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  Staves
Posted by: Rendar - 02-14-2015, 04:51 PM - Forum: Suggestions - Replies (1)

Can we have the ability to wield STAFF battle-items like the Staff(rod) of mending etc in our main/off-hand. In doing so we would get special benefits if we used a power related to it.

Staff of Mending would count as a staff so Graft would get WIL+FAI+Graft Bonus+30 or so for having it equipped.

Staff of Forging would give your 'summons' and 'creations' from Priest more oomph, increasing their attributes by 1.25x for summons and increasing the 'sanctuary' bonus to 1.5x value.

Staff of Poisona would give your poison cure extra levels as well as providing other extra benefits, possibly even going above and beyond and outright removing it even if the person was hex'd.

It'd just be hella, this is just a thought that crossed my head while I was half asleep though.

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  Sanctuary Synergy
Posted by: Rendar - 02-14-2015, 01:01 AM - Forum: Suggestions - Replies (4)

Can we have Sanctuary not block 'special' tiles that are beneficial to only you and your team. See: Tactician Tiles. It'd increase the synergy the class has with Tactician instead of almost completely nullifying the ability to use your tiles should a Priest decide to drop a sanctuary on your own team. I can see harmful tiles such as Ice/Sear/Cinder not working, but tactician tiles are nothing but beneficial.

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  [Shine Knight] Alonderp
Posted by: Ranylyn - 02-13-2015, 05:09 PM - Forum: Bug Reports - Replies (1)

Shine Knight says Alondite gives more damage and range.

Shine Knights still seem to only attack from 1 range with Alondite.

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  God Rod Inconsistency
Posted by: Ranylyn - 02-13-2015, 04:42 PM - Forum: Bug Reports - Replies (6)

God Rod seems to only apply to some Curate/Priest spells and not all of them.

Tested on the following character:

[Image: e0a98c40918633c558e6dba34e461517.png]

Explanation of the below (Battles in Jammer Cave)

Battle 1:
- Lumia Heals with Graft
- Lumia attacks with Rank 1 Kel
- Lumia attacks with Rank 1 Holy Spark (2 Jammers hit)

Battle 2:
- Lumia attacks with Rank 1 Holy Arrow
- Lumia Attacks with Rank 5 Divine Shower (2 Jammers Hit)

[Image: e8dd570d7b5566a7a0a613402e0bf48c.png]

Rank 1 Graft: Will +2
Rank 1 Kel: Will + 6
Rank 1 Holy Arrow: Will + 2
Rank 1 Holy Spark: Will + 3
Rank 5 Divine Shower: Will + 18

Verdict: God Rod only applies to select spells. It does not apply to Holy Arrow or Divine Shower, and possibly others. Requesting someone who has the other spells to test with Shine Ray and Gentle Torrent, as Lumia lacks the SP for them yet.

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  Charge Mindfunction
Posted by: Rendar - 02-13-2015, 05:12 AM - Forum: Suggestions - Replies (4)

Can we have it so that you can't recharge mind if you did it the turn prior? It's kind of annoying if you accidentally press the wrong ubtton whenever you thought you were magaisendo'ing.

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  [QUE] Rustic Shine Knights
Posted by: Blissey - 02-13-2015, 04:22 AM - Forum: Bug Reports - Replies (9)

Are Shine Knights not supposed to get the VIT bonus from their VIT stat? Because all they have at 60 is 330 HP, which is very lackluster for a Rank C invocation when Youkai are monumentally more efficient.

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  Base Class Skill Buffs
Posted by: Slydria - 02-13-2015, 01:09 AM - Forum: Balance Fu - Replies (7)

Basically, as the title suggests, this is a thread of buffing various base class skills that I feel are lacking (some classes have more than others).

In general, the main suggestion I have for a majority of Skills (particularly the Offensive ones) is tweaking FP costs to lower when increased (save for some Skills like Mad Chop which receive a huge benefit when increased)

Anyway, moving on to specific classes:

Soldier:

Shinken
Projectile affecting the first enemy and hitting all enemies in the line rather than just the first one hit.

Quote:Currently, Shinken is not particularly useful and a little pricey considering it's effect.

