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  Toggle Skill for Dual Wielding?
Posted by: Tamaki-Kun - 01-27-2015, 09:40 AM - Forum: Suggestions - Replies (3)

So i was just thinking about this, But why not add a Toggle skill for people who use weapons that are the same type? Since we all know that when using skills like Sidecut, Lau-Dela, Etc. use your main Sword weapon, I don't see why we can't use those skills using our Sub-Weapons..




P.S:First time making a suggestion, Sorry if this isn't really good.

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  New Talent: Heavy Armor Mastery
Posted by: Ryu-Kazuki - 01-27-2015, 03:05 AM - Forum: Suggestions - Replies (5)

Let's give these people love.

Armor is used to protect one's body from harm. Those who train with heavier armors become more used to fighting in such a manner that it allows them to become sturdier and more flexible even while being weighed down.

Rank 1: +1 DEF for every rank of Heavy Armor Mastery you have while wearing Heavy Armor.
Rank 4: Increases BW by 2% of STR while wearing Heavy Armor.
Rank 5: Gain 5% resistance to Slash, Pierce, and Blunt damage while wearing Heavy Armor.


tl;dr Brief idea that gives Heavy Armor users more bonuses for wearing Heavy Armors. Doesn't exactly have to be these, but I felt like there was no use in wasting a decent idea.

Discuss.

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  [QUE] Armor Maintenance?
Posted by: Ryu-Kazuki - 01-27-2015, 02:53 AM - Forum: Bug Reports - Replies (1)

I believe Maintenance may be giving an extra +1 to metal armors in the crafting list despite the talent's description.

Quote:At Rank 3, your familiarity with common weapon problems will increase your Skill when Smithing them by 1.

This to me makes it seem like it's weapons only. But just in case, is it working as intended? If so, the description is misleading.

On a lv 53 character who has never LE'd, I've invested 4 points into metalwork for a total of lv 5 metalwork. I have rank 3 Maintenance. But when I go to craft armor, I have a skill o 6 when I only invested 4 points into the crafting skill to make it a total level of 5.

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  Laura Esther says "(LET ME BITE YOU ONII-CHAN.)"
Posted by: Ardratz - 01-26-2015, 10:54 PM - Forum: Bug Reports - Replies (7)

To put it simply, Poison Bite is ignoring defense of people it hits which makes it ridiculously strong considering it costs 0 FP and can poison the opponent, nowhere in its description does it say it does any kind of unresistable damage so I am assuming it is a bug and if so can it be fixed.

[Image: ZeqdaJ5.png]

This was between someone with 60 strength and someone with 60 defense.

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  Spooky
Posted by: Soapy - 01-26-2015, 04:41 PM - Forum: Bug Reports - Replies (1)

Death Knighting removes your health bar until you take damage/heal.

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  B.D.P. Reports
Posted by: Nytingale - 01-26-2015, 12:54 PM - Forum: Bug Reports - No Replies

Noticed something -- When the B.D.P.s refresh, there's the chance that some B.D.P.s will remain because of Players being in them. I'm not sure if this affects the B.D.P. Reports to cause this issue, however, I have noticed there's a "cut-off" point on the laplaceNET device, and it sometimes "cut-off" in the middle of the B.D.P. Report for a specific dungeon. The chance on this seems to be also affected by the amount of characters of each Report as well, as sometimes, it seems the "cut-off" is done so "cleanly", there's no other B.D.P. Reports to read... Though, there's usually a few more dungeons about than the 10 or so that appear on the laplaceNET device.

P.S. -- My apologies in advance if this was something that was already spoken about.

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  pvp options
Posted by: Lolzytripd - 01-26-2015, 10:06 AM - Forum: Suggestions - Replies (2)

Pvp options

1) an option at the beginning of a fight to allow more than the standard 4 man party to join (party is disbanded after fight)

2) Stylish pvp

3)A group of npcs to aid a side ( rp purposes)
A) bandits
B) undead
C) guards (in town only, or if a guard badge item is in inventory)
D) plant enemies ( doriad outside towns only, doesn't work in oniga)

this would use standard dungeon loading to generate a group of enemies at the level of Player a + b /2 level ( leaders of both parties)

4)back attack

5)in houses, start combat in current positions

6) Slow down turn timers for rp option

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  Fish on the Rocks
Posted by: Rockabye - 01-26-2015, 02:11 AM - Forum: Bug Reports - Replies (1)

I don't know how this hasn't been reported yet, but...

[Image: 5yXiR2H.png]

This seems like the wrong position for the water effect to me.

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  Seeker Flame...please...no more...
Posted by: Haunted Evil Pajamas - 01-25-2015, 09:30 PM - Forum: Bug Reports - Replies (2)

I know my last bug report was a derp on my end, but this is certainly not,
A Seeker Flame in a Stylish dungeon, it does this.
http://prntscr.com/5x1fai

If the link doesn't work, the picture is also uploaded as an attachment.



Attached Files
.png   rkujd00.png (Size: 225.62 KB / Downloads: 2010)
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  Multi-Team Battles
Posted by: iDarkCara - 01-25-2015, 08:55 PM - Forum: Suggestions - Replies (6)

I was curious about the implications of putting together a multi-team battle system. Where you can have multiple parties fight each-other. In order to reduce lag and confusion, I'd limit it to 2 per party for a max of 8 total people /4 teams for a multi-battle. Is that possible/ something everyone would like? I realize most people want more non-combat updates. But this one could be fun.

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