Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 836
» Latest member: Foxtrot
» Forum threads: 11,783
» Forum posts: 58,651

Full Statistics

Online Users
There are currently 282 online users.
» 1 Member(s) | 279 Guest(s)
Bing, Google, pilcrow

Latest Threads
Fern
can couloir not be affect...

Forum: Quality-of-Life (QoL)
Last Post: Fern
10 hours ago
» Replies: 0
» Views: 92
Autumn
Bows

Forum: Balance Fu
Last Post: Autumn
Today, 12:01 AM
» Replies: 19
» Views: 1,578
Trexmaster
The Economy and You

Forum: Suggestions
Last Post: Trexmaster
Yesterday, 11:11 PM
» Replies: 6
» Views: 1,490
Fern
Mastery of STR Crit

Forum: Balance Fu
Last Post: Fern
Yesterday, 02:25 AM
» Replies: 1
» Views: 202
pilcrow
Flash of Light

Forum: Balance Fu
Last Post: pilcrow
09-24-2025, 08:13 PM
» Replies: 0
» Views: 188
AkaInuHime
New Weapon: Kelsoaker!

Forum: Suggestions
Last Post: AkaInuHime
09-24-2025, 07:57 PM
» Replies: 0
» Views: 152
Neus
SL2 Version 3.03

Forum: Announcements
Last Post: Neus
09-24-2025, 07:17 PM
» Replies: 0
» Views: 135
Poruku
Chimera Hit

Forum: Balance Fu
Last Post: Poruku
09-23-2025, 08:28 PM
» Replies: 3
» Views: 335
CuteYellowCrabby
Himari Izumi: Special Wea...

Forum: Approved Characters
Last Post: CuteYellowCrabby
09-23-2025, 01:35 PM
» Replies: 1
» Views: 588
Autumn
[v3.03c] Summon Drizzle

Forum: Bug Reports
Last Post: Autumn
09-23-2025, 09:50 AM
» Replies: 1
» Views: 575

 
  [Kensei] Absolute Worthless, a rethonkening
Posted by: Snake - 06-16-2022, 05:53 PM - Forum: Balance Fu - Replies (7)

These buffs last too short, and their debuffs too. So I'm requesting just a single round worth of bumping on their duration, plus an additional effect that stacks per use of Absolute Death/Fear/Pace that makes Kensei more fun imo. Working all the way up for a big secret finisher move like a true samurai should be.

Quote:Absolute Death
Base duration of Marked for Death should be increased to 2.

- (Rank 3) New Effect: Grants 'Resolve' to the Kensei for 5 rounds. (Resolve makes Kensei Combos inflict or stack Lingering Damage (Slash) with a LV of 15, for 3 rounds. Max LV = Kensei Level + 40.)

Quote:Absolute Fear
Base duration of all effects should be increased to 2.

- (Rank 3) New Effect: Grants 'Pressure' to the Kensei for 5 rounds. (Pressure makes any damage taken from any enemy (who is Feared or Hesitating), if not Evaded, become a Glancing Blow. Once per enemy, per Fear and per Hesitation on them, max. 2 times.)

Quote:Absolute Pace
Base duration of Battle Flow should be 5 rounds.

- (Rank 3) New Effect: Grants 'Intent' to the Kensei for 5 rounds. (Intent makes it so if an enemy inflicted with Battle Flow targets you while you have NO Momentum, you will nullify the attack, teleport to them and counter-attack with Kagekiri (Kensei Combo version). Once per enemy.)

Quote:Sheath Sword
Changed from 3M+ to 1M+
Changed from 5 SP to 3 SP
Quickdraw's bonus Hit and Damage changed to 10 per Rank.

- New Effect: If you are under the effects of Resolve, Pressure and Intent, and have Hidden Cut equipped, triggering Hidden Cut will instantly kill non-player, non-boss enemies; Otherwise it will deal bonus damage based on the enemy's missing HP (2.5% damage per 1% HP missing), afterwards the listed buffs will be removed and the enemy will be debuffed with 'Steadfast Mind' for 2 rounds. (Steadfast Mind prevents Sakki/Touki/Kenki to be inflicted on the unit for the duration.)