I don't think it would be too strong if the projectile could harm the first enemy since the attack can miss and the attack and projectile are both physical, DEF would still do a good job of warding both sources.

Thousand Stab
50% STR + 50% SKI scaling instead of 50% STR + 50% CEL scaling. Partially ignores DEF based on Rank.

Quote:With high STR and CEL, Thousand Stab is okay, the main problem is that decent CEL is rarely a thing a Soldier will have so it's usefulness is limited as a base skill. However most classes in the game (including Soldier) have plenty of SKI.

In addition, I think it should have partial DEF ignoring properties (Rank*2 perhaps) to give it more point than simply being a flashy autohit.

Roundtrip
75% STR scaling instead of 25% STR scaling.

Quote:Roundtrip is very weak currently due to it's very low STR scaling, despite the 2 Hits it offers, it is currently too easy to invalidate with DEF.

Bash
Elemental Bashes reducing Stats by 5 for Rank Rounds instead. E.g. Blazing Bash (Rank 3) reducing DEF/RES by 5 for 3 Rounds.

Quote:Because dealing 2-6 unresistable damage beyond maybe the first level is far too weak to be of any help. I feel with stat reductions, Elemental Bashes would have a nice niche without being too powerful for 1 Momentum.

Duelist:
Crystal Rose
Add Sword WPN Power Scaling to damage formula.

Quote:I feel without the Sword WPN Power Scaling, Crystal Rose does not do quite enough damage to be worth using outside of removing annoying Seeker Flames.

Archer:
Aerial Razor
100% STR instead of 50% STR scaling.

Quote:Aerial Razor is easily forgotten despite being an autohit due to it's Line range and poor damage. I think all it really needs however is to do full STR scaling to get over being left to obscurity.

Starbow
50% SKI scaling by default, Dynamic Shooting providing 25% more SKI scaling.

Quote:Without Dynamic Shooting, Starbow is too weak to even consider. But even with it, I think it does need just a slight increase in damage.

Nest
Able to be placed on top of units to immediately hide them.

Quote:Even with a change, Nest's usefulness is quite limited. At least being able to place it on units would make it better for what it's made for instead of placing it down and then needing to Move into it, wasting more Momentum for it's effect.

Longdraw
2 Momentum at Rank 3, 1 Momentum at Rank 5.

Quote:Longdraw simply takes too much Momentum to bother with. Why use Longdraw when you could just move slightly closer instead?

Rogue:
Traps
Fire Trap leaves Cinder tiles (LV = 5+5 per Rank) for 3 Rounds.

Quote:Because Fire Traps don't do anything special unlike the other traps making them the least attractive trap option despite dealing ever so slightly more damage.

Higher Damage Scaling for Traps.

e.g.
Rank 1: 14FP, Range 2, Damage: SKI+10
Rank 2: 13FP, Range 2, Damage: SKI+15
Rank 3: 12FP, Range 3, Damage: SKI+20
Rank 4: 11FP, Range 3, Damage: SKI+25
Rank 5: 10FP, Range 4, Damage: SKI+30

Quote:Traps are too weak since they do not have WPN Power to utilise like the majority of Offensive Skills. They already require the opponent to move to trigger them, I think they should have higher damage so they are worth setting up for.

Pocket Sand
Can be manually refilled on a second use instead of only being used once per battle.

Quote:Mostly because I think it's not particularly useful, it's not bad, but I think it needs to be less limited than to a once per battle Skill.

Stealth Traps
Arming animation is only visible to the user/party and the trap is completely invisible to enemies.

Quote:It currently relies on whether or not your opponent was paying attention or not instead of simply being invisible, I feel that makes it pointless to even consider.

Martial Artist:
Peddling Wheel
Higher bonus damage with Rank. (+4 instead of +2)

Quote:Right now, there's not much point in increasing the effectiveness of Peddling Wheel, +2 Damage for +2 FP Cost is a really bad investment.

Heaven Kick
1+1 Damage per Rank per Distance travelled instead of 2 + 0.5 at Rank 3 and Rank 5.

Quote:Heaven Kick is great for closing the gap but bad for it's damage. I think a little more damage over Distance would make it just fine. Of course, this may need tweaking of the Elemental Effects.

