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SL2 - Version 2.60 (Korvara) |
Posted by: Neus - 07-01-2022, 12:57 AM - Forum: Announcements
- No Replies
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2.60
Korvara - Added a new continent called Korvara to the game. (NOTE: This continent can currently only be accessed by selecting it as your starting region during character creation. This may change in the future.)
- 14 new interjoining exterior maps.
- Several dozen new interior maps.
- 12 new dungeon maps.
- 21 new battlefield maps.
- 30+ new music tracks.
- Functional seats and beds!!!
- Other things.
Crystal Terminals- Added several new UIs for Crystal Terminals and the following features tied to them;
- Dialogue
- Crystal Upgrades
- Special Strikes
- Etc.
Nemalyth- Added Nemalyth.
-
![[Image: QBa3KIg.png]](https://i.imgur.com/QBa3KIg.png)
Special Strikes- Added a new system for certain weapons called Special Strikes.
- Weapons with Special Strikes can trigger them by using the Attack skill, which alters the basic attack by giving it an additional effect, etc. These have a cooldown and can only trigger every so often.
- Added 8 Special Strikes.
* Additional Special Strikes may be released sometime in the near future.
Youkai Statues- Added a new system and UI for Youkai obtained in Korvara.
New Races- Added 4 new Human races; Telegradian, Geladynian, Meiaquarise, and Duyuein.
- These races are only available in the Korvara region; you cannot select them with a Birth Certificate if your character is from Sigrogana.
New Classes- Added a new base class, Bard.
- Added a new promoted class for Bard; Performer.
- Added a new promoted class for Bard; Dancer.
New Enemies- Added about a dozen new enemy monsters.
- Added 40+ new enemy skills.
- Added a new mechanic for certain bosses called Paradigm Shift.
New Items- Added support for nation-based item tables.
- Added several new quest items.
- Added a new Korvara-exclusive resource called Cypelle.
- Added a new basic Instrument item to Pink's tutorial shop.
- Added 7 new equipment items to the Global item table.
- Added 33 new equipment items to the Korvara item table.
* Additional items may be released sometime in the near future.
Soldier- Flatfoot; Max rank changed to 1. Flatfoot status effect changed; Now gives -5 Evade and -1 Move.
Rune Magician- Solo Rush, All Rush; Using these skills now deals 10 damage to the rune after movement is complete.
Black Knight- Indomitable; Now main class only.
- Negation; Critical Evade changed to 6 * Rank (from 8 * Rank).
- Zugzwang; Evade reduction changed to -5 (from -15).
- Black Deflection; Hit bonus changed to 5 (from 15).
- Steel Body; Now has a 3 round CD.
- Steel Mind, Steel Blood; Now has a 2 round CD.
- Hanging; Base FP cost changed to 20 (from 14).
Verglas- Winter's Bite; Now has an 8 round CD.
Bonder- Shared Pain; Damage reduction reduced to 30% (from 50%). Shared damage no longer evadeable (this was a bug). Shared damage no longer produces a battle log message (to avoid spamming).
- Shared Joy; Healing reduction increased to 70% (from 50%).
Youkai- Seiryuu's Hunter Wind; Now has a 2 round CD. Max Hunted LV applied changed to 15.
- Seiryuu's Punishing Winds; Now only deals damage to enemies within 5 Range (instead of all in the battle).
- Seal of the East, West, and South+; Duration of Punishing Winds, Lightning Judgment, and Flame Flow reduced to 3 rounds (from 5).
- Drowned Woman's Ammendum, Sin, and Purpose; Now also grants a 25% Dark weakness.
- Daisangen; Stat boost changed to +2 (from +3).
Items- Bell of No Rest is now an Instrument weapon.
- Elytra; Now also disables effects that cure or reduced knocked down momentum penalties; Quick Rise, Kip Up, Roc's Rise
- Frozen Fear & Deploy Talis; Now costs 3M. Destroying your Talis restores 2M (meaning it will only 'cost' 1M). Now prevents you from mistakenly using it on yourself if you don't have a Talis deployed. Talises can now be attacked (10 HP).