What do y'all think? This is the redone version of the latest with notable changes now that I could think more about it. Cricitism is welcome, and honestly if Boxer can be an NPC instakill class with such a linear build up that's now even more easier now due to Kragenfleur and Schwarz Sturm changes, why can't a class with a literal deadly sword and its only theme being based on killing things not?

It fixes the long coming request to have Kensei gaining its own finishing move, and I couldn't think of anything better than sheathing your sword and popping an enemy like a balloon.

Print this item

  Maker's Crown
Posted by: KitKatarine - 06-13-2022, 07:36 AM - Forum: Sigrogana - No Replies

[Image: YOiqGuy.png]


Maker's Crown Crafting
Your hub for innovation!



Located just off of Cellsvich's main walls, there's an area surrounded by some trees that has spawned a number of buildings. Hustle, bustle, and noise, this is Maker's Crown; a crafting hub open to the public to use at their leisure. 

Everyone, from professionals to novices and all those in between are welcome to practice their craft. It is free to use for all in the area. You may also peruse the wares from other talented crafters under the employ of the Crown - high quality wares that can't be found elsewhere. 

Flyers around each of the towns and cities in Sigrogana advertise this as the place to go to craft and have things crafted! So come down and see what you can create~

Update: Maker's Crown is no longer operational. Visitors to the old location may see shadows of the crafting hub, but otherwise, it is completely gone.  


((OOC notes: Due to OOC reasons, I'm discontinuing the crafting hub. Thank you to all those who came to rp with me there, and thank you especially to Whitender who gave me the space to use for a time. Additionally, the space I was using is under Whitender's control again, and has no affiliation to Maker's Crown at all, so please keep that in mind if by chance you happen to wander there ICly.))

Print this item

  Maximum crafting skill level should not include Legend Ink
Posted by: KitKatarine - 06-13-2022, 07:22 AM - Forum: Suggestions - Replies (7)

I'm not super articulate about these things but bear with me. 

Normally, when levelling up a crafting skill, you get a maximum of 9 levels to play with - equaling a maximum of 6 in one skill, and 3 in another, lesser skill. 

What I didn't know is that Legend Inks are taken into account with this, effectively removing two potential levels, making a maximum of 5(+1) in one skill, and 2(+1) in another. 

"But KitKat, you stupid moron, that's still maximum of 6 and a maximum of 3, so what the f*** is the problem?"

THE PROBLEM, is that Legend Inks are supposed to help ENHANCE the skills. By capping the skill at 2(+1) (as it is in my situation), I've essentially been cheated out of a level I would have had, if I hadn't put the stupid Legend Ink in the first place. 

"Well, that just sounds like an oversight on your part" <-- Shut.

Please, I would love to have it be a bonus. Give us our level 6(+1) and a level 3(+1).

Print this item

  Hyattr's abysmal fire breath
Posted by: Bryce_Hego - 06-10-2022, 06:14 PM - Forum: Balance Fu - Replies (9)

The last time I made a post on this forum was because Cinder tiles were devolving into a push/pull style meta that forced players to always come equipped with something to deal with it. Now Cinder tiles work as they always should of, but that does bring into question a race that seems to rely on making lots of said cinder tiles as it's magnum opus. Hyattr, as it stands, has a problem of not getting good enough damage and effects for the Momentum and FP they must use, as we'll discover in this post.

The Hyattr we're going to imagine here is level 60 and has 100 base fire attack, 60 scaled sanctity, both very high end numbers. They will have access to all the traits, and be using a maxed strong smelling ashes prayer.

We're also going to get a bit extreme, and assume the Hyattr is abusing Impure Element from Void Assassin to give 160 fire attack total and has no issues with an enemy mage ruining such which is wishful thinking.

Without using any of the channels, you must spend 3M and 50FP to perform 152 damage in a 5 range line...No cinder tiles are created. For far less investment, players can achieve much greater damage feats with Fir. If you used a fire breathing potion, 190 Fire damage, but still unimpressive. Using while airborne doesn't have much value since again, no cinder tiles and you won't go very far.

