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  [Mage] Promotion: Force Mage
Posted by: Rendar - 12-04-2014, 10:05 PM - Forum: Suggestions - Replies (5)

So, this promo class was .sort. of inspired by DA2 < and DA:I if I could ever play it >. It's a support/status effect class, to a degree. It controls the battlefield by making certain its foes stay exactly where they are. It dishes out mild earth damage, blunt, and even its own sort of "Gravity" damage.

Unlock Prerequisite: 20 Mage, Be enchanted with Galren and Astral Belt at the same time.

[table][tr][td]Strength[/td][td]0[/td][td]0%[/td][/tr][tr][td]Will[/td][td]2[/td][td]40%[/td][/tr][tr][td]Skill[/td][td]2[/td][td]20%[/td][/tr][tr][td]Celerity[/td][td]2[/td][td]40%[/td][/tr][tr][td]Defense[/td][td]0[/td][td]0%[/td][/tr][tr][td]Resistance[/td][td]1[/td][td]20%[/td][/tr][tr][td]Vitality[/td][td]0[/td][td]0%[/td][/tr][tr][td]Faith[/td][td]0[/td][td]0%[/td][/tr][tr][td]Luck[/td][td]1[/td][td]20%[/td][/tr][/table]

Shatter Earth Active Range 5, Circle 2: While the forces of gravity are yours to command, a good mage knows how to strike hard. Clenching their fist, they shatter and upheave some of the earth in a given area. Dealing WIL+RANK Earth damage to targets within and magnetizing them for 3 rounds. This area then becomes hazardous terrain and targets attempting to move through it take RANK*2 unresistable earth damage and become Magnetized as well, for only 2 rounds

Rank 1: 24 FP- WIL+10 Magnetized Level 20
Rank 2: 23 FP- WIL+12 Magnetized Level 25
Rank 3: 22 FP- WIL+14 Magnetized Level 30
Rank 4: 21 FP- WIL+16 Magnetized Level 35
Rank 5: 20 FP- WIL+18 Magnetized Level 40

Gravity Well Active Range 5, Circle 4: Focusing intensely upon an area, you shut your eyes. Just like that, things begin to be drawn into the area. Pulls all enemies within range towards the center of the circle by 2 tiles. If they are magnetized, they are drawn 2 extra squares. If any target comes into collision with an object along their path they take WIL/4+TomePwr+RANK unresistable blunt damage ( This includes other people drawn in ) If they hit multiple targets, this damage occurs multiple times.. Once the drawing effect is finished, gravity intensifies in the area and they become magnetized based on rank and lose Rank*2 Celerity for 3 turns.

Rank 1: 28 FP- WIL/4+Tomepwr+10 Unresistable Blunt damage, Magnetized Level 5
Rank 2: 27 FP- WIL/4+Tomepwr+15 Unresistable Blunt damage, Magnetized Level 10
Rank 3: 26 FP- WIL/4+Tomepwr+20 Unresistable Blunt damage, Magnetized Level 15
Rank 4: 25 FP- WIL/4+Tomepwr+25 Unresistable Blunt damage, Magnetized Level 20
Rank 5: 24 FP- WIL/4+Tomepwr+30 Unresistable Blunt damage, Magnetized Level 25

Crushing Grip Active Range 8: No one is capable of getting away from you for long. Using this on a target deals WIL+RANK magical GRAVITY damage as you crush them with gravity. It causes slow down, reducing their movement by a rank bonus for 2 rounds. If the target is Magnetized, increase damage by Magnetized Level, and instead of slow down, they become immobilized for 2 rounds.