Figured I'd throw in a few suggestions to help make the other Elemental Heaven Kicks not pale in comparison to Quaking Heaven Kick too.

Blazing Heaven Kick causes an explosion when it lands, dealing unresistable Fire Damage to the target and nearby enemies as well as leaving Cinders for 2 Rounds.

Freezing Heaven Kick inflicts Immobilize on the target for 2 Rounds and leaves Ice Sheets in the area for 4 Rounds.

Raging Heaven Kick deals +3 additional damage per distance travelled and can travel up to 3 additional tiles.

Swift Heaven Kick causes Critical Hits and gains +3 Critical per distance travelled.

Mage:
Explosion
Explodes immediately with Nerhaven.

Vyd
Push enemies away with Talvyd based on how close they are. (3 tiles at 1 Range, 2 tiles within 2-4 Range, 1 tile otherwise)

Rye
Strike one random additional target with Redgull within 3 Range of the target (potentially including the target itself). Second hit deals half damage if it hits the already struck target.

Stone Dragon
Enemy at the end of Stone Dragon's Range becomes Knocked Down with Galren.

Miu
Enemies become Immobilized for 1 Round with Kraken.

Famiuga
Enemies suffer -3 Move for 2 Rounds with Kraken.

Quote:This is mostly to make the 'Elemental' spells more useful for Mages, currently only a few have a benefit, which I think limits the usefulness of them for Mages themselves.

Astral Belt
+2 DEF/RES per Rank. Inflicts Magnetize (LV Rank*5) on enemies for 3 Rounds within 3 Range of the target. (Replaces damage effect.) +1 Buff and Magnetize Duration at Rank 3.

Quote:Astral Belt is quite bad currently, a relatively small DEF bonus and the ability to deal a very small amount of damage for a very rare occurrence. Instead, I think giving it the ability to inflict Magnetize along with the DEF/RES buff will make it of some use.

Curate:
Holy Arrow
Classifies as 'Holy', dealing Rank*10% extra damage to Undead, Vampires, Possessed and Ghosts.

Quote:A little extra incentive to Rank it up. I think it fits, it is Holy Arrow after all.

Kel
Push back enemies one tile, two tiles at Rank 3 and three tiles at Rank 5.

Quote:A knockback option for Curates as well as more incentive to Rank it up.

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  Gun Crafting
Posted by: Ryu-Kazuki - 02-12-2015, 10:41 PM - Forum: Suggestions - Replies (2)

This is, intended to be an easy solution, and way to provide easier access to (certain) guns in the game, this way Gunners don't have to have a heart attack trying to find something decent to use before either getting an arena weapon or something.

Crafting Book: Guidebook to Guns

Guns in the book:

Handgun (1)
5 Ore
1 Gunpowder

Autopistol (2)
5 Ore
1 Gunpowder
1 Empty Mana Crystal

Shotgun (2)
10 Ore
1 Gunpowder
1 Geode

Rifle (2) (A basic, non-excel, rifle. It could probably just use the icon, or as a placeholder until it gets a better one. Increases crit by 10.)
10 Ore
1 Gunpowder
1 Tuning Crystal

Crafting Type: Metalwork

Constant Required Material: Gunpowder

Now, guns, can be powerful weapons, and their specialty is to bypass defense. They still won't be able to be upgraded at a blacksmith, but just acquired in an easier way than now. If guns become craftable, they should be limited to one positive quality. So basically, only one of, Sharp, Precise, Deadly, or Lightweight.

This suggestion is mainly, to make basic types of guns, easier to acquire for gunners. All the fancy stuff, go find in a dungeon.

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  [QUE] Polearm Polearm
Posted by: Ryu-Kazuki - 02-12-2015, 10:27 PM - Forum: Bug Reports - Replies (1)

Randomly, when looking through the crafting list, I came across this.

[Image: 8151b79841b59363bf3861f402b563b0.png]

This is, a Polearm, Type: Polearm. It is the only weapon in the game like this; and I'm not sure if it's SUPPOSED to be redundant, or if it was supposed to be a staff or something else.

Explain, please.

