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  Haunting Wind
Posted by: Rendar - 01-02-2015, 10:57 PM - Forum: Bug Reports - Replies (1)

Haunting followed by Ghostwind isn't dealing the correct amount of damage.

If it deals 1.5x damage, and follows the scaling that other weapons that do this sort of thing do, like the Excel Series, or Charge Mind, it should be applying the 1.5x before Resistance, otherwise it's useless.

The test involved me at 94 will, a 21 power tome, and rank 1 ghost wind.

My target had 40 resistance.

Invidentia takes 56 Wind damage.
Invidentia takes 59 Darkness damage.

That is the damage they took after I used Haunting, I don't have any pre-haunting however we can work with this.

94+21+4=119
119-40=79
79*1.5=118.5
118.5-56-59=3.5

If it's supposed to be like the other damage multipliers, it should be...

119*1.5=178.5
178.5-40=138.5
138.5/2=69.25 per hit.

So it's missing about... 20 damage on someone with 40 res, even more if they have it higher.

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  Soldier's Mastery Skills
Posted by: RoboCat - 01-02-2015, 04:10 PM - Forum: Suggestions - No Replies

Hi, I was just playing a melee class for once and thought it'd be a neat idea to make some horrible weapons feel even remotely viable for the only classes that use them.

Give soldiers a skill that adds 5*rank hit and 1*rank damage to basic attacks with axes spears and swords.

because lets face it The class is bare bones and expects people to basically use nothing but their subclass. Along with the fact that most spears and axes suck hard when you're not using skills for them.

I dont know if that boost to hit would be too much though I doubt it would.

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  Fitting Form
Posted by: Rendar - 01-02-2015, 05:28 AM - Forum: Balance Fu - Replies (10)

Why not have it use total BW instead of your weapon's weight. That way if your proficiency with something lowers it below 5, and you have nothing else weighing you down... it's essentially the same as it is now!

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  [Board] Event Notice Poster
Posted by: Rockabye - 01-02-2015, 03:56 AM - Forum: Sigrogana - Replies (1)

A large poster has been pinned to the board, a message neatly written beneath it.

[Image: WBCGC6O.png?1]

As many of you may have heard, we of Chimera Enterprises will be hosting a promotional event at the shrine. This is a time to familiarize yourselves with our company and our products, meet and socialize with others, and participate in fun activities. There is no fee for entry, and we will be serving free food, so anyone available is highly encouraged to attend. For other details such as the time of the event, see the above poster. We look forward to seeing you there!

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  Guns and Turn-Offs
Posted by: Ryu-Kazuki - 01-01-2015, 11:45 PM - Forum: Balance Fu - Replies (16)

Guns right now, in general are very, extremely lackluster. Their damage output for certain weapon types is pitiful and they can easily be outmatched by other ranged weapons. Especially another provided by an Arbalest.

[Image: 9a469a59c52a8491b49dc846619e20d1.png]

This is my first attempt at a Magic Gunner, this is prior to her first Legend Extension, but in combat despite her versatility, her offensive capabilities are extremely poor.

Quote:Deathrose Sniper

Worth: 150
Medium Gun

Power: 17
Type: Rifle

Critical: 32%
Accuracy: 83%

Rounds: 1

Material: Rockdirt
Weight: 20

Damage Type: Pierce
Durability: 14/43


Rarity:

The Excel line of weapons were developed in Chaturanga, where the ability to be defensive while increasing offensive capabilities was highly valued. By charging up the weapon, it can explosively spend the focus energy when it strikes an enemy, greatly increasing damage. However, the engine module makes it heavier than other weapons.

Item Effects
Quality - Lightweight -2 Weight
Grants Skill: Charge Weapon
On Hit: Consumes Weapon Charges, dealing 50% more damage per Charge Level.

Customization
Barrel Slot - Sniper Barrel
Grip Slot - Custom Grip
Bullets Slot - Silver Bullets

This is the weapon she uses, which is the preferred weapon I plan on using for her. But overall, multi-shot guns provide better damage output unless I use my weapon's excel ability, which is at a cost of 3M per. (It'd be one free if I had a shock collar and conversion gloves, but I don't.)

I'm not sure how the proper SKI scaling for guns works, but I was told it's SKI/2 + WIL/4 + Power for Magic Gunners. So taking the character's stats into account...

Currently that's...

17 + (43/2 rounded down) + (17/4 rounded down) = 52. On a crit is 78. That's all without an excel charge. At 60 if I got both an extra 18 SKI and 18 WIL. ((SKI / 2 = 9) + (WIL / 4 = 4) = 13 + 52) = 65. 65 damage per shot with a sniper rifle. Which is 65 + (65*1.5) = 97 on a crit. Any other weapon can do more damage than that. This is also not guaranteed because of my growth percentages.

With an excel charge comes out to 78 + (78/2) = 117 damage. Which is free with a shock collar and conversion gloves (minus the 2 HP cost for shock collar).

If I wanted a full 150% excel charge without a shock collar and conversion gloves, that costs me a total of 1 1/2 turns with Tactician. A full 1 turn with those items. And that'd total out to... 78 + (78 * 1.5) = 195 without a crit, and with a crit would be... 195 * 1.5 = 292.5. Setting that up still costs (2 full turns) more time than CM + Non-Invoke Spell casting (which is 1 1/2 turns). Doing so makes you miss out on chances to do High Charge (which comes free if you use Spark Drive), or Overcharge (which also comes free if you use Thunder Drive, but all of that costs you 4 SP plus 2 SP for Safety in order to set that up, making you lose 6 SP just for that build).