Rank 1: 19 FP- WIL+20 Magical Gravity damage, -2 Movement
Rank 2: 18 FP- WIL+22 Magical Gravity damage, -2 Movement
Rank 3: 17 FP- WIL+24 Magical Gravity damage, -3 Movement
Rank 4: 16 FP- WIL+26 Magical Gravity damage, -3 Movement
Rank 5: 15 FP- WIL+28 Magical Gravity damage, -4 Movement

Forceful Pull Active Range 12: No one is capable of running away either. Use this on a target at range, and use your powerful magic to fling them your way. Deals WIL+RANK magical Gravity damage to the target, if they hit any obstacles < including people > both targets take an extra Rank*5 unresistable blunt damage, and if it is a person, the other person is knocked out of the way. Pulls Rank+1 tiles closer to you, unless the initial target is Magnetized, in which case they move all the way to a square adjacent to you. Every square past 8, however, you lose 10% of your damage and at max range you lose 1 square of pull unless the target is magnetized < Both effects >.

Rank 1: 15 FP WIL+10 Magical Gravity damage
Rank 2: 17 FP WIL+13 Magical Gravity damage
Rank 3: 19 FP WIL+16 Magical Gravity damage
Rank 4: 21 FP WIL+19 Magical Gravity damage
Rank 5: 23 FP WIL+22 Magical Gravity damage

Forceful Throw Active Range 2: Whenever people get to close for comfort, you know how to get away from them. You root yourself to the ground and channel magic to send them hurtling away. You become immobilized and your target become magnetized based on rank, you then deal WIL+RANK Gravity damage and push them back RANK squares. Any target they collide with, along with themself, take Rank*5 damage. If they collide with a magnetized enemy, the secondary target is dragged a square along the path and may cause extra damage < Rank*5 > if they hit something along the way..

Rank 1: 15 FP WIL+10 Magical Gravity damage
Rank 2: 17 FP WIL+13 Magical Gravity damage
Rank 3: 19 FP WIL+16 Magical Gravity damage
Rank 4: 21 FP WIL+19 Magical Gravity damage
Rank 5: 23 FP WIL+22 Magical Gravity damage

Unshakeable Innate: While wearing cloth armor you are unable to be Knocked Down or pulled/pushed < Toggle for self >. While wearing Metal armor you are unable to be Knocked Down, Stunned, Pulled, OR pushed. In addition, while wearing metal armor you are able to lower the BW penalty on it by RANK.

Rank 1: Cloth: Pull Immune | Metal: Pull/Push Immune
Rank 2: Cloth: Pull/Push Immune | Metal: KD/Pull/Push Immune
Rank 3: Cloth KD/Pull/Push Immune | Metal: KD/Stun/Pull/Push Immune

Gravitational Pull Passive: Any targets that you have magnetized cannot go airborne of their own volition. Anything that forces them airborne < Point Kicking your target > still works though.

Lower Gravity Active Support Circle 2 within 3: When in this area, any target is flung airborne at the start of the round and remains that way until they perform an action that is not Airborne compatible.

Rank 1: 10 FP 1 Round
Rank 2: 12 FP 2 Rounds
Rank 3: 14 FP 3 Rounds

Empowered Gravity Passive: Any target that is airborne and targeted by you takes bonus damage based on rank. If they are magnetized, this extra damage is doubled.

Rank 1: +2 Extra Damage
Rank 2: +4 Extra Damage
Rank 3: +6 Extra Damage
Rank 4: +8 Extra Damage
Rank 5: +10 Extra Damage

Raise Earth Support Active: Raising the earth to help you, you can create earth spots in an area, making the combat area more advantageous to you. They last for RANK rounds.

Rank 1: 14 FP, 3 M
Rank 2: 13 FP, 3 M
Rank 3: 12 FP, 2 M
Rank 4: 11 FP, 2 M
Rank 5, 10 FP, 1 M


I will keep updating this as I come up with ideas, please post suggestions and the like!

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  The goggles! THEY DO NOTHING!
Posted by: Dinogun - 12-04-2014, 08:30 PM - Forum: Bug Reports - Replies (1)

When using the mirror shard - head goggles, it doesn't give you the head goggles. It gives you a witches hat instead.