- Fulgurite; Crit/Crit Evade modifier lowered to 20 (from 35).
- Fortunite; Now only applies to a single damage instance which was not naturally evaded or glancing.
Traits- Pious Upbringing cannot be selected by Korvara region characters, and its prayer tool will be taken if the trait is lost.
- Arcane Tattoo (Barrier); Now has a 40 WIL requirement.
- Arcane Tattoo (Lust); Now has a 20 WIL and 20 GUI requirement.
- Arcane Tattoo (Warding); Now has a 20 WIL and 20 FAI requirement.
Enchantments- Blessed; Hit bonus now only applies to Undead, Ghost, and Possessed race enemies.
- Gigantic; Now also lowers Evade by 10.
- Mutation; When used on a weapon, its Hit is also lowered by 5.
- Thieving; Now also grants +5 GUI.
- Rebelling; Hit penalty changed to -1.5 per Rarity below 9 (from -2).
- Bloodhunt; Hit bonus changed to +1 per 4% missing HP of the target (from 2%).
ETC- Base Farshot Penalty from 10 to 15.
- The Utility Belt feature is now always available. (The item received from Shael's quest still allows you to toggle it on/off.)
- Roles (I.E., Water Sourcer) now require a level of 10 or higher to apply to them.
A huge shoutout and thank you to everyone who helped make this update eventually remotely possible;
Development; Slydria, Appo, Autumn
Testing; Slydria, Appo, Autumn, Miller, Fern, Zerg, Ardratz, SolAndLuna, Lumi, ForniteWavelength, K Peculier
Event Staff; For keeping the players entertained during the pause in updates.
GMs; For keeping the players in-line during the pause in updates and assistance with all of the fun to come.
You, The Players; For being patient and supportive during the pause in updates despite the multiple delays. I sincerely hope it was worth the wait and that you all have fun RPing in Korvara.
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Polk's diceroll PvP RP system for conflict |
Posted by: Poruku - 06-29-2022, 06:51 PM - Forum: General Discussion
- No Replies
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Polk’s SL2 RP combat system
This is an optional system intended for use in SL2 but can work in any rp environment. It is designed to provide a very simple yet concrete framework to allow roleplay to flow organically with combat. It is best used when both parties are collaborative, but is also restrictive enough that it can be taken at face value and simply used in a pure mechanical sense, meaning goodwill from the participants is not needed for it to function.
SUMMARY - You can just read this part
When hostilities start, roll opposed d20s to determine who goes first, then make a post detailing an attack on your turn. Roll opposed d20s for the result. Success takes away 1 hit point, and the victim reacts. Then, the other player acts. Characters generally have 3 hit points. When 1 hit point is left, the attacker can attempt a finishing blow to win the fight.
The rest of this document is simply guidelines to make things go smoothly, add rules to certain situations, and keep everything clear! Please have fun with this and modify it to your heart’s content as long as all parties agree.
IMPORTANT NOTE:
All of these rules can be overridden by a mutual agreement between the players. Note that this system must still follow SL2’s rules! Nobody can be killed without their consent. Have fun with this system, that’s the whole point. But follow the rules on metagaming, powergaming, godmodding, death permissions, not using abilities you can’t have, not supporting yourself with your own characters, and all other rules present here: https://sl2.fandom.com/wiki/Server_Rules
COMBAT
Combat begins when two parties are aware of each other and hostile. Each player must roll initiative unless one of the players manages to get the drop on them via an opposed d20 roll, in which case they automatically go first. Failing stealth starts combat like normal. Equal initiative rolls means you roll again.
To defeat someone, you need to land a decisive hit or 3 normal hits. These 3 “hit points” represent either wounds or the character’s luck, resolve or stamina running out. When someone has only one hit point left, the attacker can end the battle with a finishing blow.
