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| Medical Kit |
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Posted by: Rendar - 02-12-2024, 08:56 PM - Forum: Quality-of-Life (QoL)
- Replies (1)
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Can we please make a new "Medical Station" map icon.
The only thing craftable at these crafting stations will be medical supplies, which will be Each of the Injury fix kits, and potentially bandages.
And also throw this as a new 'listing' on the Portable Science Kit. Please. I'm begging thee. It's silly that mappers have to put a MIXING BOWL in the hospital just so we can get burn ointment.
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| Field Medic (Tactician) |
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Posted by: Snake - 02-12-2024, 07:02 PM - Forum: Balance Fu
- No Replies
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This thing heals so little for being a single target melee heal unlike most other heals in this game. Besides, Tactician isn't really a healer class so it's fine to make this a little stronger.
Give it a touch-up on the numbers.
Quote:Field Medic
Sometimes, there is no time to move someone to a safer location; they need treatment then and there. Targets 1 ally within 1 Range (or yourself), restoring HP based on Rank, plus (Tactics Rank * 2)% of the target's max HP.
Rank 1: Base Heal: 40
Rank 2: Base Heal: 60
Rank 3: Base Heal: 80, can revive defeated allies.
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| Termina - The Akashic Fumble |
Posted by: Sarah54321 - 02-12-2024, 04:10 PM - Forum: Approved Characters
- Replies (2)
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Byond Key: PeepPeepPeepers
Character Name: Termina
Request Type: Ability Fluff/Backstory/Height
Request Details: This request in particular is being re-done to better spread out what was originally approved and what is being re-applied for. I'll list them, here.
Backstory -
X4 Humans (Meiaquarise, Geladynian, Telegradian, Duyueian) with Eyes of God.
X1 Reaper with the ties to Lazarus.
X1 Oracle with the Eyes of Accursed.
X1 Papilion with the Insanity of the Abyss.
X1 Glykin with the Blood of Purity.
X1 Heron with the Voice of the Divine.
Termina was created in Geladyne about fifty years ago, an Amalgama created on a whim by a long forgotten scientist. There was no real information on the akashic record, only that Homunculi somehow awakened with basic thoughts, ideas, and knowledge despite not all of them being put in. This scientist sought to see if a homunculus would be able to reach that 'well of knowledge' and stay there, to funnel more to the outer world. This, of course, failed. However, what did succeed was that Termina managed to stay In the Akashic Record for longer than most homunculi would, causing mutations and specific issues in their day to day life. They served in the military and survived only due to their abilities in magic and quick learning ability.
Knowledge Bank (Fluff Ability) - The boon to having stayed in the Akashic Record for longer than most homunculi is simply that Termina can learn and understand things alarmingly quickly. Whether it be texts of differing languages, magics they don't understand at first, or fighting styles they've never seen, they're able to absorb and comprehend how it works at a startingly rapid rate. Though they can comprehend the knowledge, there's no guarentee they can use this information, or that they're capable of doing the things they know.
Fractured Body (Fluff Debuff) - The unfortunate side effect of having stayed longer than expected in the Record is that Termina is physically quite frail. Along with being pale as snow, if they don't have their magical barriers up at all times, simply pushing or trying to bruise them might fracture something, or at least cause a lot more damage than would be expected. Along with this, their eyesight is severely hindered, though not to the point of being completely blind. Their shell remains brittle despite any attempts to reinforce it due to the connection and the strange status the Amalgama's soul has.
Limited Divine Sight (Fluff Ability) - (This is an addition to the original application) - There goes a rumor that those of human descent, who have remained purely human, are capable of unlocking a sight that allows them to cut down anything and everything using the lines that only they themselves can see. Termina is capable of seeing hazy lines, but unable to interact with them. This is due to the humans which were used to make up their soul, originally.
Barrier Magic (Fluff Ability) - (This is an addition to the original application) - The only reason that Termina has truly survived up till the modern day of Korvara is because of their ability to create barriers. These barriers are very flexible and mostly translucent, being invisible to the average, naked eye. Powered by Focus, anyone with a touch of magic or sense is able to figure out that they're constantly surrounded by the protection. While not foolproof at all, the barrier magic is capable of being reactive. Though, as expected, when the amalgama sleeps, the barriers can no longer be used. Constant upkeep of this magic would normally be far too taxing on a human, but as a homunculus is filled to the brim with Focus, it's only a mild hindrance for the most part.
Shrunken Figure - Poor Termina is much shorter than would be desirable for most. They stand at a meager 4'0 flat-foot. Any larger and their body would simply cave in on itself from trying to support bigger vessel.
Reason for Making this Request: I already submitted this privately some time ago, but with new additions added and new wants for the character formed, I'm sending this in once more. For the original reasoning, I just found the idea of the Akashic Record interesting. Along with that, I really like the lore of Homunculi, and wish to explore it further.