[Image: f3q0XDN.png?1]

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  Furniture Bugs
Posted by: Mivereous - 12-04-2014, 09:18 AM - Forum: Bug Reports - Replies (3)

Sometimes, when I'm a far distance (or maybe it was because I could only see the top half of it) from a Long Dark Table, clicking on it will give the "You must be closer" message.

EDIT: You only have to be more than one square away from the icon of just about anything. Mage Fireplace, Long Dark Table, Shelf, Mage Drawers; pretty much everything that isn't a container, or doesn't perform the next bug.

Double clicking on a placed Window, Window (Drapes), or Sign of any kind will pop-up the description of the item. Would also like to suggest that double clicking any window displays Tap, tap..., such as with knocking on Doors, and that double clicking on a Sign allow you to read the Sign.

EDIT: Also includes Seats. And Item Mounts. And Grandfather Clock. Suggest double-click clock use the look-at-clock verb.

The new item display things do not show a "Only the house owner can change the mode of this object." type message when a non-owner attempts to use one of their verbs.

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  A minor problably ignorable suggestion
Posted by: Raigen.Convict - 12-04-2014, 07:51 AM - Forum: Suggestions - Replies (1)

Maybe bring back a few nostalgic classic bosses from SL 1, like Jammer Queen, like maybe the jammer caverns gets a new addition to it and it leads to the Jammer Queens area, or somthing, and bring back the lemegeton demons, This problably sounds stupid to you so, if so, just say no and move on, just a small thing I'd like.

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  MA Promo - Grappler
Posted by: PantherPrincess - 12-04-2014, 05:47 AM - Forum: Suggestions - Replies (3)

STR:50%
WIL:0%
SKI:35%
CEL:35%
DEF:10%
RES:
VIT:10%
FAI:
LUC:
Unlock: Level 20 Martial Artist, Win a match after using Geldoren, Heaven Kick, Light Tomahawk

This class has three different fighting styles, you may only choose one style to master unless you get the skill Mixed Master to rank 3.

Style 1: Therou
- Storm Throw: Single target / 3M
Grab your opponent and swing them in circles wildly. Once released they will crash into a random tile taking damage based on your STR + Bonus damage based on rank. If they land onto a wall or ally, the opponent will take extra damage based on rank and their ally will take damage based on the target's Battle Weight.
Rank 1: 22 FP / 20 bonus damage / +12 extra damage
Rank 2: 24 FP / 22 bonus damage / +14 extra damage
Rank 3: 26 FP / 24 bonus damage / +16 extra damage
Rank 4: 28 FP / 26 bonus damage / +18 extra damage
Rank 5: 30 FP / 28 bonus damage / +20 extra damage

-Cannon Throw: Single target / 3M
Grab your opponent and launch them anywhere you like based on your Move. Damage is dealt based on your STR + Opponents Battle Weight. If you choose to throw the enemy into a wall or their ally, they will take extra damage based on rank and if you chose ally the ally will take damage based on opponents battle weight.
Rank 1: 18 FP / +9 extra damage
Rank 2: 20 FP / +13 extra damage
Rank 3: 22 FP / +16 extra damage
Rank 4: 24 FP / +19 extra damage
Rank 5: 26 FP / +22 extra damage

-Del Toro: Single target line (5) / 3M
Charge at your opponent tackling and grappling them. Once grabbed you will continue to charge until you slam them into a wall or object in that direction, dealing damage based on your STR + Bonus rank damage. If an opponent's ally is in the way of the charge they will take damage based on target's Battle Weight and your Battle Weight combined.
Rank 1: 20 FP / 14 bonus damage
Rank 2: 22 FP / 16 bonus damage
Rank 3: 24 FP / 18 bonus damage
Rank 4: 26 FP / 20 bonus damage
Rank 5: 28 FP / 22 bonus damage