The result of a hit is determined by an opposed d20 roll. An equal result means the attacker succeeds. The victim of an attack can choose to give their opponent a bonus to hit. The attacker can choose to take a penalty.
NORMAL HIT:
A normal hit is any attack that can be performed by a character normally. It generally takes 3 hits to take down a person. If consent is given, a normal hit can deal 2 damage, or more (decisive hit or if you choose to have more HP).
Importantly, a normal hit cannot be something that outright kills or incapacitates an opponent unless they are at their last hit point.
Examples of normal hits: - Attacking someone with a weapon in a non-vital area
- Casting a damaging or debuffing spell
- Buffing yourself (as long as it’s relevant)
- Starting a grapple with someone where you have advantage
- Breaking free or taking advantage of a grapple
- Healing (if you were injured, healing gives you an advantage expressed in damage, but doesn't recover your "hit points" even though it improves your condition RP-wise.)
Note that not all “normal hits” inflict direct damage. It can represent gaining an advantage in the battle.
Examples of finishing blows - CANNOT be used until the last hit point:- Trap someone, like using entangling vines or a wrestling chokehold
- A killing blow (Only if death permission is given!)
- Killing a vampire or lich in a non-permanent way
- Incapacitating them, by knocking them out or capturing them
FAILURE on your attack roll leaves the opponent free reign to decide how they resist your attempt (see roleplay etiquette). This can be simply enduring or avoiding an attack or can mean that an attempt to gain advantage was met with an equal gain (for instance, both parties could buff up by the same amount).
In all cases, mutual agreement can overrule the system. For example, players might want to have more than 3 hit points, or cancel out two successful hits.
DECISIVE HIT:
A decisive hit (Or critical hit) is an action that allows you to defeat an opponent in one move while they have more than 1 hit point. It has nothing to do with mechanical criticals. A decisive hit requires consent of the victim. A decisive hit can generally be performed only in the following cases:- The hit exploits a major, specific weakness of the opponent (an elemental weakness is not enough. It must be something plot-related like a specific spell. Holy weapon vs a vampire is also not enough)
- The opponent is completely exposed to the attack, either by surrendering or by being caught completely off-guard (only possible if stealth success is consented to by the victim)
- The attacker has a major plot-specific power boost (Using a plot-relevant item or significant buff)
BATTLE END
Combat ends when an attacker succeeds a finishing blow. Generally, the attacker can capture their enemy, or kill them if consent was given. Reminder: permanent imprisonment requires permissions by SL2 rules. But even temporary imprisonment should require consent about stakes.
MULTIPLE COMBATANTS
This system is designed with duels in mind, but it can be adapted to a larger group of people. Simply allow participants to attack whoever they want, and use an initiative tracker. In the case of less target-specific moves like buffs or healing, it is advised to relegate them to flavor instead of the attack itself. For instance, you could cast a support spell, and then attack.
ADVANTAGE
Sometimes, a character is stronger than the other, or has an advantage like being on their own turf or having NPCs on their side (in a player owned house or event). Simply ask for an advantage if you believe you should have one. Be willing to give your opponent an advantage when it makes sense. You can add HP or give bonuses to all rolls. Bonus hit points could represent NPCs that you kill, for instance. Or a weak character could take -2 to all their rolls.
In addition, consider simply losing if your character couldn’t realistically win (lol).
SCENE LOCKING
An important note is scene locking. As per conflict rules, both parties should agree to scene lock if they don’t want random people to walk in on their fight. In that case, simply tell random passerbys to leave. Especially when fighting in camps, it’s probably best to not let every random person intervene on something that ICly could take maybe 2 minutes. Consult conflict rules and agree to that system for a more detailed system for handling consent and stakes, as well as details on scene locking: https://neus-projects.net/forums/archive/index.php?thread-7366.html . A good read if you want to perform a mugging or gank. (I don’t see what’s wrong with making simple villains who are insane, evil or racist though! Filler villains can serve a narrative purpose if used and roleplayed well.)
