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Magical set Potential ideas |
Posted by: Snake - 07-18-2025, 02:28 PM - Forum: Suggestions
- No Replies
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Quote:Magical Star
Become the star of the battlefield. Will not help you transform, however.
Animation: Stalagmite Shuriken, but revolving stars.
Stellar Charge:
Gain 1 Star whenever you attack (max 5). Each Star gives +5 Evade, Critical Evade and Damage Retaliation (LV = 10 * Stars).
At 5 Stars, your next basic attack releases them, dealing Light magic damage in a star-shaped blast that ignores protection, breaks guard, and erases tile effects regardless of their hardiness.
Quote:Magical Moon
Suitable for dishing out punishment in the names of things. Will not help you transform, however.
Animation: Moon Slash, but without the sick riff to it.
Lunar Brand:
Mark 1 ally or enemy within 8 range.
- Ally: You gain Lunar Resolve, they gain Lunar Protection (5 turns).
- Enemy: You gain Lunatic Hero, they gain Lunatic Villain (5 turns). (LV is based on the amount of allies on your team. 1 ally = LV10, max. LV40.)
>> Lunar Resolve: Light ATK-based chance (max. 40%) to reduce non-status, non-field damage of the marked ally by 50%, and then suffer the damage equally.
>> Lunar Protection: +15 Evade, +10 Armor & M.Armor.
>> Lunatic Hero: +LV to Power, Hit, Crit and Crit Dmg vs. the Villain. Every time the Villain deals non-status, non-field damage to another target than you, reduces LV by 2. If the damage defeats the unit, LV is reduced by 20 instead. (Status does not end at LV0, and may go into negatives.)
>> Lunatic Villain: +LV/2% damage to others, -LV% damage to the Hero. If the Hero dies, status ends.
Quote:Magical Sun
The whole world will revolve around you. Will not help you transform, however.
Animation: idk
Skill. Raise your weapon high, forcing all units in 8 Range to be pulled (8) towards you, and then you slam your axe down on the ground, releasing the power of a sun while knocking back and knocking all enemies down. Allies are granted Fiery Armor (LV40), cured of Burn status and gain Burn Immunity for 3 rounds, while enemies take hybrid protection-ignoring damage, between Fire, Earth and Blunt and are inflicted with Elemental Pierce (Fire), and Lingering Damage (Fire) LV40 for 3 rounds.
Long cooldown.
Quote:Magical Photon
Suitable for casting technics and wearing fancy hats. Will not help you transform, however.
Passive. Casting any spell will teleport you to a random tile within 3 range of the target (or randomly around yourself, if no target). Every time you teleport or perform a movement spell, you gain a LV of Hat Trick.
Hat Trick: If LV is 5 or more, grants the skills: Blind Justice, and My Job Here Is Done.
Blind Justice: Targets one enemy within 8 range and teleports to their backs (if accessible, otherwise, by them, otherwise, this skill will fail), before plunging this weapon on them, performing a basic attack for free that deals bonus Light/Acid magic damage (7% of their max. HP + Light ATK + Acid ATK), that ignores protection and can Guard Break. If the enemy is Guard Broken, they are also Knocked Down.
My Job Here Is Done: If you are the only player unit standing in your party, flees from combat; otherwise, you cleanse all non-permanent negative status effects, recover HP and FP, and get removed from combat until your next round. When you are back, randomly teleport somewhere on the battlefield, and inflict all enemies within 4 range of where you end with Confusion, which lasts for 3 rounds.
Quote:Magical Meteor
Leave streaks of stardust across the sky. Will not help you transform, however.
Meteor Trail:
Hitting new enemies builds Trail Marks (max 5), for every Trail Mark, increases your Hit against them by 5. Scoring a Critical Hit against an enemy with 5 Trail Marks will explode the tag, dealing Light damage based on their missing HP. The damage will then fork out in a star shape, damaging nearby enemies.
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Auto Tuning Start Positions |
Posted by: Rendar - 07-18-2025, 01:09 PM - Forum: Balance Fu
- Replies (1)
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Some maps are just not designed for Bard to be able to buff all of their allies at the start of a fight. Whether because the Bard doesn't spawn in the center, or because they just spawned on the far edge and their other 2 allies on the far edge.
Either allow for PCs to be able to 'select' which slot they want to pick at the start of a fight...
Or perchance. Just have Auto-Tune apply the first applicable song to ALL allies on the field. As it stands, the order of operations goes..
Auto Enchant > Auto Tune > Auto Summon > On My Mark!
Which does also mean auto summon'd allies don't get the buff. Which is sadge.
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[3.01] Grapple Stopped Functioning |
Posted by: Kameron8 - 07-18-2025, 01:19 AM - Forum: Bug Reports
- Replies (1)
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The Grapple skill granted by the talent tree currently does not do anything when used on the test server. (It works fine on 3.00 live server)
To replicate:
1. Get the Detainment talent so you can use Grapple.
2. Grapple an enemy.
3. Note no fail or success notice, no inflicted status.
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Versatile |
Posted by: Nekojinn - 07-17-2025, 10:49 PM - Forum: Balance Fu
- Replies (18)
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Versatile on Spellthief should make spells cost 0.5 skill slots instead of 0 skill slots.
When compared to other skill slot savers like on Engi or Ruler, it is just that much better.
Any mage running Spellthief kinda never has to worry about skill slots, and I say this as someone who runned Evoker/Spellthief for a long time!
Versatile being put on 0.5 would also make ST/Curate Promo actually have to think on their skill slots or get some skill! And not just ignore the mechanic completely... It would be a good change fr fr ong.
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[3.01(Testing Server)] Arbalest Karakuri |
Posted by: Nekojinn - 07-17-2025, 08:18 PM - Forum: Bug Reports
- Replies (1)
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I am unsure if this is a bug or not, but I'll report it just to make sure.
Even if a Karakuri has Hidden Blade Trait, Mixed Martial Arts and Glove equipped, It cannot use it's Hidden Blade as an armament for Arbalest purposes.
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