-Izuna Crash: Single target / 3M
The most deadly skill in your arsenal as a Therou master. Your opponent must be airborne to use this skill. You leap up into the air as well, grab them, and send the both of you hurdling downwards, spinning and crashing into the ground. The opponent takes damage based on your STR + Bonus damage based on rank. If your strength is higher than the targets Battle Weight the damage is further increased by the difference in your STR vs their BW. Your opponent is left with Knockdown status for their turn afterwards.
Rank 1: 34 FP / 30 bonus damage
Rank 2: 36 FP / 32 bonus damage
Rank 3: 38 FP / 36 bonus damage
Rank 4: 40 FP / 38 bonus damage
Rank 5: 42 FP / 40 bonus damage

Style 2: Adorei
-Whirlwind Throw: Single target line (5) / 3M
Run at your opponent and then flip onto them grabbing them with your legs, twirling into a circle and throwing them into a random direction for X tiles taking damage based on your CEL.
Rank 1: 20 FP / 1 tile
Rank 2: 22 FP / 2 tiles
Rank 3: 24 FP / 3 tiles
Rank 4: 26 FP / 4 tiles
Rank 5: 28 FP / 5 tiles

-Kasumi Kick: AOE circle (3) / 3M
Spin on your hands and kick anyone in range dealing damage based on your CEL+ Bonus damage based on rank. If target is Knocked down bonus damage is doubled.
Rank 1: 18 FP / 12 bonus damage
Rank 2: 20 FP / 14 bonus damage
Rank 3: 22 FP / 16 bonus damage
Rank 4: 24 FP / 18 bonus damage
Rank 5: 26 FP / 20 bonus damage

-Rolling Thunder: Single target diamond (5) / 3M
Flip upwards and land on your opponents head grabbing them with your thighs. Then you roll under their legs slamming them into the ground inflicting damage based on your CEL. The target is also inflicted with knockdown status if Adorei Step is active.
Rank 1: 29 FP
Rank 2: 27 FP
Rank 3: 25 FP
Rank 4: 23 FP
Rank 5: 21 FP

-Stepping Stones: Single target diamond (5) / 3M
Flip onto your opponent's face and slam your feet into their face as if you were walking down the stairs kicking them X times (X = Rank). Damage is equal to your CEL+Bonus damage based on rank. Your opponent is inflicted with knockdown afterwards if Adorei Step is active.
Rank 1: 38 FP / 3 bonus damage
Rank 2: 36 FP / 6 bonus damage
Rank 3: 34 FP / 9 bonus damage
Rank 4: 32 FP / 12 bonus damage
Rank 5: 30 FP / 15 bonus damage

Style 3: Misane
-Moon Phases: Single target / 3M
Grab your opponents arm and twirl like a top around them in a circle, then delivering a kick send them crashing in a random tile in 1 range from you. Damage is dealt from your SKI. Using this grants you a "Moon Phase" status increasing your evade by 5 for X rounds based on Rank. With Misane Rotation active the evade is doubled.
Rank 1: 30 FP / 1 round
Rank 2: 28 FP / 2 rounds
Rank 3: 26 FP / 3 rounds
Rank 4: 24 FP / 4 rounds
Rank 5: 22 FP / 5 rounds

-Crescent Phase: Single target / 3M
Grab your opponents arms and swing under their legs as if you were swing dancing. When reaching behind them you flip onto their back and slam their body into the ground dealing damage based on your SKI. Using this grants you a "Crescent Moon" status increasing your Skill by 5 for X rounds based on rank. With Misane Rotation the skill bonus is doubled and you will land behind your opponent.
Rank 1: 30 FP / 1 round
Rank 2: 28 FP / 2 rounds
Rank 3: 26 FP / 3 rounds
Rank 4: 24 FP / 4 rounds
Rank 5: 22 FP / 5 rounds

