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  [2.78] Voided Pillars
Posted by: Rendar - 10-17-2023, 07:35 AM - Forum: Bug Reports - Replies (1)

You can place Void Gates, and travel to Void Gates, that have a dense object (Rock Pillar, in this instance) on them.

Considering you can't Blink or otherwise enter this tiles, this is probably a bug.

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  [v2.78] Loopy Roundtrip
Posted by: Autumn - 10-17-2023, 05:23 AM - Forum: Bug Reports - Replies (1)

Goodness, sorry for all the recent bug reports aha

It would seem that roundtrip is counting against armor twice for some reason, this is not consistent with any other physical damage multihit as far as I am aware of. It probably should be dividing the armor in half.

[Image: 7eTeiKy.png]

Tested using a target with 0 armor and then vs 10 armor, and the damage drops by 10 for each hit in the following battle.

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  Soldier Skills
Posted by: Autumn - 10-17-2023, 05:07 AM - Forum: Balance Fu - Replies (8)

I think the base soldier skills are quite old, and since GR2, their reliability has been nullified by the vast majority of hits in the game requiring hit to actually pull off now. 

I think a small general numbers buff along with some utilities could help spice them up and bring them into a new light, I know DH sorta limits what you can do with these skills so I've tried my best to constrain my own suggestions within what Reaver Stance is capable of. 

My suggestions don't have to be taken exactly but I thought it'd be fun/practical to share what I think they could be.


Quote:Thousand Stab:
-Deals 80/85/90/95/100% Scaled Weapon ATK
-Elemental damage changed to 25% of elemental ATK instead of 5.
-If no enchant is present, increases Scaled Weapon ATK ratio by 30% and increases multihit count to 6

Quote:Turnover:
-Deals 110/115/120/125/130% SWA damage
-Can now be used if an enemy is behind you, doing so will deal blunt damage equal to half of Turnover's damage and knock them to the side 1 tile, and knock down both enemies.

Quote:Roundtrip
-Deals 110/115/120/125/130% SWA damage
-Inflicts 1/2/3/4/5 Wear Down per successive hit for 3 rounds, max stacks: 4
-Now uses weapon damage type

Quote:Mad Chop
-2 Round cooldown
-Max rank changed to 3
-Changed to be a basic attack, amount of attacks is dependant on missing HP (same as current), uses the rounds system so on-hits don't go crazy.
-Total damage is increased by 0.5% per 1% HP you are missing, capping out at 30% extra damage (40% HP)
-Charge effect unchanged

Quote:Incise:
SWA increased to 90/95/100/105/110%

Quote:Execute:

-Missing Health damage changed to increased damage based on missing health, 1% extra damage per 1% missing HP

Quote:Retreating Swipe:
-SWA increased to 110/115/120/125/130% SWA damage
-Does not trigger counter attack skills when used.

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  LET ME EAT FOOD
Posted by: FatherCrixius - 10-17-2023, 03:11 AM - Forum: Suggestions - Replies (1)

PLEASE LET ME OVERWRITE BRAIN FOODS 30 FUCKING FIGHT DURATION WITH ANYTHING ELSE

I DONT WANT TO GO DO 30 PVE FIGHTS TO BE ABLE TO EAT AGAIN

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  Legend Extension Crafts
Posted by: Rendar - 10-17-2023, 02:57 AM - Forum: Balance Fu - No Replies

I am, once again, asking for crafting recipes not to require a Legend Extension ontop of being level 60 to actually make the highest tier of stuff.

When it was added into the game, there was a prevalent issue of level 1 characters being made, given gold, and then immediately able to grind up to high crafting because there was no limit on character level to crafting level.

As it stands right now, basically no one plays on G6, which is where this problem was most prevalent. It's just silly that a level 60 character, or even a level 1 character, has to go "Welp I need to go become a weak baby again because I decided I want to have a craft (and all my crafting recipes are tied behind level 6)"

It's silly, and doesn't make any sense.

An alternative for changing the crafting LE, if it must be done, is to add a % chance not to spend materials making the item-- or even just using less gold (25% redux?)

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  [v2.78] Infernal Precision
Posted by: Autumn - 10-15-2023, 09:37 PM - Forum: Bug Reports - Replies (1)

When summoning a youkai via Infernal summon, they wind up at the end square instead of colliding with the first enemy met, this allows them to be inside of enemies or eachother.

To replicate, use infernal summon on a target at 3 or 2 range, and observe as your youkai won't stop until the end of the line regardless of who's in the way.