INTERVENING
If you allow people to intervene, have them roll initiative and refer to the “multiple combatants” section. Make sure both parties are ok with adding a player.
FLEEING
If a combatant wants to flee, they make a roll as normal on their turn. A success allows escape as long as it makes sense. A failure allows the opponent to make a free successful hit! You cannot attempt to escape two turns in a row. Consider giving penalties and bonuses if you wish. As with normal rolls, the fleeing party can give themselves a penalty, while the pursuers can give them a bonus. Consult fleeing rules and agree to that system if you want a more complete fleeing system: http://wap.neus-projects.net/forums/printthread.php?tid=5565 .
ROLEPLAY ETIQUETTE
The biggest obstacle to roleplay combat is godmodding and powergaming. In this section I outline guidelines to follow in order to keep the roleplay aspect of the battle cordial and fun, and keep things flowing. This is the general flow of combat:
1: Intro is freeform.
You can post whatever you want until you choose to roll initiative. You can roleplay things like buffing up, but it will not affect the outcome of the battle in a mechanical sense.
2: Attacker posts first
Generally, the attacker posts before the victim. The attacker can roll before or after posting. If they roll afterwards, they should wait for a reaction and roll before making a second post about their success or failure.
3: Defender reacts
The defender then posts a reaction about how they will react to the move. If they roll first, they can roll how they fail to defend. If they roll after making a reaction post, they should wait for the attacker to roleplay their success or failure and then the defender can post their final reaction.
4: Rp between turns
After the defender reacts and until the attacker roleplays their attack, both participants can make any amount of posts talking or doing things, as long as it doesn’t constitute gaining a big advantage. (you can get back on your feet after a hit for instance). Please wait until your opponent is done with their posts before you attack!
RP and goodwill tips:- [b]ALWAYS agree on the stakes. Death, imprisonment, maiming etc. BEFORE the fight. This is a rule of SL2![/b]
- Don’t underplay receiving hits. It’s more fun if you really get slapped and get back up
- Don’t overplay your normal non-finishing hits! Remember that SL2 characters are generally on the same power level.
- Don’t humiliate your opponent more than necessary, it can be very frustrating OOCly even if things are kept purely IC.
- Be a good sport and don’t get too frustrated about losing or being insulted.
- Share any discomforts, disagreements or frustrations you have in a constructive way.
- Share your concerns and hopes BEFORE the fight. Be willing to work with the other.
- Be aware of your opponent’s desires and be a generous winner. For instance, you could ask them if they would mind a scar, or if certain treatment bothers them. Contribute to the story they want to tell, don’t crush them for your own desires.
- Be ok with losing. The important part is crafting a good story, and all good stories end.
- If you aren’t ok with the consequences of a fight, offer a retcon, defuse hostilities and leave before it gets to the rolls.
- If your opponent gives you a bonus or gives themselves a penalty, consider being more generous on your end too. You can also agree in advance for such things.
FINAL WORD
Remember that this document is merely guidelines to allow some no-fuss rp combat. It is essentially a way to formulate into hard rules an environment for fair combat without having to deal with SL2’s controversial PVP system. RP combat, by nature, demands participants to show some goodwill for it to feel good. Be kind, open, and understanding. Collaborate!
So… Thanks for reading, and have fun!
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Some laplaceNET-related feature suggestions (Mail/PMs and Bulletin Board Systems) |
Posted by: walllable - 06-23-2022, 09:55 PM - Forum: Suggestions
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I've got a lot to write so I'll plop a TL;DR here.
TL;DR: First request is for a mailing/PM system that uses the laplaceNET tablets. Second request is for a simple bulletin board system-like thing using the laplaceNET tablets, probably with ASAGO branding or something. Third-ish? request is for Guilds to be able to have their own BBSes.
