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  [v2.62c] Cast Order
Posted by: Slydria - 08-03-2022, 06:48 AM - Forum: Bug Reports - Replies (1)

Cast Order appears to not be granting any increased Spell Power, spells do the same damage with or without the effect. This was tested with Tactician spells, such as Fire Whip, Splash and Pinpoint Electro, all of which consumed Cast Order but did not gain any increased damage compared to their normal casts. The Status LV was listed as LV38 to note.

Without Cast Order:

OOC High Mage used Fire Whip.

System: Debug: Before Use Skill called. Prinny, OOC High Mage, Fire Whip, 1
System: Debug: Total Power for Fire Whip / High Mage's Catalyst was 174.2.
Prinny takes 174 Fire magical damage. (Fire Whip / High Mage's Catalyst)
System: * Initial Damage: 174.2 Fire Magic, flags: magic, sk: Fire Whip (/obj/skill/spell/fire_whip) , wep: High Mage's Catalyst / /obj/items/equip/weapon/tomes/zhuquelare * play_atk_anim was . * 0 Evade VS 177 Hit. (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (174.2) * spec_flat_reduc was 0. (174.2) * amp_multi was 1. (174.2) * reduc_multi was 100. (174.2); 0 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 0. (174.2) * armor was allowed. armor_reduc was 0. (174.2) * Damage caps applied. (174.2) * Damage shields applied. (174.2) * Final damage was: 174.



With Cast Order:

OOC High Mage used Cast Order.

System: Debug: Before Use Skill called. OOC High Mage, OOC High Mage, Cast Order, 1
System: Debug: Before Use Skill called. OOC High Mage, OOC High Mage, Cast Order, 1
System: Debug: Movement: In a battle and no tactarg or tac_move.
System: Debug: Movement: In a battle and no tactarg or tac_move.
System: Debug: Movement: In a battle and no tactarg or tac_move.
System: Debug: Checking cost negation effects.
OOC High Mage used Fire Whip.
System: Debug: Before Use Skill called. Prinny, OOC High Mage, Fire Whip, 1
System: Debug: Total Power for Fire Whip / High Mage's Catalyst was 174.2.
Prinny takes 174 Fire magical damage. (Fire Whip / High Mage's Catalyst)
System: * Initial Damage: 174.2 Fire Magic, flags: magic, sk: Fire Whip (/obj/skill/spell/fire_whip) , wep: High Mage's Catalyst / /obj/items/equip/weapon/tomes/zhuquelare * play_atk_anim was . * 0 Evade VS 177 Hit. (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (174.2) * spec_flat_reduc was 0. (174.2) * amp_multi was 1. (174.2) * reduc_multi was 100. (174.2); 0 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 0. (174.2) * armor was allowed. armor_reduc was 0. (174.2) * Damage caps applied. (174.2) * Damage shields applied. (174.2) * Final damage was: 174.

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  v2.62c Casting Explosion on Dense terrain makes it not appear
Posted by: Fern - 08-03-2022, 06:24 AM - Forum: Bug Reports - Replies (2)

If you try to cast Explosion on dense terrain like this:
[Image: ddfdf9a171.png]
it will not appear. The skill will be used, but no explosion rune will appear.

This has happened to me so many times...

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  [Korvara 2.62c] Confused? Jump them!
Posted by: Dezark - 08-02-2022, 07:58 PM - Forum: Bug Reports - Replies (2)

When afflicted with Confusion, your allies attacks and tiles affect you rather than just your attacks affecting them.

To repeat this
Have Ranger use Thunder Cross (or w/e the one that makes the circle is called) while in range
Get hit by hot lips mind melter and get confused
Ranger skill pops next round, you take damage.

It seems to make the game act as if your on the enemy team rather, so that they can attack you as a whole rather than your attacks affecting them in turn.
[Image: unknown.png]

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  [v2.62c] Decimaln't
Posted by: Snake - 08-02-2022, 07:41 PM - Forum: Bug Reports - Replies (1)

Sometimes, or maybe most of the times when utilizing Physical Stamina or Mental Stamina, a number can go into weird decimals.

Could the number display be round-upped/downed accordingly? It might prevent some future problems if you slap that line of code there.

[Image: unknown.png]

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  [v2.62c] Treatmentn't
Posted by: Snake - 08-02-2022, 06:26 PM - Forum: Bug Reports - Replies (1)

All of Priest's Treatment skills are not working.

