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  Overcharge reloading
Posted by: Lolzytripd - 01-12-2015, 05:10 PM - Forum: Suggestions - Replies (8)

I suggest the reduction /removal of reloading.

Overcharge has only recently seen use with one overcharge, now that the damage will be changed to magic damage, it won't be as useful, many of the effects are still looked over since they don't last as long as the reloading does.

Reloading should be atleast changed so that at max rank one use of the skill should make the gun ready to use again. ( a courtesy atleast arbalests have with reload accel)

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  Covering Fire, Parting Shot, and Volley Formation
Posted by: Rendar - 01-12-2015, 04:38 PM - Forum: Balance Fu - Replies (6)

Can Covering Fire and Parting shot use the range of your weapon? Honestly I find it silly that to provide someone with covering fire, I have to be within 4 squares of an enemy to 'fire at them willy nilly'. Same goes for parting shot whenever my rifle has like 8 range. And can Volley Formation effect such things? I'd really like if it affected single target spells as well, such as Rye, Ryemei, Libegrande, etc. as well so that the class has more utilitarian use with a spell splinger if you have volley formation out rather than just. "Well the only thing that I have that helps a mage is... Casting Order... Sorry!"

The only issue I can see with Volley Formation effecting skill ranges as well as basic attack ranges is possibly things like Pulling Shot having 12 or so range but. Tactician is kind of weak-sauce for solo play and gains more momentum with a team and even then, it might still be better just to be a dedicated healer/damager.

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  Lucky Amulet Rymei
Posted by: Rendar - 01-12-2015, 04:30 PM - Forum: Bug Reports - Replies (1)

Lucky Amulet's effect does not proc, or activate whenever a Rymei critically hits you, even though it says it reduces critical damage to you by 25%

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  Monster Stats/Etc Examination and Equipment
Posted by: Neus - 01-12-2015, 04:23 PM - Forum: Balance Fu - Replies (7)

So in another topic, someone mentioned being able to see monster stats being a downer, which I can agree with. Although it has been helpful for bug testing, at higher levels, it does sort of convey another advantage for players. So, basically, I wanted to get some feedback for an idea I had;

1) After level 20, monsters start hiding their stats and skills from players.

I picked level 20 because it's still nice and flexible for new players. Alternatively (and somewhat tricky to implement);

2) Monster skills are hidden from the player until they are used/applied.

So you won't know a monster has Red Sea until it casts it. You won't know that Forgery will make your ears hurt until it does. And so on. Enemies with Akashic Erasure would ignore this rule, as you might expect. This would apply on a per-enemy basis (so if you were in a battle with two enemies that could use Red Sea, you wouldn't be able to see that they both have it, even if they're the same enemy type. This is mostly to cut down on storage issues; tracking skills individually is out of the question for that reason. I could see something like a Monster Hunting talent being added at some point, though, that lets you record enemies in a bestiary (like the Detective Log) and see their stats if the talent's rank is high enough (so you can see enemies you've already beaten, and so on). This is an idea for the future, though, not something that needs to be included alongside this adjustment.

Some notes;
A) Skills such as Enemy Evaluation would give you the full rundown.
B) Some new skills could be added that give a similar 'analyze' effect.
C) Might be able to buff Zeran's focus sense to include HP and FP being seen by default, giving them a nice little niche.
D) Could also have applications in future items/etc.

---

Also, enemy equipment. Some people have mentioned this before, but I think it might be interesting if at certain levels, some of the humanoid enemies (such as goblins and bandits) could equip items like players; the number of items they could equip in this nature would be relative to their level. So a higher level enemy could have a whole bunch equipped. This would work similarly to arena combatants.

Some notes;
A) Could give rise to some new skills that let you check what items an enemy has equipped (and potentially steal them if they're a monster maybe?).

---

Anyway, just looking for some feedback on these ideas, so feel free to post what you think.

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  Raid Bugs.
Posted by: Reikou - 01-12-2015, 11:49 AM - Forum: Bug Reports - Replies (4)

Ghost Butler

It's still possible to talk/click the butler during raids, he just becomes invisible and non-dense, which makes it possible to cover his sprite.
[Image: butler.png]

Multitasking

Its possible to fish and repair at the same time, which can lead to the ellipsis emoticon to stay there, floating mid-air indefinitely. It also makes it possible to move while doing repairs after you finish fishing.
[Image: jci.png]

Fountain Fairy

It's possible to summon youkais over fountains.
[Image: Summon.png]

Random non-raid related bug

Magnet shell can cause monsters to temporarily disappear until the next turn if enough were magnetized ( Tested this in the arena ).

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  Hit formula rebalance
Posted by: Lolzytripd - 01-12-2015, 08:54 AM - Forum: Balance Fu - Replies (5)

Every point of hit over 50% hit rate requires 2 points per %, 4 points every % past 75%

ever point of evade under 50% requires 2 points per %, 4 points under % past 25%

this both successfuly balances super dodge and super hit

a hit of 150% becomes 86%, 100% would require a pre existing 200%

on the opposite end a 0% becomes a 25% a -50% becomes a 12%


this doesn't make super dodge or hit unusable but it brings a bit of fairnes.

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  Mechs and LA
Posted by: Rendar - 01-12-2015, 08:24 AM - Forum: Suggestions - Replies (4)

Let Mechs LA and swap body types.

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  Book Smack
Posted by: Tuneintosando - 01-12-2015, 06:11 AM - Forum: Balance Fu - Replies (8)

In my opinion this ability is a bit overpowered due to the classes that pair up with this weapon type and the combos that can be abused due to it.
It gives tome users an unfair advantage over melee characters since they can book smack someone and push them away with Typhur, which forces them to take damage for one turn since they only have enough momentum for one action.
It also allows mages to trump melee classes in close combat since it takes momentum, giving mages two attacks while allowing the melee class only one attack.

Close combat options for mages are limited but this was not the direction to take since it gives too much power to their close combat ability and it can be paired up with Typhur and be easily abused.

I believe this skill could of worked well on something like axes due to the size and impact of the blow, it would make sense for your opponent to get staggered.
This would give them the choice of fleeing for a turn or staying and fighting at a disadvantage which would be especially devastating for ranged classes.

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  whining about general connection issues
Posted by: Tsundere - 01-12-2015, 02:14 AM - Forum: General Discussion - Replies (3)

i occasionally get bursts where i cannot connect to the game period or when i do the connection fails immediately, usually happens when other peoples' games are lagging as well

wondering if anybody else has the problem and/or a solution to it
i can connect to websites, other byond games, etc etc but i can't get into sl2

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  Obsolete Steel Skin
Posted by: Blissus - 01-11-2015, 07:32 PM - Forum: Bug Reports - Replies (1)

Apparently "Steel" miniboss monsters are not halving physical damage. I did full physical damage with both a spear and a gun on two different occasions.
However I am not sure whether the problem is in physical damage in general or just pierce damage since both weapons do pierce damage.

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