Full ramble:
Mail of some sort would be nice! I've gotten into a situation recently where my character, who isn't all that well established I think, went someplace to ask if they're accepting apprentices. They said to check back for an answer another time, so as a result he's had to check back to see if anyone else is present there that time around. Basically, the crux of the issue is that he isn't able to get messages in while he's not around, and he can't contact another person when they aren't around. An in-game E-mail system would work great for this, I feel. It doesn't need to be anything SUPER fancy, it'd probably just be the usual kinda thing you'd expect to see in a PM system. Really, for the UI of the mail system, most of the "Requests" sections could probably be re-used, since those are also e-mails. The only things would be that the objectives and rewards sections could be gotten rid of, and it'd be nice if we could use the same formatting in e-mails as we do in chat, namely grave for italics, and two asterisks for bold.
On a grander scale...
An in-game Bullet Board System would be rad! When I thought of e-mails in game, something a bit more ambitious was a pretty obvious stop for my Train of Thought to get more cargo.
Couple considerations, though:
- How should it look?
- What are the core functions of this?
- What things would be really nice to have?
This is roughly the sequence of thoughts my brain went through (kinda sorta more or less-ish,) so I'll talk about my ideas for this thing in that order.
1. How should it look?
When I started thinking about this, I remembered the general aesthetic of SL2, and my mind instantly went "old-school MySpace," but that could get feature creep pretty easily, and you'd probably have to put a lot of thought into UI/UX stuff. Another thought I had was about old-school Bulletin Board Systems from the 80s, complete with ASCII art and everything.
![[Image: xibalba-message-list.png]](https://enigma-bbs.github.io/assets/images/screenshots/xibalba-message-list.png)
(Though that might also be because I played Digital: A Love Story recently...)
I think this is a pretty perfect fit for the sort of time period SL2 wants to be technologically, especially if you steal Digital: A Love Story's approach, which is described pretty closely in the next part. I still want to describe some more baseline stuff, though.
To access the BBS, you'd click a "BBS" button in the tablet's menu sidebar thing, and (assuming there's more than one BBS,) you'd see a menu in the main screen showing all the BBSes you've visited so far, and a button on the bottom to add a new one to visit. If there's only going to be one BBS though, the "BBS" button would probably just take you to the one.
2. What are the core functions of this thing?
Basically ASCII art as the front page, a "bulletin board" screen where characters can post public messages that can be replied to in a chain, and a user list, so you can see what characters have usernames registered on the BBS. Clicking on someone in the user list could act the same as an e-mail address link, and allow you to PM them with the mail system.
3. What would be nice to have?
Another idea for this that I wanted to mention is that this would be pretty nice if there was only one BBS (perhaps an Asago-branded one?) But what if, in addition to that "global/default" BBS, guilds could make their own? I figure it'd work the same as the default BBS, but you can only access it (as a guest/viewer) if you get told the number/string that's associated with it, and after entering it once, it gets added to a list of BBSes on your tablet so you don't have to memorize whatever "phone number"/string is associated with it. And to post in it, you'd have to join the guild, or something. Guild BBSes should also be able to have custom ASCII art on its front page, and possibly their own color scheme in its UI.
And I think that's pretty much it. Hopefully this looks like something people would want and not just some dumb ramble of mine or something.
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[v2.54b] Inconsistently Protectable |
Posted by: Autumn - 06-19-2022, 09:50 PM - Forum: Bug Reports
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Unprotectable damage is supposed to be damage that ignores DEF/RES and Armor/M.Armor, however I am unsure if this is supposed to apply to external DRs.
Only select DRs are able to mitigate the damage of unprotectable damage
Is unresistable damage supposed to be ignore external DRs? Or is it supposed to ignore every DR in your kit, including the ones that could possibly fight obnoxious threats, such as GUARD even.
I've made a list of DRs I've found so far that are and aren't mitigating unprotectable damage.