You target an ally afflicted with the specific status effect, and it does nothing.

I can't confirm if the 'Staff' version of this is any different due to its range increase or not due to a lack of access to the Testing Server, but so far yes.

Nada, chief.

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  Earth Elemental Impacts; a Rocky Road
Posted by: Balthie - 08-02-2022, 06:32 AM - Forum: Suggestions - Replies (3)

So. It's been a long time coming.

Earth as an Elemental Impact has been classically underwhelming, and severely hit or miss.
It comes in two flavours for the most part- either the intensely boring and near-unnoticable flat damage, or suddenly out of pocket badassery like seeking shinken and quaking crystal rose.
But, despite those occasional stand-outs and the deeply rare historic bouts of earth being overpowered a la quaking heaven kick or the deeply cursed roundtrip after the OG soldier rework, the vast majority of earth skills remain the former. Unnoticable added flat damage that feels like you don't have an elemental impact at all, even if they're subtly helping.

Let's change that. I'm pretty sure almost all of us would be happier with earth having more noticable, interactable effects.
Initially I'd intended to make a discussion thread for brainstorming, but chatting on this in another chat let me onto an idea I quite adore- with Mess and Autumn in particular lending healthy thoughts.


In my thoughts, I'd like to see all earth impacts that just add flat damage to instead lay a new tile effect; it could well be called anything along the lines of worked ground, unstable ground, crystal formations or any other fluff that's appropriate. In effect, "prepared" earth.
This on it's own wouldn't do too much, in this suggestion. Perhaps it would remove or lower the LV/Dur of enemy tile effects it's placed over innately, a la Autumn's suggestions on it, but the larger point is thus-

The tiles would instead be more of a combo focused tool.

I'll consider it as a "detonation" for the sake of this post, but obviously other effects from suggestions may be more appropriate.
Let's say you quaking sidecut over someone. You do the sidecut as normal, but the "quaking" has prepared the ground you travelled over, laying the tiles in the same way as blazing or freezing. Since they don't do anything innately, however, the target isn't just treated to eating free damage.
Instead, you turn and slap them with a quaking crystal rose- and the usage of that over the aforementioned tiles "activates" them for a one-time-only effect, in this example a detonation.

There are a few advantages and variables here.
On the side of advantages, there's some pretty rad ones;
It's far less cheesable than some of the nonsense of the past, i.e. the push-pulls bringing endless cinders/frostbite balancing in the past.
With the tiles having a one time only activation, it would be very easy to adjust the numbers. It's not worrying about how many cinder tiles scarlet twister will drag someone through after a blazing cyclone spear. Just a single detonation number to worry about, if it is a detonation we go with.
It's a more engaging combo tool with clear cause and effect. It's not just added numbers tacked on, but a clear series of one move, second move, slick detonation. It's a satisfying chunk of gameplay, especially compared to the current effects.
It has precedence, flavour, and potentially lore already established. Crystal blade in particular establishes this sort of effect, and whilst the tiles may well make more sense as prepared ground rather than crystals, the theming is very solid. Besides, imagine how rad doing this with a crystal blade would be?
Cool ground rumbling sound effects. Excel charge is my favourite noise in the game. This has potential to beat it.
 Terrain effects make more sense for earth than any other element, by far.
 Much more usability for Firebird than vines, making earth Firebird a much cleaner option than it currently is.

