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Luck and Drop Rates |
Posted by: Rendar - 01-07-2024, 07:12 PM - Forum: Balance Fu
- Replies (11)
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Very simple. Very short.
I enjoy grinding for loot as much as the next guy. But between the RNG nature of "Getting the 9 star drop you want out of a pool of a ton of bad drops." and the like. Luck is a stand-out in the Have vs Have Nots. You can run a boss, or what have you. Do exceptionally fine and.. Oh. No one on your team had high LUC? Well. You just killed a level 80 boss between the 4 people in your party. Everyone gets 1 gold bar and four 1-3 star items dropped.
It's just an antiquated system, and luc factoring in on drop rate feels bad for people who aren't basic attackers or lightning mages. Either rebalance the drop system to not HAVE to factor that in (but still probably keep the Lucky Enchant around...) or make/add a way for people to acquire 'tokens' from breaking down certain high star gear that allows them to, eventually, just purchase the thing they want with said tokens.
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[2.81] Double Down Wear Down |
Posted by: MultiWonder - 01-07-2024, 02:18 PM - Forum: Bug Reports
- Replies (1)
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Weapons Used: Fuuma (Potential Skill worth nothing: Wear Down)
Move Used: Double Down
Issue: Hitting an opponent with maximum Wear Down stacks (20) with Double Down will reset the stacks regardless of rounds left. (In Double Down's case, LV 5)
Replicating this bug is fairly simple. Take any weapon with the Wear Down shared potential and hit an enemy until they reach the maximum amount of LV for Wear Down (LV 20). Upon hitting them with Double Down (the only skill I'm aware of that applies wear down at the moment, but I'm pretty sure other skills that apply wear down do the same thing in this case), all of these stacks will go away, only to be reapplied once more and effectively resetting the stacks.
On a slightly related note!
This seems to apply to some charm effects too, though I may just make a separate post regarding this (since I'd have to do a little more studying on how those in particular work)
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Invention Application - Bluing (or korvava equilevalent) |
Posted by: Mikuel - 01-07-2024, 09:10 AM - Forum: Applications
- No Replies
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Inspiration for the invention. What made your character come up with this idea?
Daralam was doing his usual stuff in factory and noticed there was task on coming up more cost effective way to prevent/reduce rusting. Due being researcher in this factory, he started experimenting with different alchemical solutions and procedures to come up with better way to hold off rust.
How the invention works. What does it do, how does it do it, what are its limitations?
What does it do?: In real life, "bluing" is process that has some evidence being used from medieval times though it is claimed that the process may have been done accidentally by some skilled smiths. It was more commonly used for early fire arms and basically coats the metal parts in "black oxcide" by submerging it into specific salts at high temperatures. Specific mixtures also can be used to give the coated item more decorative coating if its desired.
How does it do it: while the coating is a form of rusting, it doesn't spread due the lack of the salts that were originally used to make it are absent after process. This coating then prevents oxygen and water from damaging the metal below it, thus causing it to be protected from rusting.
Limitations: Due the process requiring the object of proofing to be submerged into the mixture of salts and water and boiled, it can technically only be used for smaller parts and only done in facilities that have the necessary tools. The coating itself isn't the strongest thing when it comes to physical strain and would break if handled wrong, thus making it unusable for anything that experiences regular abuse (armors, weapons...)
Due lack of modern understanding, this would also be limited to specific compounds those happened to work during testing and further experimentation would be needed to understand exact cause of "why does this work" in character.
Existing technology. What within the established lore supports the invention existing as you have described?
In real life? Yes. In Korvava? There has been prior usage of alchemy and such to give similar effects (material changing kits are a loose example) and this is adaptation of it
Development time. How long have you been working on this IC? Do you have logs or screenshots supporting your claim?
Few irl days, no IC logs are available atm due me accidentally deleting wrong folder when cleaning my files. There is notify on discord about Daralam taking the job on fifth of january 2024, channel being Meiaquar "Research and dev reports". If it is required, I can recreate the screenshots of the rp I have done for the experiments.
Creator: Daralam Altranest with assistance of Meiaquar Research and Developement facilities, resources and unnamed npc assistants.