Quote:These all reduce the damage of Bellowing Stag/Grenade Launcher/Painful Grapple/Black Rend etc.:
Unaffected Class DRs:
-Wraithguard
-Shared Pain
-Voidveil
Unaffected misc. DRs
-Glancing
These all do not:
Affected Class DRs:
-Weathered Body
-Bulwark
-Indomitable
-One Versus One
Affected Item DRs:
-Nullstone Gauntlet
-Ogata Waraji
-Guard
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Verglas Stance finisher moves |
Posted by: Shujin - 06-18-2022, 10:02 PM - Forum: Suggestions
- Replies (1)
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Verglas since its update is certainly a lot more viable class, however aside from its skill pool management it still has 2 things in its class concept that I find strange or could be improved on.
1.) It has no Main Class passives, so its usually always better in sub class
2.) Most new classes have one BIG attack. A finishing move, that you only use every so often.
So! I tackle point 2 here! Why not give the 3 stances a unique finisher, that reflects its stances "archetype".
Bear
Quote:in my opinion the weirdest of the three kinda lacking identity. the stance gives you bonus to BASIC attacks with fists only, yet Verglas in itself isn't very basic attack friendly.
Bear skills usually have the strong shove attacks, short range, average damage but able to bypass Push Immunity so, I want them to have something that has some OMPH to show its bear-like strength and benefit from its own stance:
Glacial Crush:
Condition to Use:
-Consumes bear stance Lv 10 (At the end of the skill)
-5 Turns CD
-1 tile range, one target. (Or the same range as Bear Stance special basic attack, with the same animation, cause its a simple but cool one thats rarely seen, but that makes the skill obviously a bit stronger as its "balanced" around a more difficult setup.)
-Counts as basic attack
Effects:
Kick Skill. Choose one target in 1 tile range and perform a basic attack on them. On a successful hit, you ignore Protection (except elemental resistance) and send the target flying(Ignore knockback immunity) turning them into a 3-tile-wide projectile, leaving ice tiles behind if you have ice point greaves active untill they hit a wall.
Enemies in the path are hit and knocked back 4 tiles in a random direction away from the center and receive 50% of the total damage as ice magical damage.
Upon hitting the wall, the target explodes in a blast of ice dealing ice magical damage depending on rank in a 4 tile circle. Every enemy in range of the explosion receives 50% of the damage.
If the target is frozen the total damage is increased by 50%.
May Inflict Celsius (Optional)
Damage per Rank:
Rank 1 : Basic attack Damage +110% Ice Atk, May Inflict Clecius Lv 5, 30 FP
Rank 2 : Basic attack Damage +125% Ice Atk, May Inflict Clecius Lv 6, 32 FP
Rank 3 : Basic attack Damage +140% Ice Atk, May Inflict Clecius Lv 7, 34 FP
Comments:
a Vydll like basically, but focused more on one a single target, with a shorter Initial range. A "Get the fuck away from me" kind of skill.
Celsius is optional but it would add to the "stay away" idea, and Verglas kinda lacks ice-related debuffs. But isn't needed.
The Frozen extra sounds pretty strong at first, but keep in mind that the set up is decently difficult, you need someone in one tile range and if you only use verglas have ice guard already set up, to pull this off perfectly. A single tile difference means you won't be able to benefit from it without risking the other side to free itself from it/get frozen immunity. Also bear stance is kinda the weakest/least useful of the three, so I wanted its finisher to at least pack a punch.
Also decently expensive, but represents the sheer power of the bear stance I believe. With the added benefits of reaping from Bear stance bonuses and the ice greaves which seem to find most use in Bear stance anyway.
Alternativly you could give the bonus damage towards airborne enemies, so you could combo it with the first bear skill...But I feel like thats just going to be replaced with a crane hop, so Frozen is more difficult to set u
The damage on its own should be fine, considering how low crit damage is on fists, and what we see with Void assassin's assassinate skill being fairly mediocore.
Also probably hilariously satisfying to watch as an animation.