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  Priest Additions
Posted by: Ryu-Kazuki - 02-12-2015, 08:29 PM - Forum: Suggestions - No Replies

A few weeks before the class came out, I had a feeling it would; Lispool, the storyline with Ashe, all that jazz gave it away if you think about it. Well I decided to script up ideas for the class, not officially knowing if it was coming out. Never finished it, but I threw out some skills ideas during the build up; and I figured maybe some of them could still be viable to add to the class. This is in no way meant to change the design of the class, rather than it is to extend onto it.

The skills being pitched for later addition;

Support Skills:

Mediaha:

Rank D Invocation

Cost: 40 FP, 4M

Target: Single Ally

The pinnacle of all healing spells, infused with both the power of Mercala and the user, their combined willpower can bring strength to those who are near death. Can only be used when target is at 25% HP or below, if at 0 HP they will be revived as well. Cannot be used when Silenced. Cannot use healing spells on that same target for 2 rounds after using Mediaha. If used on self, effects are halved after calculation.

Rank 1: Heals target by 25% of their max HP.

Rank 2: 35 FP. Heals target by 25% of their max HP + a bonus based on user's WIL/3.

Rank 3: 30 FP. Heals target by 50% of their max HP + a bonus based on user's WIL/3, and causes them to gain a regeneration status for 2 rounds, making them regenerate 2% of their max HP up to 10 HP.

Pariah of Illness:

Cost: 40 FP

Target: Single Ally

Reaching beyond and using the embrace of Mercala's purity itself, the Priest is able cure someone of all of their illnesses. But to do so is a sacrifice its own. All negative status effects (including incurable ones) are transferred from the target to the user, but their duration is also reset.

Rank 1: Learn skill.

Passive Skills:

Divine Lance:

Through using the power of the White Lady's blessings, the Priest is able to enchant their polearm with magic, causing them to enhance their ammunition with Mercala's power. Equipping this skill allows your polearm to do an additional unresistable 10 Light Magic Damage, the effect is halved and rounded down if Priest is not your main class.

Rank 1: Learn Skill. Damage is increased by 1.5x if main hand weapon is a Staff.
Rank 2: Does not take up a skill slot.

Staff's Blessing:

Through using the power of the White Lady's blessings, the Priest is able to bless their polearms with magic, causing them to enhance the accuracy of their polearms with Mercala's power. Equipping this skill increases your polearm's hit by a bonus based on rank. The effect is doubled if your main hand weapon is a Staff.

Rank 1: +2 Hit (Polearms only)
Rank 2: +2 Hit (Polearms only)
Rank 3: +2 Hit (Polearms only)
Rank 4: +2 Hit (Polearms only)
Rank 5: +2 Hit (Polearms only)

Innate Skills:

Purity of Heart and Soul:

Those of Mercalan faith and practice resist the temptation of corruption and strengthen their faith in the White Lady herself. Although this strengthens the spirits which try to harm them.

Rank 1: Resist 10% Light Damage, and 10% Darkness Damage, but takes 5% extra damage from Undead, Ghosts, Vampires, and Possessed racial types.
Rank 2: Resist 20% Light Damage and 20% Darkness, but takes 10% extra damage from Undead, Ghosts, Vampires, and Possessed racial types.
Rank 3: Resist 30% Darkness Damage and 30% Darkness, but takes 15% extra damage from Undead, Ghosts, Vampires, and Possessed racial types.

Holy Protection:

Holiness wards off spirits of evil and combats them. Although, if not directly prepared to fight it, it won't work as well. If Priest is not your main class, effects are halved.

Rank 1: Learn skill. + 20% Status Resistance (10% if Priest is not your main class) if weapon is equipped with Holy enchant.


And for those who just want some fun little tidbits;

Full class set prior to addition and changes (the one I made, not Dev);

Mercalan Priest

Class Type: Curate Promotion (Win a battle using three Mercalan skills)

Weapons: Tome, Bow (Artemis was a bow used by Mercala, why not give bow love?)

