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  Gun ideas for future gun classes
Posted by: Lolzytripd - 12-14-2014, 01:31 AM - Forum: Suggestions - Replies (2)

some ideas are based on other things, but a lot of stuff already is ...so yeah.

Run N' Gun
-4/4/3/3/2 move
4/4/4/4/3m
20fp/18/17/15/14

same as normal movement but after selecting the movement choice, you may select a target to perform a basic attack against within range of your movement line


Clown cartidge
a luck based chance of accidentally reloading your gun wrong.

50%-luck chance of normal reload
25%+1/2 luck chance of 1 additional round on basic attack
25% +1/2 luck chance of 1 less round on basic attack

Money shot.
basic attack
Increased crit if target has more mura than you.
Increased hit if target has less mura than you.
amount is 5 per rank + higher mura/ lower mura to max of 50


Spray and Pray
cone based aoe attack
xfp cost (unsure for balance)
Does pierce gun damage = 50%skill+50%faith

Lockn'load
buff
Repairs 3 durability and gives a bonus to hit and crit

Ricochet rounds
A missed shot on a target has a chance of ricocheting and hitting any enemy within x tiles based on rank including the target at reduced 75% damage based on 2/4/6/8/10%+luck

Bullet Ballet toggle
Pistol only
Basic attacks consume 10fp per enemy withing range. 5fp if dual wielding.
basic attacks fire 1 round at all enemies within range instead of standard amount at a single target.

and thats all I got for now.

PLEASE PLEASE PLEASE GOD DAMNIT SUGGEST SOME IDEAS OF YOUR OWN IN THIS THREAD, then after sharing your ideas, feel free to rip my ass a new one

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  Enchantments
Posted by: Rendar - 12-13-2014, 06:39 PM - Forum: Balance Fu - Replies (1)

So, quite a few enchantments are. Well. Rather lackluster. So, why not give them "talent buffs" like a few other give?

Fated gives Devotion, It's a 'religious' based thing.

Kings give Fluency, What King can't write?

Floating, or a new boot Enchant, gives SNEAKING bonus.

Jeweled Raises the Charisma Talent.

Lucky lets you find more items, so why not have it give Scout ranks?

Discuss, add opinions.

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  BW And Mages
Posted by: Rendar - 12-13-2014, 04:53 PM - Forum: Balance Fu - Replies (4)

So. Like. Mages take 0 penalty to casting for being over BW.

I propose they lose Spell Damage for being over BW, or their spells cost 1-5% more to cast for every point they're over.

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  Lich-Fu
Posted by: Rendar - 12-13-2014, 04:21 AM - Forum: Balance Fu - Replies (11)

Okay so, Liches are pretty terribad. Especially against anything faster than them/capable of knocking them down.

So lets look at my lich, Konlei.

[Image: b30b0f515a.jpg]

16 defense, 135 HP with Exceptional Health. Lets go further to say that they wear a Bodyguard with 20 defense.

53 CEL, so he might go first, but against a speedster/anyone with decent CEL, not likely.

So lets assume he goes against... a verglas, or even another evoker.

Lets go with Verglas first.

Let's assume this Verglas has a 30 power fist, not hard to get, 70 CEL, also not hard to get if they try, and rank 1 Heaven Kick+Rank 5 Verg stuff.

Well, if PVP breaks out. They'll be able to fly across the battlefield and almost always, immediately, land a HEAVENS kick. This could be quaking, this could be otherwise. Lets assume 10 distance, 10*2+30+5 or whatever damage. 55-36= 19 damage to the Lich. About 1/7th of the Liches HP gone. Then the Verglas follows up with a swift rapid kick. 70+30+20. 120 damage. 120-36 = 86/6=6 kicks of 14 damage.

The lich now has about 32 HP to retaliate, and he hasn't even gotten his turn yet. So, he'll try to dish out as much as he can. Sear, heal. He heals all of his HP back, with ease, and dishes out some damage. however he's still standing next to his opponent.

The opponent then finishes it with RAPID KICK *2, or Axe Kick >Rapid Kick > Rapid Kick or any combination thereupon.

----LICH LOSS----


Evoker vs Lich?

Let's assume 70 WIL Evoker, 25 Power Tome, R5 Magaisendo. R5 Earth stuff.

The lich has 51 Resist this time around, they should be set!

The opponent starts off with a charge mind since they're faster. The lich follows up with the same. However this evoker is a cheap asshole and decides to double cast Magaisendo with his charge mind.

((70+25+23+5)*2.5-51)/2=128.25 Lich is almost dead, Another cast and... Lich is dead.



Liches need .something. anything to balance them out because half-HP is way to detrimental to their survivability in PVP and .definitely. in PVE

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  Shop Stalls in Cellsvich
Posted by: Rendar - 12-13-2014, 12:47 AM - Forum: Bug Reports - Replies (3)

So like. I decided to buy 400-500 hours in the empty stalls of Cellsvich to see what was going on.

The 6 infront of Asago, The one directly infront of Gainer's forge and right beside the pawn shop < Left most one > Alongside the top two-most shop stalls.