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Treasure Ball Rates |
Posted by: MothEnthusiast - 01-07-2024, 06:37 AM - Forum: Suggestions
- Replies (1)
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With the advent of new style seeds, I decided to try my luck in getting the style I wanted by chance, knowing it was pretty unlikely that I'd do so. In this, I found that... really, treasure ball rates are pretty abysmal for getting what you want, unless you want candy. It's a gambling mechanic, I get that, but given it takes a while to even open a large number of them (there's a delay between each ball before it will let you open the next), as well as to purchase them, I decided to make this post.
In a batch of 500 treasure balls:
14 were style seeds (2.8% rate roughly)
38 were mirror shards (7.6% rate roughly)
The rest were candy or sticks / gentleman's literature.
Consider that we just got 92 new styles, added onto what we already had, and you're looking at REALLY bad odds to get what you want the 'intended' way. Consider further that making use of these to begin with already requires a donation item on Korvara, to counter anyone that would say 'just use style seed picker'.
Point is, I'd personally love to see the rates for non-candy / throwable items be bumped up to be somewhere in the 8% to 12% range, or at least SOMETHING higher than what we've got now. The results I got could just be from really really bad luck, of course, and I don't have the exact rates, but I figure they're not even close to 12%.
(when u post in the wrong place and quickly have to delete, woolad)
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[2.81 v5] Double Down Elemental Town |
Posted by: Sawrock - 01-06-2024, 10:25 PM - Forum: Bug Reports
- Replies (1)
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Either I missed an update that changed this and the ore mouse-over descriptions didn't get updated, or this is a bug. When using elemental ore materials on weapons, the elemental attack they give is double than what they state (+6, instead of +3). Tested with both carapace and planeterium material change kits on the weapons Shadow Wind Claw and Longsword.
If it means anything, for selfish reasons I'd prefer if they stayed +6.
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Sanctity Resistances |
Posted by: MothEnthusiast - 01-06-2024, 05:59 PM - Forum: Balance Fu
- Replies (7)
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The resistances Sanctity gives are jank, simply put. Some elements get it, some don't. Even on the stat page alone, not all of the elements are accounted for, which doesn't really make much sense to me.
So, simple suggestion: Make Sanctity give resistance to every damage type, save for maybe Akashic just to keep with the theme. Maybe Null as well? Past that, I don't think it'd really break anything to give it that little oomph, given Sanctity is far from being a premium stat (it's not a common damage type, it plays no role in hit checks, and its effects are minimal save for those that really need racials or want to avoid statuses).
6 Sanctity gives 1% resistance to the elements it protects, so at 60 scaled you'd have 10% DR (that is multiplicative, so ultimately it ends up being less), so I don't think this would be a particularly egregious change, and it might serve to place a little more value in a stat that I see put on the backburner pretty often.
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Invention Application -The Bloodfang X1 Protoype (WIP) |
Posted by: Benyah - 01-06-2024, 02:37 AM - Forum: Applications
- No Replies
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Inspiration for the invention. What made your character come up with this idea?
During a discussion (provided to GMs), Evizu was given the idea to adapt Geladyne's artillery in a way that suits Telegrad's specific needs.
How the invention works. What does it do, how does it do it, what are its limitations?
The Bloodfang X1 Prototype (Shorted to BFX1P or BloodFang) is a 60MM maneuverable cannon. It requires a crew of 3 (optimally) to operate, including:
A calibrator (Who aims the Bloodfang)
A loader (who places munitions into it)
And a gunner (who channels focus into a switch located on it's lower region)
The BFX1P houses a smaller munition than Geladyian Artillery.
The Bloodfang has an internal mechanism which channels focus into the lower chambers of the cannon, the energy then, as more focus is channelled into the item, specifically into it's switch, the focus within it grows to condense before combusting violently as it is stirred below, it is then forced upward due to how the barrel of the Bloodfang is made. Due to this, the munition projects outward forcefully, upward and following a trajectory dependent on how it is calibrated.
Aiming mechanisms:
Lower the cannon - Projectile goes further forward
Raise the cannon - The Projectile goes upward, lands closerby.
Move the canon on it's x axis to the left - it goes to the left.
Move the canon on it's x axis to the right - it goes to the right
The BFX1P is powered by planetarium therefore, it makes alot of noise & deals sound based damage as well as an explosion.
The BFX1P is lightweight and maneuverable, however it lacks explosive force comparable to Geladyian Artillery, however it gets the job done.