As for variables, I think there's a few important things to consider.
 What skills place it, and what skills pop it?
Personally I initially thought that the skills that are currently just the flat damage (a la sidecut, sillcut, toiken) should place the tiles, whilst skills that change to earth damage (a la crystal rose, shinken, lift off) should detonate them. I lean towards that, but I've had some discussion on the suggestion that it should alternate (i.e. sidecut one sets them, sidecut 2 over them detonates them). I can't say for certain which would be ideal.
 How many go boom?
Would striking a tile with a crystal rose just detonate that one, or all of the ones connected? An interesting question I'd like to hear thoughts on- the latter would certainly make for grander, flashier plays, but the former may be more tight and controlled. Given the awkward targetting of skills like toiken however, I feel like being able to detonate the lot at once is significantly more usable.
 Damage?
Whilst only relevant if damage is what we go with, it's an important consideration. Thankfully, given that it should at best be able to be triggered on a target once per round, perhaps thrice per two rounds on a duelist or dual wield crit builds, I can only imagine the number will be easier to fine tune than the direct Impact DPS comparisons like the lingering burn of cinders or the burst damage of lightning crits. It would certainly need to be competitive with the latter though, which realistically slap real hard 2-3 times a turn right now.
 Mages?
Right now, earth mages in particular get a weird bonus with elemental impacts that other mages don't. Namely, when enchanted with ACTUAL Galren instead of a badge, earth damage from skills applies magnetize, which then ends up slapped additionally onto the existing effects of other impacts. But only some. Kinda wacky, but I'd prefer that the other enchants got new effects added instead of this being taken away.
Instead, I still think mage should be innately able to interact with this mechanic. Isendo (and potentially Isenshi? Less comboable) should absolutely trigger the tiles in my opinion, and if the tiles get the hostile tile diminishing effect on them, Magaisendo can be changed from destroying tiles to simply laying these, innately setting them up for regular Isendo.
 Pre-existing interesting impacts?
Dear god Dev, shinken is perhaps the gold standard for having cool elemental effects. If this change goes through, please keep seeking shinken and quaking crystal rose with their current effects, they're VERY neat. I'm not sure how weirder ones like roundtrip having it's pull would play in (I guess it'd just stay as that?), or if thousand stab with interact, but I imagine t-stab can probably stay not detonating tiles, given other impacts don't do anything extra.

I'm sure that there's a lot to consider still- it's currently 07:19 when I'm writing this line, and I'm soon for bed. Excuse anything I'm missing accordingly, and any rambling incoherence. That being said, I'm eager to hear people's thoughts, suggestions, concerns, questions, and really hoping this thread picks up traction. After all, earth impacts getting any change for the better is a win by me, even if it's not this.


tl;dr, I'd love to see earth's elemental impacts, particularly the boring ones, be reworked into an engaging combo system of detonating prepared ground tiles for earth damage.

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  [v2.62c] Gourmet'nt
Posted by: Trexmaster - 08-02-2022, 04:45 AM - Forum: Bug Reports - Replies (1)

Gourmet does not seem to be increasing the FP regeneration (and probably HP regeneration) of food buffs.

This was observed by recovering only 67 FP whilst missing far more than that, with a total of 451 FP, using Brain Food (15/15 HP/FP regen) which is effected by Gourmet so it should be 20/20 HP/FP regen.

15% of 450 is 67.5.

20% of 450 is 90.

I should be recovering 90 FP if Gourmet boosted the FP regen from 15 to 20.

Steps to replicate:

0. buy Gourmet.

1. Use any food item that can be affected by Gourmet (total HP/FP regen of 30).

2. Complete a battle with less than the HP/FP regen of the food buff + 5% in HP/FP.

3. Observe the amounts restored. In the case of Brain Food, 20% HP/FP should be restored but currently only 15% is.

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  [v2.62c] Sub-hand Stheno (turns out it was Equipment Bug)
Posted by: Ham - 08-01-2022, 02:32 PM - Forum: Bug Reports - No Replies

[Image: unknown.png]
I specifically use Summon [Youkai Name Here], instead of Summon Storm to see if this would work. It doesn't. I tried it with And without the skill that makes you push enemies away with a summoned youkai circle, no change. I haven't tried it with main-hand yet but I have a feeling it'll work when main-handed.
The question is that if it was intentional or not.

Update: Re-equiping it makes it work now, thanks to Whitender for telling me it's an Equipment bug.
Oh also note: it doesn't work with auto-summon, wasn't something I knew I wanted an answer for but hey.

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  A snack along the way!
Posted by: Dezark - 08-01-2022, 12:23 PM - Forum: Suggestions - Replies (1)

So chimera are normally able to eat remains to change and gain new abilities and traits, and more so remains can heal a chimera that eats them after a fight. Now since we had to limit the remains spawn to eight in dungeons to prevent the great lag of '87 i'm suggesting this.

A trait or innate ability to eat remains from the inventory similar to food for a Chimera, it would work the same as eating remains naturally, giving a message in a emote so everyone knows your munching on the bits of some creature you horribly butchered for a snack, and restore the same amount. This would cost physical stamina to do unless they have the shark mutation to nullify such, same as it does for remains naturally.