Now, this is all considering just a sniper, which can be boosted by excel powers. Other guns don't get that kind of benefit so they can't even reach that high of damage. Even so, 52 base damage (which can get somewhat higher yes because I'm not at 60) is really pathetic, especially even for a single shot rifle.

Now you can argue that guns are already good, but let's look at the pros and cons overall before saying that.

Pros
  • Guns bypass defense.
  • Guns can get multiple hits.
  • Guns get marksmanship bonuses.
  • Guns do extra damage against Kaelensia & Beast Races (if you equip Silver Bullets).
  • Snipers have good range against short movement characters.
  • Swapping shells has no penalty.

Cons
  • Guns can't be upgraded at a blacksmith.
  • Guns can't be crafted, meaning they're stuck at one positive quality if you find them in a dungeon.
  • Guns are a pain to find in dungeons. They also may not be the material type you wanted, nor have a positive quality. They may not even be the gun you wanted to use.
  • Guns vary on shot quantity, and depending on the type of gun is the type of mod / skills you can use to make it better.
  • Guns get a variety of shells, but they take up skill slots, cost a pretty SP cost for multiple shells, and not every shell works for every gun.
  • Guns get practically no synergy from their base class.
  • Safety is required to make Thunder Drive work (since if you fire again to make Thunder Drive activate, you need to make sure you don't burn out your charge, costing you at least 1 SP, plus the SP you spent on Spark Drive and Overcharge and their prerequisites.).
  • Reloading makes all effects of shells not work for 4 turns (2 if you have Cooldown, which again costs 3 SP).

Either way you look at it, guns have decent arguments on both sides. But I still feel that if you need to spend so much so set something up, or even to provide good damage (especially with a gun that doesn't split the damage between shots), then you make yourself a sitting duck and an easy target to pick off.

If it is at 1/2 SKI divided between each shot, then that needs to be changed in some manner, because 25% of WIL isn't going to cut much at all in helping the damage increase. I think the 25% of WIL is fine, so it doesn't need to change, because it's not going to help other future gun classes.

Though I propose SKI scaling with guns increases to 75% of SKI / shot quantity. This way it's not entirely too high, but still provides a decent increase to the desire for guns and their combat power. Otherwise they're going to be dishing out small hits with moderate HP for a gunner, and you're not getting much DEF either, so you're all around pretty weak in combat. There's too much cost currently for so little reward.

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  Overcharge
Posted by: Lolzytripd - 01-01-2015, 11:31 PM - Forum: Bug Reports - Replies (4)

Chain, bright, celsius, blaze, and sonic

do magic damage on overcharge

only chain shell is resisted by res however,


pleasefix

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  Overcharge
Posted by: Lolzytripd - 01-01-2015, 06:42 AM - Forum: Balance Fu - Replies (11)

Only archer promo's have to deal with being crippled for using their abilities.

my suggestion to alleviate mg is

Attacking with a gun that is reloading, reduces the cooldown by 1

this could be tacked on the current cooldown or just replace it.


As is it takes 2 uses of cooldown at max rank to get gun effects back, and 4 uses at rank 1
thats bullshit.

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  High Damage Crits
Posted by: Xero Shade - 01-01-2015, 06:12 AM - Forum: Bug Reports - Replies (2)

I was under the impression that all crits do 1.5x damage of normal attacks.
Critical Hit! (Insert name here) attacks Rock-Solid Firefox with -------- and hits them!
Rock-Solid Firefox takes 206 Pierce damage.
The Mellow Mismatched Eye Man's turn.
The Mellow Mismatched Eye Man: The Void's Will (20 Power)
Hit: 121.85%
Dmg: 89
Crit: 46.75%
(Insert name here) attacks Rock-Solid Firefox with --------- and hits them!
Rock-Solid Firefox takes 102 Pierce damage.
The Mellow Mismatched Eye Man's turn.

Here, that's more like 2x (and some change) of an attack. These were both back attacks, performed with one using Cutthroat (the second) while the first was a basic attack.
When tested again..

Critical Hit! (Insert name here) attacks Firefox with --------- and hits them!
Firefox takes 216 Pierce damage.
The Mellow Mismatched Eye Man's turn.
The Mellow Mismatched Eye Man: The Void's Will (20 Power)
Hit: 131.05%
Dmg: 93
Crit: 50.15%
(Insert name here) attacks Firefox with ------------ and hits them!
Firefox takes 106 Pierce damage.

This time, it wasn't against a mini-boss, and the second attack was, once again, a Cutthroat. And, still, the first attack deals 2x (and some change) of the Cutthroat, yet Cutthroat is still performing a simple basic attack with a hit deduction. Intentional?

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  The Green Seal.
Posted by: Kavoir - 01-01-2015, 02:32 AM - Forum: Bug Reports - Replies (6)

So recently as of the last update though maybe it happened to other people before then. My house has been sealing when I left it open while I am Logged out. I think it might happen on reboots but I am not sure. The display appears green and I have to toggle it back to green to unlock the house when I log in. Someone I talked to claimed to have the opposite problem where their sealed house sometimes unlocked itself.

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  Floating Shark
Posted by: Xero Shade - 12-31-2014, 09:05 PM - Forum: Bug Reports - Replies (1)

So, I was battling a floating (Insert tiny Fang name) and used Magaisendo to clear most of the crazy. The floating shark also took damage from Magaisendo, but resisted approx. 50% of the damage of it. I was under the impression that Floating nulls all Earth damage.

I don't have screenshots because my connection failed on SL2 shortly after.

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