Class Stats & Growths:

STR: 0 | 0%
WIL: 3 | 40%
SKI: 1 | 20%
CEL: 1 | 30%
DEF: 0 | 0%
RES: 2 | 20%
VIT: 0 | 10%
FAI: 1 | 20%
LUC: 0 | 0%

Offensive Skills:

Defensive Skills:

Sanctuary:

Cost: 40 FP

Target: All allies in 3 square circle AoE

Invocation Rank: D

Using their mind, body, and spirit, the Mercalan Priest creates a holy barrier for their allies to seek haven for a while. This requires lots of focus though, so distractions dispels this boundary. Caster is immobilized and cannot use movement spells or skills unless Sanctuary is deactivated. Sanctuary can be deactivated by casting again while the spell is active. Spell lasts for 3 rounds. The effect of Sanctuary is halved on the caster.

Rank 1: Sanctuary grants 4% Darkness Damage Resistance, and heals 2% HP per round.
Rank 2: Sanctuary grants 8% Darkness Damage Resistance, and heals 4% HP per round.
Rank 3: Sanctuary grants 12% Darkness Damage Resistance, and heals 6% HP per round.
Rank 4: Sanctuary grants 16% Darkness Damage Resistance, and heals 8% HP per round.
Rank 5: Sanctuary grants 20% Darkness Damage Resistance, and heals 10% HP per round.

Support Skills:

Mediaha:

Rank D Invocation

Cost: 40 FP, 4M

Target: Single Ally

The pinacle of all healing spells, enfused with both the power of Mercala and the user, their combined willpower can bring strength to those who are near death. Can only be used when target is at 25% HP or below, if at 0 HP they will be revived as well. Cannot be used when Silenced. Cannot use healing spells on that same target for 2 rounds after using Mediaha. If used on self, effects are halved after calculation.

Rank 1: Heals target by 25% of their max HP.

Rank 2: 35 FP. Heals target by 25% of their max HP + a bonus based on user's WIL/3.

Rank 3: 30 FP. Heals target by 50% of their max HP + a bonus based on user's WIL/3, and causes them to gain a regeneration status for 2 rounds, making them regenerate 2% of their max HP up to 10 HP.

Pariah of Illness:

Cost: 40 FP

Target: Single Ally

Reaching beyond and using the embrace of Mercala's purity itself, the Mercalan Priest is able cure someone of all of their illnesses. But to do so is a sacrifice its own. All negative status effects (including incurable ones) are transfered from the target to the user, but their duration is also reset.

Rank 1: Learn skill.

Utility Skills:

Passive Skills:

Divine Arrows:

Through using the power of the White Lady's expertise, the Mercalan Priest is able to enchant their bow with magic, causing them to enchance their ammunition with Mercala's power. Equipping this skill allows your arrows to do an additional unresistable 10 Light Magic Damage, the effect is halved if Mercalan Priest is not your main class.

Rank 1: Learn Skill.
Rank 2: Does not take up a skill slot.

Arrow's Blessing:

Through using the power of the White Lady's expertise, the Mercalan Priest is able to bless their arrows with magic, causing them to enhance the firing of their bows with Mercala's power. Equipping this skill increases your bow's hit by a bonus based on rank.

Rank 1: +2 Hit (Bows only)
Rank 2: +2 Hit (Bows only)
Rank 3: +2 Hit (Bows only)
Rank 4: +2 Hit (Bows only)
Rank 5: +2 Hit (Bows only)

Innate Skills:

Purity of Heart and Soul:

Those of Mercalan faith and practice resist the temptation of corruption and strengthen their faith in the White Lady herself. Although this strengthens the spirits which try to harm them.

Rank 1: Resist 10% Light Damage, and 10% Darkness Damage, but takes 5% extra damage from Undead, Ghosts, Vampires, and Possessed racial types.
Rank 2: Resist 20% Light Damage and 20% Darkness, but takes 10% extra damage from Undead, Ghosts, Vampires, and Possessed racial types.
Rank 3: Resist 30% Darkness Damage and 30% Darkness, but takes 15% extra damage from Undead, Ghosts, Vampires, and Possessed racial types.

Holy Protection:

Holiness wards off spirits of evil and combats them. Although, if not directly prepared to fight it, it won't work as well. If Mercalan Priest is not your main class, effects are halved.

Rank 1: Learn skill. + 20% Status Resistance (10% if Mercalan Priest is not your main class) if weapon is equipped with Holy enchant.

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