This could optionally be a way for Chimera to get certain evolutions that are normally unavailable by normal means (either due to the inability to fight the creatures or otherwise) and more so allow for the missing option of edible dragon remains to grant the wings so Chimera can hover and fly like all the cool kids if they want. (This is only a optional suggestion, I'd be fine with them just being able to eat and heal on the spot without burning through food in a fight, or to top off their HP/FP before a boss fight.)

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  Astrology (otherwise known as Starsign)
Posted by: Trexmaster - 08-01-2022, 10:07 AM - Forum: Suggestions - No Replies

It goes without saying that virtually every single character likely picks up Starsign from Astrology as it's a free +1 stat as well as +2 of the appropriate elemental ATK, on top of functioning with Luminary Element to enable builds that largely make use of one elemental ATK type.

Considering a star sign is generally something that a character would inherently have and is fairly impactful for something 1 Talent point gives, I have two suggestions.

1. Starsign could be a Trait rather than a Talent. While this is basically a nerf to it Astrology could be given something else to perhaps give synergy with Starsign's effect, as right now the two sub-talents Guidance and Stargazer are borderline useless, the former having absolutely no effect in Korvara at the moment  and the latter rarely ever being relevant due to how extremely niche it is.

2. Starsign could be something characters start the game with, without the need to spend a talent point on it.

Personally I think the trait option might be more interesting, as Starsign is about on par with most traits in how much power it provides.

Though just giving it to everyone for free would be ideal either way removing it from Astrology would leave it as a borderline useless talent.

As for Astrology...it needs a lot of work, but a quick suggestion from me would be to alter the two current sub-talents to be more effective in general whilst also changing Astrology from being 2 SP per Talent Point to 1.5 or 1 SP per Talent Point to compensate for the following changes:

1. Guidance - Changed to grant its bonus at night. Grants SR*2 Hit vs Monsters.

Reasoning: Guidance is currently useless in Korvara. Even in Sigrogana spotting traps further only in Spatial dungeons is a questionable investment and rarely if ever becomes relevant. Restricting the bonus to PvE and only at night may seem excessive but we already have Chivalry for an obligatory +Hit Talent that also works on players, sometimes. I could potentially see it working at SR*1 vs players but it'd be an auto-pick for everyone at that point.

2. Stargazer - Changed to grant SR*2% bonus HP/FP regen and SR*1 Physical/Mental Stamina regen at night.

Reasoning: The requirement to be at a campfire to gain the SR*3% HP/FP regen is extremely restrictive, on top of it having to be at night. Relaxing the restriction to be only at night allows it to function on Korvara without the need for campfires. The stamina regen is just so it has a bit of impact even if you're not dedicated to PvE at the moment.

The 1.5 SP per Talent Point cost would better support a 3rd sub talent being added in the future to be maxed with the full 10 points invested in Astrology, assuming Starsign is moved away from it to be a Trait or simply inherent to all characters. Personally I'd suggest the following:

Prominence  (5 rank subtalent)- Dependent on the Starsign chosen, grants SR*5 Elemental Resist to the element of the Starsign and SR*-5 Elemental Resist to an opposing element.
For example:

Mars - Fire Resist/Ice Weakness
Mercury - Ice Resist/Wind Weakness
Saturn - Wind Resist/Earth Weakness
Venus - Earth Resist/Water Weakness
Neptune - Water Resist/Lighting Weakness
Jupiter - Lightning Resist/Fire Weakness
Uranus - Light Resist/Dark Weakness
Pluto - Dark Resist/Light Weakness

Reasoning: Allowing players to lean more into the specialization dictated by their chosen star sign. While gaining significant resistance from a talent is powerful it comes with an equal drawback of weakness to another element. If necessary the weakness could be increased to SR*6 to make it more difficult to ignore with Sanctity or a single piece of the appropriate material to prevent Weak! procs from occuring.

Conversely Prominence could be something else entirely, but the idea is to provide something that helps a character represent greater dedication/resonance with whatever their star sign's element is.

TL;DR

Starsign should either be a trait or just something characters have by default due to how prevalent and impactful it is for a talent

Astrology is an extremely bad talent and sorely needs love to even function on Korvara, and it could be interesting to let it provide greater representation of a character's chosen star sign.

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