Upon a reboot, all hours were lost and the shop stalls were 'unowned' yet again. These stalls did not have shopkeepers in them, however.

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  Bodyguard and a REAL nerf
Posted by: Ryu-Kazuki - 12-13-2014, 12:40 AM - Forum: Balance Fu - Replies (8)

So with the new Battle Weight system in place, some people can carry around Bodyguards with no problem whatsoever, while maintaining ridiculous amounts of dodge. I spoke to Sderg after finding out that's the thing and got a few statistics from him about his character who has a Bodyguard.

244.86 Dodge

BG Weight 48

53 STR / 40 Base

BW total 48 / 58

Lv 60

5 fist / 5 sword / 5 packrat

Katana weight mod 5

Fist weight mod 3

So basically, if you do this right, you can run around with the benefits of a Bodyguard with no penalty, and on top of that, you have ridiculous amounts of dodge to boot while gaining a good effect. Mind you this is also without Indomitable in the mix.


I propose a change to the item in question by making the wearing suffer 25% (or 50%) BW reduction, because even those who can achieve 80 STR would still have around 60 BW while wearing a Bodyguard without Indomitable, Packrat, or Weapon Expertises. IE; If wearing Bodyguard -25% (or 50%) total BW.

Or, as Sderg has suggested, make the wearer of Bodyguard suffer -50% total Evade (after mods apply).

These are at least two suggestions to make the item not be ridiculous for high strength users having little to no penalty in the process and getting high dodge rates as a Black Knight or carrying around a -50% to all damage for something they can easily bypass with strength.

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  Non Melee Weapons and General Weapon Skills
Posted by: Ranylyn - 12-12-2014, 06:21 PM - Forum: Suggestions - Replies (1)

So, for various reasons, you might want a ranged weapon in your main hand and a melee weapon in your off hand. You could be an Arbalest. You could have an Ether or Divine melee weapon and need Maintenance for your Ranged weapon. You could have the melee weapon to facilitate one single skill, and not have Sub Attack. There's various possibilities.

I was recently talking with someone who had to scrap a Vampire Arbalest. Why? Banquet and Bow Hit penalty. Banquet hits at 1 range with the equipped weapon. Only 1 range. Bows get a hit penalty at that range. Thus, all he could do was equip another weapon, go Banquet things until he had 100 Essence, and never touch Silvermists and the like again.

Or, I have an Engi/Kensei who has a Mainhand Gun and an Offhand Sword. She has the strength to do decently with the sword and all, but it's Ether and the gun isn't, so the gun needs to be in the main slot. But Riposte and Repel both hit with the gun, and scale on Str instead of skill. While I actually like this on my MG/G with his shotgun, on my Engi/Kensei, I do wish there was a way to make the sword hit, instead.

I also imagine Tacticians might run into this issue sometimes, since their reliance on Tomes for making their skills good = "Huh.This gets wonky with some subclasses, like BK, Duelist, and such."

Oh, and Forgeries. Can't forget Forgeries.


Proposal: A toggle trait to disable main hand weapon use for skills that can work with any weapon, to allow the off hand weapon to be used in these scenarios instead.

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  [Dungeon Items] Bombing Doors
Posted by: Ranylyn - 12-12-2014, 06:01 PM - Forum: Suggestions - Replies (3)

As it stands, Bomb Items presently suck in battle.

Why not give them another purpose: Bombing dungeon doors!

I recently was in a dungeon on a Level 40 with 17 Strength and low on lockpicks. She triggered a Teleport Trap while trying to disarm it. It plunked her in a hallway with locked doors at either side. She broke her lockpicks and was unable to bash the doors down - and trust me, I was mashing that bash for like 5 minutes. I didn't care about the damage I was taking; she's a healer. Anyways, ultimately, I had two choices: log off, or Alga Plume. And I was low on Plumes.

I propose the ability to outright destroy a door, so it cannot be closed again, with a bomb item. Place one in your Utility Belt, Click it, and it bombs the door in front of you. Maybe affecting a 3x3 area to handle doors behind doors, which is common.

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  [Red Argus]
Posted by: Ranylyn - 12-12-2014, 05:39 PM - Forum: Suggestions - Replies (1)

http://neus-projects.net/viewtopic.php?f=9&t=372

So... the Red Argus is a Spear that let you use Axe skills.

Except... it doesn't work with an axe skill...?

You have to admit, bug or not, it does seem to be an oversight, at the very least.

I thought I'd make a new thread about it rather than bog up the bug report.

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  Goblin and Bandit Drops
Posted by: Mivereous - 12-12-2014, 05:19 PM - Forum: Bug Reports - Replies (1)

I think I heard a loooong while back that if you defeat a goblin speary and it hadn't used its Stabilizer yet, you got the Stabilizer. I don't know if that's on a percent chance or something, but I haven't had that happen in a long while, so that may be broken. Someone can correct me if I'm wrong, or if they've seen this recently and maybe I'm just unlucky.

Also I was wondering if the same thing was in affect for Bandits, because I've never had that happen with them.

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