-Gibbous Phase: Single target line (5) / 3M
Spin at your opponent at high speed, grabbing their leg out from under them and using your body like a drill you slam your feet into their face. Damage is dealt based on your SKI. You become granted with "Gibbous Moon" status increasing your Strength by 5 for X rounds based on rank. With Misane Rotation the bonus is doubled and you will land behind your opponent.
Rank 1: 30 FP / 1 round
Rank 2: 28 FP / 2 rounds
Rank 3: 26 FP / 3 rounds
Rank 4: 24 FP / 4 rounds
Rank 5: 22 FP / 5 rounds

-Full Moon: Single target circle (5) / 3M
Kick your opponent into the air and follow them granting you both airborne status. Then grabbing their head and legs you stand on their back while spinning in circles sending their body crashing down dealing damage based on your SKI+Bonus damage based on rank. If used while you're in back of your opponent the bonus damage is doubled. Afterwards you become granted with "Full Moon" status granting you 5 bonus to STR, CEL, and SKI for X rounds based on rank. If Misane Rotation is active the bonus is doubled.
Rank 1: 30 FP / 13 bonus damage / 1 round
Rank 2: 32 FP / 16 bonus damage / 2 rounds
Rank 3: 34 FP / 19 bonus damage / 3 rounds
Rank 4: 36 FP / 22 bonus damage / 4 rounds
Rank 5: 38 FP / 25 bonus damage / 5 rounds

Utility Skills:
-Therou Toss: 3M
You grab an opponent in one range and throw them into the air dealing 30 damage and giving them airborne status for 1 Rounds.
Rank 1: 15 FP / 10 damage
Rank 2: 10 FP / 20 damage
Rank 3: 5 FP / 30 damage

-Adorei Step: 1M
Using your focus to increase your footing you become faster for 3 rounds as well as being granted "Adorei Step" status.
Rank 1: 20 FP / +3 CEL +3 Move
Rank 2: 15 FP / +4 CEL +4 Move
Rank 3: 10 FP / +5 CEL +5 Move / equipping this skill does not take up a skill slot

-Misane Rotation: 3M
Blending your focus with your oddly unique fighting style you become more Skilled for 3 Rounds. Based on your SKI+ a % based on rank you have a chance of spinning behind your opponents back to dodge a melee attack.
Rank 1: 25 FP / +3 SKI / 30% chance
Rank 2: 20 FP / +4 SKI / 35% chance
Rank 3: 15 FP / +5 SKI / 40% chance

Innate Skills:
-Body Builder:
Natural training has granted you extra strength and defense
Rank 1: +1 STR +1 DEF
Rank 2: +1 STR +1 DEF
Rank 3: +1 STR +1 DEF

-Mixed Master:
Being trained in all areas you are able to blend in any of the 3 different styles based on rank. Rank 3 being needed to use the skills.
Rank 1: 2 styles
Rank 2: 3 styles
Rank 3 : 3 extra skill slots

-Hastey Feet:
Being quick on your feet you are granted more speed. If using Adorei Step the status lasts for X extra rounds based on rank.
Rank 1: +1 CEL / 1 extra round
Rank 2: +1 CEL / 1 extra round
Rank 3: +1 CEL / 1 extra round

-Trickster:
Being naturally agile you gain skill based on rank.
Rank 1: +1 SKI
Rank 2: +1 SKI
Rank 3: +1 SKI

-Power Augment
If equipped with a fist weapon in your main hand all of your offensive skills get a damage % bonus based on rank.
Rank 1: 1% damage increase
Rank 2: 5% damage increase
Rank 3: 10% damage increase
Rank 4: 15% damage increase
Rank 5: 20% damage increase

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  New Weapon/Armor Qualities
Posted by: Mivereous - 12-04-2014, 03:19 AM - Forum: Suggestions - Replies (3)

Non-Tome Weapons

Sturdy - +2 Durability
Fragile - -2 Durability
Improvised - -4 Durability

Hard-Tip - +2 Power at Non-Melee range (useful for Large Blade, Javelin, Throwing Dagger, etc)
Soft-Tip - -2 Power at Non-Melee range