Roleplay and Lore Supporting this Application: Homunculi already are connected to the Akashic Record in a very vague manner at the beginning, obtaining various amounts of knowledge from ‘birth’. In general, I imagine that there's such things as deformities due to miscaculations during the creation process.
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| [v.2.82b v2] Unbound Fog |
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Posted by: Balthie - 02-12-2024, 04:14 AM - Forum: Bug Reports
- Replies (1)
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Pretty simple one, ranking up Earthbound Fog doesn't seem to actually increase the duration right now.
Tested with EBF at rank 5 (with accel, hence the turns here), cast at round 1, ended at round 6.
As a note, I was first trying it with a higher rank via EM tools, only to see it end after five. Lowered the rank to the normal cap to test again. After a relog, and equipping hexer with rank 5 EBF as a class rather than loading it on, this issue persisted.
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| Buffing Melee Weapon Crit Damage |
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Posted by: Autumn - 02-12-2024, 12:13 AM - Forum: Balance Fu
- Replies (11)
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When it comes to melee weapons, typically the ones that you require building STR for, they often fall behind GUI scaling weapons due to them not quite dealing enough damage when you don't invest much for GUI, even building for 30-40 GUI can be a serious tax for a lot of melee critters when they should be focusing more on what's important and what differentiates STR weapons, and that's their SWA for the most part.
Axes are a supremely good example of what melee weapons should sort of look like, barring their accuracy of course, starting at 125% critical damage does them a lot of good as they only need to invest half as many points as Swords, Spears or god forbid Fists do to gain a respectable crit damage number. While axes can focus on the big number, they don't always have to, and have options when it comes to their builds.
Swords, Spears and Fists are not afforded this luxury unfortunately, given their extremely base critical damage, they can't just invest into STR, LUC and accounting for SWA, they have to be able to multiply that SWA too, given that crit damage scales very linearly I think raising these numbers will do little to overpower them, especially given that half of the damage of fist and spear basic attackers tend to be magic from on-hits anyway.
Therefore I propose raising the critical damage of Spears/Swords/Fists to 125% to match Axes, Axes will still have Deadliness and Spiked Axehead to differentiate them as the defacto critical damage weapons of the game, going from 125% to 140%, still 15% above the other 3 martial weapons, thus justifying their accuracy loss. (As for Keen weapons such as Wo-dao/Hisen/Duodent, they can be raised to 140%, remaining 15% above non-keen counterparts, this is where Battleaxe also sits at.)
I personally think this change will help STR critters feel more comfortable with their stats, and not always have to resort to 40 GUI to feel like they're dealing enough damage, instead you'd see 20-25 GUI be more common place on them, which considering you have to build a whole other additional stat than Daggers, Guns or Handshot gets? Seems like a pretty light investment enough to not make STR crit builds so hard to build in the first place.
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| [v.2.82b v2] No Empty Threat (Counterattack Tiles) |
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Posted by: WaifuApple - 02-11-2024, 08:54 PM - Forum: Bug Reports
- Replies (1)
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Using Forced Move, I was successfully able to trigger a whole line's worth of rook's counterattack tiles in a single move. Considering the change made to these interactions to make it so that this only happens once per action, it still working this way seems like a bug. This is likely the case for all other counterattack tiles, too.
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| [v.2.82b v2] Slicing Benten-times over |
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Posted by: WaifuApple - 02-11-2024, 08:52 PM - Forum: Bug Reports
- Replies (5)
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Similar to a bug with Ice Slide earlier, Slicing Benten can proc on-defeat skills for every hit it does on someone an earlier hit killed. This can lead to, in the case of the new whip, Balrog, several versions of a flame soldier being spawned from one kill, which can clearly spiral out of hand.
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| [v2.82b] Pocket Heater |
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Posted by: Autumn - 02-11-2024, 12:05 AM - Forum: Bug Reports
- Replies (1)
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If you end a battle while you're already frozen, you'll be granted frozen immunity after the fight and not have it removed, this persists into the next battle.
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| Staff of Mending and Staff of Miracle QoL Request |
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Posted by: Snake - 02-10-2024, 11:28 PM - Forum: Quality-of-Life (QoL)
- No Replies
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I don't find very comfortable having to target a far-away ally twice in a row and slow down your battle flow to use this old item effectively. So here's my idea.
Staff of Miracle should heal (Scaled WIL/2 + Scaled FAI) and cost 3M to use. Like how Staff of Mend currently works, in so to give healers the option to only half-heal someone and have 4M left to do whatever else.
Staff of Mending should heal (Scaled WIL/2 + Scaled FAI) * 2, and cost 6M to use, similar to Staff of Restrain.
This is moreso you don't need to use it twice, just have it pay both the uses in one go and cost a whole turn to heal the amount intended on two uses. I wish something could be done about Elves making this busted, but it is what it is.
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