Okay, so maybe the problem is Hyattr were never intended to breath their fire without channeling first? After all, they aren't a Salamandra, which mind you, would be doing around 260 fire damage in the same set-up with a non-explosion crit, and only 10 FP. (They also don't require any sanctity investment or locking to a specific prayer tool)

So let's just use Channel Destruction by itself, bumping the M cost to 6M overall. Now we're doing 312 damage, 390 with a firebreath potion for 50FP. You're also finally getting range comparable to a Fir, with level 45 cinder tiles, which should in most scenarios be an extra 45 damage. Note: Fir only takes 3M and 20FP to do comparable damage.

We're still spending 50FP, we're still abusing Impure Element for ridiculous numbers. Salamandra can also compete and outperform with this damage merely by using their flame two times in a row and for less FP.

Well, surely, max traits, using Channel magic alongside it will make it worthwhile? After all, we refund 33FP and massively improve how much it can hit.

The end result being you're spending 9M and around 17FP for 392 Fire damage, 490 damage with the firebreath potion. Using the firebreath potion makes the set-up 12M for the first time, 9M only on repeats until it wears off.

But surely, the best benefit is that we're destroying lots of terrain, player made tiles and objects, right? You can also hit many people in a team fight and cover the land in your mildly impressive 45Lvl cinder tiles, don't forget flying a sly 10 Tiles across the field. Well, most players have a way to avoid walking directly over cinder tiles, it's possibly to glancing and evade the damage. Anyone with fire resistance or good DR isn't going to be too worried about that damage.

And moreover, in a 1v1, it's just not going to do nearly as much as a Salamandra popping their flame 3 times. You can be immune to or absorb Fire breath. Once again, Salamandra using the same set-up don't need sanctity to output more damage than a Hyattr.

I also find it strange just how reliant on the channels firebreath is. Without them, it's worse than any other fire move I can think of. With them, it becomes costy momentum-wise. You're also expected to have the traits, but I guess that's fine all things considered. Hyattr's only real stake over Salamandra is crowd control and a low tier flight. Unfortunately, Salamandra's explosion art not only gives them some bussin AoE, but allows them to utilize it on other fire attacks.

Another thing to note is any competent Evoker/VA can perform Charge Mind > Sear with impure element for an 9M powerful 650 damage and cinder tiles that are unfairly level 160 if unavoidable. (Once again, a set-up like this requires no investment in sanctity and only costed 44FP without efficiency talent, nor do you need to chug a Fire Breathing potion.)

Almost forgot, but Nerhaven Fir when a Mage has 120 SWA with their tome does the exact same damage as a quirked out destruction channel firebreath for half the momentum and FP.
100% SWA (120) + 120% Fire attack - Fir(3M, 20FP)
120 Damage + 120% Fire attack - Channel destruction > Firebreath with Maxed Ash Prayer (6M Total, 50FP)
Did I mention Nerhaven Fir can cover more ground and Nerhaven Explosion inflicts burns?


I'm more than open to hear the communities ideas on how Firebreath could be changed to less of a niche than it is now. I don't think it being a hybrid movement option in the air is a good enough discount, or it's ability to hit multiple targets when that's not always going to be useful since you may destroy ally objects.

Two ideas came to mind for me personally, neither of which I think should happen alongside the other.

1. was simply giving 50% of SWA to Firebreath's base damage. Salamandra flame has 100% SWA+Fire attack at all times and dramatically less FP cost, so why not? Channel destruction could increase the 50% SWA to 70% SWA. It's still a expensive FP/Momentum move and this makes it more viable with and without channels. I'm hesitant to say 100% base SWA but I don't think that's off the table either considering it's FP cost.

2. is having the momentum cost of Fire Breath decrease by 1 for each time you used a channel that round, allowing a 7M turn to blast it right out the gate, but this could be seen as a 50% increase in DPS cause of the action economy. I don't think it outperforms any other DPS builds, and the damage numbers above are still assuming you abuse a specific class benefit for maximized damage. It also kind of further enforces that you need channels, which I personally don't like.