Tome Weapons

Hardback - +2 Durability
Well-Worn - -2 Durability
Flimsy - -4 Durability

Armors

Padded - -2 Blunt Damage taken
Full - -2 Pierce Damage taken
[insert a name here] - -2 Slash Damage taken

Thin - +2 Blunt Damage taken
Hole-y - +2 Pierce Damage taken
Striped - +2 Slash Damage taken

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  Laplace Request [Lightning]
Posted by: Ryu-Kazuki - 12-04-2014, 02:28 AM - Forum: Bug Reports - Replies (1)

The Lightning resiliency test requires you to take Wind damage instead of Lightning.

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  6 Positive Qualities?
Posted by: Xero Shade - 12-04-2014, 02:14 AM - Forum: Bug Reports - Replies (4)

http://gyazo.com/6e01cd5eaa9cc4015d962d6b0957e40e
http://gyazo.com/8cf0b7a6027cc4530e3b9b485af6e4d4
Intentional?

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  [Arbalest] Tweak suggstion (Subclass Oriented)
Posted by: Ranylyn - 12-04-2014, 01:39 AM - Forum: Balance Fu - Replies (6)

Disclaimer: Digging up info from the Wiki, since my comp sucks and I can't SL2 + forums at the same time. As such, I'm not factoring in skills from recent updates, like Heavy Tackle. I know they exist, but I don't have numbers to work with since the Wiki has not been updated, and as such, they are being left out of this discussion.



List of Strength gain classes, from highest to lowest:

40%: Arbalest
30%: Kensei, Void Assassin, Black Knight
25%: Verglas, Tactician
20%: Monk, Ghost, Engineer
10%: Lantern Bearer, Grand Summoner
0%: Magic Gunner, Evoker


There's really no choice in the matter. If you want high Str, you need to at least SUB Arbalest. Even a something like a Kensei/VA is prone to fairly low strength gains. And, of course, if you either want Vit or Cel, maining Arbalest is not an option.


So, let's look at what arbalest skills are able to do -ANYTHING- for a non-bow user, shall we?

- Special Armament: It could be used to let a Kensei still use Couloir? Otherwise, pointless.
- Deadly Aim: Could be useful, against evasive foes, but too rarely worth the FP cost and/or skill slot.
- Whoo, a + skill innate. Further making Deadly Aim a waste of FP and skill slots.

... and... that's basically it. Unless you count Fortune Wind from Archer.

Compare to virtually anything else... Non dagger users at least get Absorb Veil/ Veil Off/ Blotch/ etc, for example, or many classes having access to very good passives (Such as all the duelists.) a lot of the time.

Heck, even magic gunners, whose skills are almost entirely gun based, still get Stand off (+1 Def per 4 will? That's VERY nice to have on a high will character) and Recklessness, to Negate and even become immune to Fear/Hesitation/Charm, often quoted as the most aburd PVP ailments. By comparison, subbing an Arbalest without a bow seems even worse than before.


What am I proposing?

- Chained boomerang's skill description says "SWING" your sub weapon at your opponent. I always imagined this as a thrown skill, rather than a bow skill. Make it usable without a bow in the main hand. It already counts as a melee attack, from what I understand.

- Let Oil Chain, and related skills, apply to Chained Boomerang at reduced efficiency. Full power Violent Reaction Oil Chained Boomerang would be too powerful, since it can be reused with near-impunity, unlike a cannon's reload time. I'm thinking half power as a decent starting point, for a trial run?

This would give someone subbing Arbalest a few more options while still giving them a bit more Strength.

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  Flee
Posted by: Ryu-Kazuki - 12-04-2014, 01:18 AM - Forum: Bug Reports - Replies (3)

Not sure if this was ever reported in the past. Flee doesn't work in the hotkey bar.

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