[Image: IXWzjwq.png]
[Image: cgMZRQ7.png]
[Image: N2arQMz.png]
[Image: in5foEb.png]
[Image: 3B72MCr.png]
[Image: tEi7CD6.png]

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  (REALLY) Tall Character Sprite Guide/Giant Armor Appreciation Guide
Posted by: Conteville - 10-15-2023, 05:04 PM - Forum: Guides - No Replies

A Guide for Making Giant Armor Character Sprites
Attempting to use this guide while implementing character faces is ill-advised. I shall not be liable for any atrocities you make in your attempts.

1.
Find a good torso
-Torsos with zero skin exposed work best for this method. Doing so would help create an illusion of a lower body, an essential aspect for the next step.
-Samples include:

  • [Image: z9VoKZM.png]
2. Find a good cape/back accessory
-A good cape/back accessory fulfills the following conditions:
  • It can cover your face
  • It looks cool with your torso
-Some of my favorites to accomplish this step:
  • [Image: L4ZFivM.png]
3.Adjust the Y-Level of your cape/back accessory
-Select the cape/back accessory you'll be using to cover up your face, it won't be seeing the light of day ever again.
-Adjust its elevation with the Y+ or Y- command
[Image: ELFvbQe.png]
This is done so that the cape/back accessory acts as your new torso, while your torso acts as your legs.
-Don't overdo it or a reminder of what was shall resurface (your old head).
  • Higher Y-Levels can make you extremely tall, but they tend to make your character look lanky. This is especially useful for cultist/robed characters.
[Image: mw6ig1K.png][Image: Zwj4Lhc.png]
  • Lower Y-Levels can give a stocky build appearance, ideal for armored characters (fellow armor appreciators wya)
[Image: BOTZEZa.png][Image: mxcoHgD.png]
-You may need to fiddle around with the layers if your other hats/accessories are being covered.
-If you can't seem to bring an item(a) to the front-most layer as it is being covered up by a different item(b), try bringing item(b) back to a lower layer.

4. Accessorize as you deem fit
-Masks, helmets, and headbands can all co-exist, but not with similar types (helmets can't stack with helmets, masks to masks, etc.).
-Your hats become your new head, adjust their Y-Level so that they are positioned above your cape/back accessory (You can also emulate a hunch back by not doing this)
-Adjusting the character size is optional, but it may make your character sprite look even larger
[Image: KwYN7bK.png]

5.Wakka-Wakka Effect
-Hats that are too spaced apart may break apart when moving, sometimes this creates the "Wakka-Wakka" effect where a helmet and a mask move separately from one another and this resembles Pac-Man opening and closing their mouth. To fix this, just adjust the Y-Level of the affected headwear so that either the effect is less-pronounced or there is no breakage at all.

6. Actual Height Values IC
-Do note that you'll need actual approval for IC height. You can apply for approval in the Applications->Character Applications thread for height requests.

And thus the guide concludes. Go forth and spread chaos you glorious giants

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  Second Set
Posted by: Rendar - 10-15-2023, 12:13 PM - Forum: Balance Fu - Replies (7)

Plain and simple.

Second Set should probably only heal summoned allies (Engineer Bots, Youkai, Wraithguard) for half HP, akin to Malmelo.

Since it's a boardwide heal for 160 hp even if you've not had a single ounce of Darkness Hype applied.

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  [2.78] Unholy Needle Diver
Posted by: Rendar - 10-13-2023, 02:54 PM - Forum: Bug Reports - Replies (2)

Doing Dark Priest Needle > Unholy Diver procs Needle's explosion twice.

Spiritually-Horned Wyvern used Needle.
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Spiritually-Horned Wyvern used Unholy Diver.
Red Bear takes 28 Darkness magical damage. (Unholy Diver)
Shine Knight recovered 65 HP.
Spiritually-Horned Wyvern recovered 65 HP.
Red Bear takes 59 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 28 Darkness magical damage. (Unholy Diver)
Shine Knight recovered 65 HP.
Spiritually-Horned Wyvern recovered 65 HP.
Red Bear takes 59 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 8 Darkness magical damage. (Unholy Diver)
Red Bear takes 8 Darkness magical damage. (Unholy Diver)
The battle has ended.

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  [v2.78] Marching Band Bosses
Posted by: MothEnthusiast - 10-13-2023, 04:19 AM - Forum: Bug Reports - Replies (1)

When you have a marching band and set your options to 'music: custom only', you can hear your marching band music just fine in normal fights, but only silence in Korvara boss fights. Haven't tested with G6 bosses. My guess is that it's prioritizing boss music over the player's music, but since that's not custom, it plays nothing instead.

Which, not 100% certain if that would count as a bug, but it is disappointing since those tend to be the longest fights.

Tested on Winged Serpent and Bandit Boss.

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