If I may suggest some animation effects:
-Make the target spin when he is flying around, and have some heavy impact crash animation at the end. It will look beautiful a drive the point home that they were kicked REALLY hard.
Fox
Quote:Arguably the strongest stance. Very clear identity. Lots of Ice! Doesn't need anything to fancy, except a way to be able to deal more ice/place more ice maybe. I kinda want it strong, but with a bit of wind up.
Krakens Breath:
Conditions to use:
- Consumes Fox stance level 10 on second use.
- High FP, I am thinking about 60ish consumed on first use
- 6/7 Momentum (needs to be used twice)
- 5 Turns CD
Effects:
Can only be used when Fox Stance is Level 10. Upon first use, you absorb all ice tiles on the field granting you a buff "Kraken Breath prepared" for 2 turns.
"Kraken breath prepared" grants the user Ice Atk equal to its level.(Level= Ice tiles consumed, Cap Rank*20)
Upon second use you consume Fox Stance Level 10 and "Kraken Breath prepared" to breath a large cone of Ice, leaving ice tiles behind and dealing magical ice damage depending on rank.
May cause Ice Weakness and frostbite Level 30 for 3 turns, and destroys cinder tiles.
Damage per Rank:
Rank 1: 100% SWA, 150% Ice Atk, 60 FP
Rank 2: 100% SWA, 175% Ice Atk, 58 FP
Rank 3: 100% SWA, 200% Ice Atk, 56 FP
Comments:
Basically a Full charged Fire breath cone attack, which damage comes almost entirely from ice Atk instead of SWA, but can also be used to power up for a short while on Ice Atk at the price of the ice you have set up and could use for Expand ice or whatever. rank 3 having the cap of 60 so it pairs up to Void power.
Doesn't ignore Evasion. Ice weakness probably being the main selling point, though its still weaker than Evokers ice weakness version while consuming about the same momentum. Also needs an infliction AND hit check.
Frostbite is more of an by the by effect as most people do not care about it and level 30 ain't that high either.
Overall a great skill, but I think not over powered in most setups as Ice atk if fairly easy to keep track off as to what its maximum potential roughly is unlike SWA. We are looking at 250ish ice atk for absolut try-hards that make use of Void Assassin. So certainly a skill on the higher end of damage but it also comsumes high FP+ worth the momentum of 2 skills. And a very specific set up for that high ice atk.
I think overall thematic though and certainly worth using while being fairly unique. And I like the idea of using ice tiles to power up.
Hare
the fun speedy face stomper. To be honest... I actually have no real idea for a finisher of Hare stance.
Either something that actually makes them a bit more speedy for a few turns without falling into the problem of the buff cap, or just some attack thats showering someone in kicks as an upgraded version of Rapid kick.
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Great Destruction-ing (Explosion) |
Posted by: Autumn - 06-17-2022, 06:35 AM - Forum: Balance Fu
- Replies (5)
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Currently I think that Explosion is an incredibly overtuned skill that needs some addressing somehow in some way, shape or fashion. I can't really think of a scenario where Explosion would be a bad skill to ever use, with its low cooldown, high damage, and EXTREMELY high coverage, as well more effects on the skill than most skills even dare to have.
This spell is a base mage spell, with a targetable tile (therefore ignores geist) in 3 range that can be expanded to be tied with LB for the most AoE coverage, being as large as 6 range at max range, but you get some added wiggle room with positioning on top of that.
Furthermore this spell also can burn things (Reducing their DEF by anywhere from 6-28 in 99% of cases) and knocks back all enemies by 3 tiles from the center of the explosion, and is un-evadable damage. All topped off with a mere 2 round cooldown.
