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Latest Threads |
[2.97b] Misplaced badge
Forum: Bug Reports
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[2.97b] Slum Lords
Forum: Bug Reports
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[2.97b] Poisonous Blubber
Forum: Bug Reports
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Yesterday, 05:30 PM
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[v2.97b] Turn Order Shena...
Forum: Bug Reports
Last Post: Trexmaster
Yesterday, 02:27 AM
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[2.97b] Very offensive be...
Forum: Bug Reports
Last Post: caliaca
04-26-2025, 11:48 PM
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"A dark blade similar to ...
Forum: Balance Fu
Last Post: Lolzytripd
04-26-2025, 08:47 PM
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Dark Moshers
Forum: Balance Fu
Last Post: TheGhostlyKnight
04-26-2025, 07:21 PM
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Rune Magician love
Forum: Quality-of-Life (QoL)
Last Post: Lolzytripd
04-25-2025, 10:26 PM
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[2.98 v2 (test)] Not my m...
Forum: Bug Reports
Last Post: AkaInuHime
04-25-2025, 07:24 PM
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Anti-Competition (in PvE ...
Forum: Quality-of-Life (QoL)
Last Post: Poruku
04-25-2025, 05:54 AM
» Replies: 3
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Charming Papilions |
Posted by: Rendar - 02-18-2015, 12:08 AM - Forum: Balance Fu
- Replies (6)
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I was given logs of a fight that happened and told to make a report on why Papilions having Charm in their status affliction repetoire is bullshit.
Out of 7 afflictions, 3 of them were charm. Someone else < White Lotus > wailing on her did not lower the charm duration, nor did Gentle Torrent even remotely lower the level of any negative status effect on her. So, during the 2v2 she was useless for 6 rounds of the 12. Not that she could actually hit the person because she had a 2% hit chance with a ton of buffs on her hit and a ton of nerfs on their dodge. But that's an arguement for another day. The fact of the matter is that Charm in 1v1 is 'useless' but in team combat it becomes so game breakingly strong that you've literally lost a team member until the charmer attacks the person and harms them. It's silly.
Fixes: Change Papilion's charm effect to a less lethal status that isn't game breaking. Like hunted or hesitation. I dunno. not charm.
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Charm |
Posted by: Rendar - 02-17-2015, 11:33 PM - Forum: Bug Reports
- Replies (1)
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Whenever an ally of the charmer attacks the charmed, they don't lose a charmed level.
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Magic Gauntlet/Magic Shield (QUE) |
Posted by: Trexmaster - 02-17-2015, 06:11 PM - Forum: Bug Reports
- Replies (3)
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"[url=http://neus-projects.net/viewtopic.php?p=4821#p4821' Wrote:Neus ยป Tue Feb 17, 2015 9:40 am[/url]"]You can 'upgrade' the Magic Shield via crafting. And yes, it should count as a shield and give you the guard skill while the status is active.
Supposedly the skill is supposed to give the guard skill? It doesn't. That may or may not be a bug.
I'm also entirely confused about what that means by 'upgrading' it, but, to my knowledge that isn't possible unless an update was planned to change that.
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A buff to the Item- Magic Gauntlet |
Posted by: RoboCat - 02-17-2015, 01:22 PM - Forum: Balance Fu
- Replies (6)
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I was looking at the item Magic gauntlet. For an item that gives +3 res and def at the cost of three momentum, while taking a hand slot and giving nothing else, not even a pretty animation, it's pretty weak. As it is now, it's more likely to get you killed trying to use its only asset, it's skill. I have two suggestions for the item, with many things considered.
Suggestion #1:
Reduce the momentum cost of the item-skill Magic Shield to one momentum.
Suggestion #2:
Change the static boost of the item-skill Magic Shield to it's rarity(5). This would give +5RES&DEF for 10FP and three momentum.
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Maril's Makin' Money |
Posted by: Ryu-Kazuki - 02-16-2015, 08:20 PM - Forum: Suggestions
- Replies (6)
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Hurray for alliteration. Onto more serious matters.
I had an idea to pool more of a money sink and bring populace to Law's End. I thought it'd be nice to have Maril's shop reset a little bit more often than once every in game day (6 - 8 hours), and instead, change every six in game hours (about 30 minutes).
Why?
First thing like I said. People have more reason to go to Law's End.
If someone buys out the shop (depending on the items), it allows other players to have the possibility of getting some. Even increasing the number of items won't help too much if someone decides to buy the shop out (which is entirely possible); so refreshing it more often allows for items a tad more commonly.
Adds a little more variety to the shop in case there's nothing you like the first few times.
Money sink.
But yes, this shop would probably get visited a bit more, as well as Law's End, and this idea would be nice to have.
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Searing Sanctuary |
Posted by: Rendar - 02-16-2015, 06:41 PM - Forum: Bug Reports
- Replies (2)
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Whenever you cast Sanctuary < or someone in party does > and you attempt to cast Sear within the area, the spell just fizzles and no damage is dealt, nor are tiles left behind. It seems that the damage from SEAR is proc'd whenever the sear tiles are dropped in the area, which isn't possible with Sanctuary.
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[QUERY] Shine Knights |
Posted by: Rendar - 02-16-2015, 05:21 PM - Forum: Bug Reports
- Replies (6)
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Are Shine Knights supposed to be double charging you the 35 FP? It currently takes 70 FP < 35 per turn of invoking > and 15( or in reality, 7+7+3 momentum, 17 momentum ) to get some mediocre, at best, summons. That's kind of pathetic if its working as intended.
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Breakdown Expansion |
Posted by: MegaBlues - 02-16-2015, 04:13 AM - Forum: Suggestions
- Replies (3)
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Can we gain the ability to break down Alchemy items, and potentially food?
Mostly alchemy items though, as it would be nice to do something with the tons of stabilizers and/or other items gotten from chests that you don't want or need.
Food simply because it'd be fun, and not too much of an extension.
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