print this item

  Youkai Bases
Posted by: MegaBlues - 06-07-2015, 02:36 AM - Forum: Balance Fu - Replies (2)

Why is it that Dragons have a base total of 49, but Night only have a base of 41, and Sazae-Oni only has a base of 26?

Youkai base stats are wildly irregular, which leads them to be mismatched in power for installing. Their actives, passives, and install skills don't always make up for this either.

I support going back and redoing bases to make them slightly more uniform.

Print this item

  [Special Attack] Display issue
Posted by: Ranylyn - 06-06-2015, 07:23 PM - Forum: Bug Reports - Replies (1)

It's easy enough to do the math yourself, but Special Attack does not factor in modifiers.

Example: headshot gives -10% hit, +10% Crit. Across 2 turns trying against the same target, I managed to both miss and crit a 101% hit, -7% Crit.

I know it's been discussed before, but I didn't see the old thread anymore and I forget if this was ever noticed/acknowledged.

Print this item

  [Query] Medibot AI
Posted by: Ranylyn - 06-06-2015, 07:19 PM - Forum: Bug Reports - Replies (3)

Medibot's description says it heals the closest ally.

Medibot's ACTUAL behavior is that it "locks on" to an ally, so long as that ally is in range. An ally that gets closer to the Medibot on the next turn will be ignored. The original target needs to leave the Medibot's range for Re-allocation to take place, and considering the short range of Repair/Overclock, this basically means the Medibot is obsessed with it' creator 9 times out of 10, slaughtering it's viability as an asset to teammates.

Is this intentional?

Print this item

  [Needle] Detonation Anxiety
Posted by: Ranylyn - 06-06-2015, 07:14 PM - Forum: Bug Reports - Replies (1)

Detonating needle does not grant the allied recovery effect within 2 tiles as advertised. It instead does 10% damage.

Example: Needle totals 90 damage. Detonation causes 45 and 9, individually.

Should be: Needle deals 90 damage. Detonation damages target for 45 and heals allies in 2 range for 45.

Theory on what went wrong: At rank 5, Needle does 18 per needle. Totalling 90 damage. One half of 18 is 9. The CASTER used to take 9 damage upon detonation. That number appears to have been re-allocated to the target after an older report. So half of one needle explains the 9. I hope this helps narrow down where to start looking in the code.

Print this item

  [Text] Double Text. Still.
Posted by: Ranylyn - 06-06-2015, 07:09 PM - Forum: Bug Reports - Replies (1)

Due to recovery amounts now showing in the combat log, Parraeta's old message still showing means a double notification upon every use.

Print this item

  [Jackhammer] Arena's Bugging out.
Posted by: Ranylyn - 06-06-2015, 07:07 PM - Forum: Bug Reports - Replies (2)

An arena opponent was firing a jackhammer at me. Nothing happened. No hit/miss indication, no damage. I only know it was a jackhammer since I recognized the projectile.

Unknown if applying to all Jackhammers or just Arena Combattants.

Print this item

  [Enemy Spawn] Goblin Cave. Again. Forever and always.
Posted by: Ranylyn - 06-06-2015, 07:05 PM - Forum: Bug Reports - Replies (1)

[Image: 736e6abec912589218bb753fbd03008f.png]

This is the lower left corner of the Goblin Cave. After I scattered them. You can still clearly see some overlapping at the upper-left.

No goblins anywhere else in the cave.

EDIT: This seems to happen every time I enter the cave. I only assume they all spawn there after a reboot.

Print this item

  [Indicators] Playing for the wrong team.
Posted by: Ranylyn - 06-06-2015, 07:02 PM - Forum: Bug Reports - Replies (3)

Supposedly, your team is blue and the enemy team is... not blue.

It seems randomized what team gets what colors. Not an issue, but not intentional according to the update log.

Priority level: Incredibly low.

Print this item

  [Phenex] Ressuwreck'ted
Posted by: Ranylyn - 06-06-2015, 06:46 PM - Forum: Balance Fu - No Replies

Now that FTA procs... well... any time it's not on cooldown and you have any FP... this is causing some issues. Get downed when an ally is nearby and could res you anyways? Nope, still going to eat half your remaining FP. So in addition to the new penalties to being freshly revived AND likely going down again soon to compound those penalties if your FP wasn't at/near max to begin with, you're also losing a SUBSTANTIAL chunk of FP. 300 FP? Congratulations, you just wasted 150. 200 FP? Well, not only did you just waste 100 FP, but odds are, you won't even survive until your next turn anyways!

My proposal is to make it a Toggle Skill, so you can choose if you want it to be able to trigger. If your team CAN revive you, you WANT it disabled!

Print this item

Sigrogana Legend 2 Discord