Lets compare this with a class that does effectively the same thing, Lantern Bearer:
Quote:Lantern Bearer can have a 6 Range circular AoE that stems from themselves, which is a lot more balanced when you consider that LB is forced to put themselves in danger and is extremely position dependent to get off a lot of their damage, as unlike with Explosion's radius, LB's Radius has falloff damage as well, losing upwards to 40% damage at the very tip of the lantern flames. (Salamander for example doesn't ignore evasion, and only has a lvl 10 burn)
Now if you're faster than most of your opponents are, this ends up being somewhat manageable as now you have the option of avoiding the damage, this gives a degree of agency among your opponents to act, but if the explosion user is slower (Which most are) than most other party members, than at best only one person can avoid the explosion itself.
Another thing going for Explosion is the synergy with Gemstone Staves, particularly those with deploy Talis, as for now an additional 1m you can place a 6 Range AoE spell on any tile within 8 range, this allows you to snipe things across the map with strong un-evadable damage and in an AoE too. This spell is virtually un-kiteable.
This spell is just absurdly overpowered, and it really needs some adjustments to it, I actually have no idea how you're supposed to deal with how much pressure the presence of this spell has, with such a low cooldown too.
People are inevitably going to come in and explain the downsides of explosion such as:
Quote:- It does no damage vs fire resistances
As can anything else in the game that innately does fire damage, and 'less we forget there is an item belt-able weapon with massive downsides that enables you to ignore fire resistances anyway.
- There's a massive FP cost to the spell
This is a decent argument to be had, it has up to a 54 FP Cost at maximum size, but this value can be nearly halved by Evoker's Arcane Tattoo (Which it usually is) and after that, most mages have more than enough FP to sustain this, even if they're not using Arcane Tattoo thanks to the plethora of FP sustaining items that synergize with their builds.
In order for explosion to be as powerful as it is, it needs to be made much more fair to play against, or it needs some of those effects removed and otherwise adjusted.
So now I'll make some suggestions.
Quote:My first one and most suggested one is to make it so Explosion doesn't trigger until the User's next turn, instead of on the next round, this would justify a lot of its strength as some of the counter play can be attributed to 'just move out of it lawl.'
Quote:My second suggestion that would be accompanying any other changes would be to only make it evasion ignoring in a relatively low range, point blank preferably (within 1 range diamond of the explosion tile), this would make it so that the AoE coverage isn't as vastly overpowered as dodgy characters could maybe get to play the game, it would also make sanctuary able to combat it more effectively too.
Quote:My last suggestion, if nothing else from the above, making it a 5 round cooldown instead at least cuts down on the sheer pressure from the ability, as now fire mages will be forced into making a good decision with it, instead of throwing it down every 2 rounds for extremely high AoE damage.
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Survey of the Mercalan Church |
Posted by: HawthorneVO - 06-16-2022, 10:06 PM - Forum: laplaceNET
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Sender: birbmask@l-net.grm
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- As a concerned citizen and known physician, who follows the Faith of Mercala, though independently, I would greatly appreciate it if those of you who have an opinion of the church, respond to this email with your replies in regards to the survey questions listed below as it would be a great help to me to gather information of anyone and everyone's personal opinions of the church and the faith itself. Only your opinions and question answers will be logged down in my books, and you will remain entirely anonymous.
- Sincerely
A Curious Bird
Listed below is a various array of questions, some multiple-choice, and some requiring numerical answers. This survey is represented as a Google Form canonically anyone replying would be sending back a message with their results.
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Google Link: https://forms.gle/1sy5Dbf7JD2M1qpX6
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Evil Vampires and Banquet |
Posted by: Snake - 06-16-2022, 07:43 PM - Forum: Suggestions
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Oh, the betrayal! The horror!
Could Banquet be able to target allies in some way? I just thought this would be cool to have in some cases where you're playing an evil Vampire who uses their allies as sustenance. It could be a buff for the 'Feeder' trait.
Maybe a condition for this can be:
"Feeder - Banquet can also be used on allies, while restoring an additional 10% of your maximum HP. If you have Bright Darkness trait, you deal 50% less damage but also gain 50% Hit bonus, for being gentle and careful, but that also reduces Essence gain by 50%."
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