Bonus: Channel magic can give 1 Burn Lvl per 4 Scaled Sanctity for 3 rounds. 60 sanctity as a mere 15 Burn wouldn't be so bad, would it?

Besides, 60 scaled sanctity Hyattr really isn't very viable with how many stats you'll need, including plenty of strength/willpower/skill, unless you intend to abuse luminary element to skim strength. If you do not build hard into fire breath, it's only viability becomes the niche situation of AoE damage you could get from explosion, some weakish cinder tiles, and destroying objects. To which, at that point, what does a Hyattr have? a worse flight than corbie? A weaker version of Evoker's Absorb power? A low tier str/will buff?

They don't have enough going on for them in my opinion to justify Fire Breath being like it is. 
As it stands, I'd rather pick Salamandra and simply RP one similarly to a Hyattr, with Skyburn accessory for psuedo flight. Not like you can't reason one having horns, a tail comes easy. Breathing fire? I'm sure you can reflavor your characters method of casting fire without much issue.

Firebreath should, unchanneled, be just as good if not outright better than Fir due to FP cost and sanctity investments.
Firebreath should, channeled, be worth the extra Momentum pumped into it, that could otherwise be used on more impressive fire techniques.

Print this item

  [v2.54b] Leaven't Battle
Posted by: Autumn - 06-09-2022, 08:01 AM - Forum: Bug Reports - No Replies

When you are over encumbered and lose momentum as a result, you are physically incapable of having enough momentum to end a battle with the "Leave Battle" skill that is given to you, this normally isn't a problem for most encounters that would involve it, as killing the opponent isn't so bad typically even with the reduced momentum.

However, against Prinny who has 10000 health you may find yourself in a precarious and annoying situation suddenly, it is likely more optimal to end battle until 100 rounds but I believe this can be fixed by simply changing Leave Battle to be 1m instead of 6m.

This doesn't actually change anything in the long run, as in any IC fight, no one is gonna accept Leave Battle as a valid fleeing response and is more so used to expedite the result so that roleplay is returned to quicker and more effectively.

And since you don't lose anything for losing in the arena anyway, there's no cheese to be had from leaving a losing single or group fight either.

The only thing this changes is being able to accidentally soft lock yourself into Prinny

Print this item

  Quest Event Dungeons!
Posted by: Fern - 06-09-2022, 03:13 AM - Forum: The Great Six - Replies (1)

Word spreads... word about certain areas becoming more noticeable to the world as a whole. People have visited these places with many different objectives in mind, such as adventuring and research or even simply passing the time. These special areas appear to have monsters lurking around, which is pretty bad.... or good, depending on if you're looking to make money!
  
EVENT DUNGEONS
  
What's this thread, you might wonder? This is meant to provide some IC snippets on upcoming Quest Dungeons! These dungeons are event areas in which you might carry out different tasks from quests listed in this thread, whihc could be a lot of different things. Sometimes, they'll ask you to defeat a specific monster in the area, and sometimes you'll be asked to retrieve an item. Occasionally, you might actually have to save a NPC!
 
So how's this work? The dungeons themselves are split into blocks. Some of them will be as simple as 4 big areas, while others will be 9 fields and some might even be 16 areas!
 
[Image: dungeon_sample_1.gif]
 
There's a base reward for the quests, but you're able to find additional loot through the dungeon in the form of chests... or even puzzles! Quests might have varying difficulties, such as Easy, Normal, Hard or Legend, with different amounts of rewards. However, it won't be so easy, there could be monsters located within certain blocks of the dungeon. And depending on the quest difficulty, they might be rather challenging to you. If a party is wiped two times, then the reward you receive will be much smaller in comparison to the original and the amount of chests you can open in the dungeon will be limited. Sometimes, unexpected strange things can happen during a quest, such as the appearance of a very strong foe... or a terrifying thing.
   
Fought a strong encounter and need to patch up? It's alright- just head back to the starting block of the dungeon and over to the safe zone. In this area, no enemies can attack you and there's an innkeeper that can heal your party!
   