It must be operated from a safe distance from any front line, but vastly closer than Geladyian Artillery.
Limitations:
It lacks explosive force, and it is not as destructive as it's Geladyian counter-part.
It's light weight and maneuverable, but it's munition stacks onto the weight.
Due to it's focus-combusting properties, should it malfunction it can potentially hurt the operators.
Due to being powered by Planetarium, it is very loud, therefore it's not very stealthy to use.
Enemies will hear when a round is coming specifically toward them, due to how planetarium functions in this concept.
Existing technology:
Geladyian Artillery & the Railgan bot, my character was a part of R&D Engineering, where they specifically engineered bombs and so on for artillery pieces.
Development time. How long have you been working on this IC? Do you have logs or screenshots supporting your claim?
The character worked within Geladyian R&D, specifically in the Engineering sub-department where they studied & research bombs, explosives.
Currently, pending approval from GM's to proceed with actual research.
Creator: Evizu Va Valentine Rose-Marie Leclerc
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Invention Application - Sun Seeker Sprinkler (WIP |
Posted by: Benyah - 01-05-2024, 03:48 AM - Forum: Applications
- No Replies
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- Inspiration for the invention.
Evizu wants to make herself useful to Telegrad, therefore, she commissioned Research done by (pen name: -ファームノーム) in "the Art of Farming" (Character name: Linzi Kilima.)
- How the invention works. What does it do, how does it do it, what are its limitations?
The Sun Seeker Sprinkler stores gathered water in one specific position. When enough water is gathered, it then adjusts & sprinkles the terrain (crops) dependent on the needs of the environment. During night mode, it does not adjust to environment, and needs to be manually activated.
How it does it? It stores water in a barrel, and that barrel is attached to a larger machine which projects different sprouts of water outward. It adjusts to the needs of the terrain by gathering UV-Rays and determining, dependent on their heat, which parts of the field needs more water than others. The Sprinkler is limited in range, about 1/4th of any given farming plot at a time.
Limitations: Cumbersome. Some areas may need to be re-watered with the machine, or done through conventional means as it cannot accurately touch every area on 1/4th the land. It simply will not function unless there is sufficient UV rays (so if it's raining you're out of luck.) Night mode is also limited. It is limited in range,
- Existing technology. What within the established lore supports the invention existing as you have described?
The Art of farming was used, if that counts.
- Development time. How long have you been working on this IC? Do you have logs or screenshots supporting your claim?
Another WIP project, I will gather these when possible.
Creator:
Evizu Va Valentine Rose-Marie Leclerc.
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Invention Application - Seed Sower Supreme (WIP) |
Posted by: Benyah - 01-05-2024, 03:22 AM - Forum: Applications
- No Replies
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- Inspiration for the invention. What made your character come up with this idea?
Evizu wants to make herself useful to Telegrad, therefore, she commissioned Research done by (pen name: -ファームノーム) in "the Art of Farming" (Character name: Linzi Kilima.)
- How the invention works. What does it do, how does it do it, what are its limitations?
What does it do?: The construct digs a hole into the ground, generally the same hole a skilled farmer would. It will then evenly spread the ground across the hole by means of vibrating. Therefore, it reduces the amount of work that has to be done, but maintains the requirement of a human present.
How does it do it: The Seed Sower Supreme is powered by focus. It utilizes the focus of the user to generate it's power, much like an active battery. Which means, you need to be holding it for it to do it's job. You click a switch, and it goes through the digging process for you, up to the spreading process.
Afterward? It's done, and you need to press that button again.
Limitations: It is heavy. It requires stamina.
- Existing technology. What within the established lore supports the invention existing as you have described?
Unsure
- Development time. How long have you been working on this IC? Do you have logs or screenshots supporting your claim?
Application is WIP, as a means to store this here for later usage as I have nowhere else.
Creator: Evizu Va Valentine Rose-Marie Leclerc
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[2.81v5] Really Loud Pyrotechniques |
Posted by: Rendar - 01-05-2024, 02:07 AM - Forum: Bug Reports
- Replies (2)
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Pyrotechniques, under the new effect of Volume Up, has it's size made to be 5. If you change it whatsoever, it turns into max size 4.
Which seems to be the OLD max limit (without volume up).
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