[Image: dungeon_sample_2.gif]
  
And that's the basic gist of things. The extra details such as rewards and quest objectives will be mentioned in Pandora's Quest Board. It could be different things, such as simply killing a swarm of strange Jammers or perhaps dealing with a Purgatory/White Door...?!
  
Feel free to keep an eye out if you're interested in making some money and EXP, collecting some loot and RPing with your friends in a special dungeon! The following posts will be lore snippets of dungeons as they come.
    
(Note: There might be player limits for some quest sign-ups.) 
   
(Another link to Pandora's Quest Board if needed: https://neus-projects.net/forums/showthr...8#pid44468)

Print this item

  The Castle map with the pillar in the middle should just be removed.
Posted by: Kiss - 06-07-2022, 03:05 PM - Forum: Suggestions - Replies (4)

As the title states, that one castle map with the large pillar in the middle. Its incredibly unnecessary for multiple reasons, some that I will state here:

1. You are unable to spectate the map and you cannot use the ability to look around in a map with CTRL + Arrow Keys to get around this, therefor you cant get INTO a fight with it.

2. Its FAR too large for a normal battle, now in terms of actual length and width its not the same, but the fact the entire middle section basically forces you to walk around extends its vertical length by a decent amount. Its so slow, especially on things like Crazys since they're spread to each end.

3. Theres 2 maps for castle, the second one being a shorter yet thinner level is much better since it has the interesting mechanic of the extending attack platforms (which are neat), obstacles that can block your path (that's cool) and just looks way better.

4. ITS NOT FUN MAN. The pillar map is just awful to play on as literally every character i've ever played, mass grind characters, icly, fun builds- Its just not fun. I dont think ive seen anyone in the game enjoy it.

Just make the other jail map or whatever its called the default, please. Gods the suffering is awful.

Thats it, goodbye for now.

Print this item

  Attacking the server Directly (Throwing/Twindance)
Posted by: EenKogNeeto - 06-07-2022, 10:09 AM - Forum: Bug Reports - No Replies

Combining two correlating reports with my own experience I believe there is a potential server crash when someone uses throwing daggers and/or Twin dance throwing daggers to break a field object such as the starfish's gems.

Event 1 (Mine): 
Tower starfish fight, blink forward and go to max range attack one of the gems with my vorpal fang and second dagger, right when i confirm attack the server dies horribly.

Event 2 (Other person):
Similar thing happened when they attacked a hydromancer tentacle in similar circumstances.

Due to the nature of this bug I can't and won't really try to test it to really pin down the specifics. But this may atleast give something to go on.

Print this item

  [EVENT TOOLS] v2.54b Walking Monsters can make players lose items/money on defeat
Posted by: Fern - 06-06-2022, 10:23 PM - Forum: Bug Reports - No Replies

1) Spawn a walking mob with Guard behavior.
2) Have a party fight it.
3) Have them lose the fight.
4) They will lose Murai and items on defeat.

The reason I feel this isn't intended is because there was a change made so that forced encounters wouldn't make people lose items/money on defeat.

To be more specific, it's spawn walking monster that causes this, not forced encounter!

Print this item

  Potentials and Shoehorning
Posted by: Snake - 06-05-2022, 06:42 PM - Forum: Suggestions - Replies (10)

Could certain Potentials that 'only work with a specific skill' also grant that skill if you have the weapon equipped?

For example:

- Eresh's potential granting Eclair Lacroix, without Duelist equipped.
- The 'Jin' Katana series (and Hisen) granting Sheath Sword + Hidden Cut, without Kensei equipped.
- Crystal Blade granting Retreating Swipe, without Soldier equipped.
- etc.

This would allow for more diversity of those 'skill-enhancing' weapons, when the term is class combinations. And this would hopefully kill the shoehorning.

If this ends up being too much, we could also make it so the damage those skills do is either halved, or have their FP costs doubled if you don't have the skill its intended to upgrade equipped.

But I personally don't think it should be necessary.

EDIT: Whoops, Sheath Sword is the requisite of Hidden Cut.

Print this item

Sigrogana Legend 2 Discord