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Forum: Quality-of-Life (QoL)
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Yesterday, 08:20 PM
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Mastery of STR Crit
Forum: Balance Fu
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can couloir not be affect...
Forum: Quality-of-Life (QoL)
Last Post: Fern
Yesterday, 02:28 AM
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Bows
Forum: Balance Fu
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Yesterday, 12:01 AM
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The Economy and You
Forum: Suggestions
Last Post: Trexmaster
09-25-2025, 11:11 PM
» Replies: 6
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Flash of Light
Forum: Balance Fu
Last Post: pilcrow
09-24-2025, 08:13 PM
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New Weapon: Kelsoaker!
Forum: Suggestions
Last Post: AkaInuHime
09-24-2025, 07:57 PM
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SL2 Version 3.03
Forum: Announcements
Last Post: Neus
09-24-2025, 07:17 PM
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Chimera Hit
Forum: Balance Fu
Last Post: Poruku
09-23-2025, 08:28 PM
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Himari Izumi: Special Wea...
Forum: Approved Characters
Last Post: CuteYellowCrabby
09-23-2025, 01:35 PM
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Toggle for Razing Salamander/Kraken's Sigh. |
Posted by: Entropy - 12-02-2021, 05:15 AM - Forum: Quality-of-Life (QoL)
- Replies (4)
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Due to the math behind the weapon's unique mechanic causing it to almost always do less damage than your actual attacks, the UL effects for these bows can be an outright hinderance most of the time.
I'd like to request it become a toggleable passive, so that rangers using these weapons aren't gambling with fate all the time.
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[v2.54] Dark Zoned Camps |
Posted by: InsainArcaneBirdbrain - 12-01-2021, 11:29 PM - Forum: Bug Reports
- No Replies
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If you PvP in a camp that would utilize a grass battlemap, you'll instead be greeted to a black void. You go back to the camp map proper once the fight is over, so only the battle map is like this. The continents this affects is Sigrogana, Kysei, and Alstalsia.
Lordwain and Gold are not suffering this issue, and are using the snow/desert maps proper.
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Riagri |
Posted by: Senna - 11-30-2021, 01:57 AM - Forum: Balance Fu
- Replies (1)
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This one is going to be short. As it stands, Riagri the spell without the usage of an excel weapon does far less damage for the FP it costs. So far it is only 100% weapon +12 damage, or +12 and half your youkai's will if only one bonded. Before or even after the weapon changes, this spell is still as underwhelming as they come.
Compared to other spells? Even youkai Evokers, this ability is rendered to pure gimmicks or ignored altogether.
So I wonder since it uses the element of your bonded youkai, or the first bonded, why not also add +100% element scaling based on the youkai's element?
So instead of 100% + 12 damage, I suggest 100% + 100% Element + 12.
Still weaker than most spells...No, almost all spells in the game but at least, it's a bit better than before.
Concerns: Wouldn't that make Riagri too strong with Excel? No, it would still be far weaker than some of the excel crush spells we have, like everything in mage (Fir, Rye, and so on)
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Lilia - Amalgama Spiritual Body Persistance |
Posted by: Poruku - 11-28-2021, 07:28 PM - Forum: Approved Characters
- Replies (1)
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Applicable BYOND Key - KayranAlchemy (slot 3)
Character Name - Lilia AKA "<Excited or Calm> Trickster"
Request Type - Character Power
Request Details -
Lilia's spirit shell has a special quality: It uses the power of the spirits within to continuously re-build her body out of crystallized focus entirely to be exactly the same as when she was created. This is isespian magic, the spirits forming crystals then reshaping them into an imitation of human body parts via necromancy. The spirits essentially take a "blueprint" that was inscribed in her soul, and re-construct that endlessly. In times of intense shock, the spirits can "surge" which re-attaches essential systems rapidly and rebuilds smaller parts.
This request is essentially to flavor and expand on the "Formidable" Amalgama power as well as the amgama healing spells.
Formidable (mutation): When defeated in battle, revive at 50hp without badly beaten
Specific description of the power's effects
1: If dealt a killing blow, Lilia's body rebuilds any essential systems: reattaching the head, organs, etc, minor such effects within reason, up to once per roleplay session. This does not allow her to escape capture or do anything beyond not being dead.
2: Lilia doesn't need regular maintenance unless she is drained of focus for a while
3: Lilia needs to consume a lot of food and/or blue potions regularly
4: Lilia has very minor regeneration and any wounds and scars will disappear over time.
5: Lilia cannot modify her body (from piercings to robotic limbs, etc) in any way, not even her hair
6: Major limb loss/maiming will put her into a lengthy coma where she will require extreme amounts of focus to remain alive. Her body will rebuild the limb during that time. The duration is about one month ICly for an arm or similar, a week for smaller parts. Internal organs can also recover but it's not like she would survive without a heart or lungs for an hour let alone a month. The process is slow so any lethal wounds that aren't covered by a formidable "surge" still need to be treated normally. The process looks like white crystals slowly forming then reshaping into a smoother form. Interrupting this process by breaking the forming limb can easily kill her.
7: Lilia grows rapidly exhausted then comatose if even slightly wounded and out of focus, since the spirits will use focus for repairs at any cost.
Reason why you are making this request (if applicable) -
Aside from it being cool and probably fun to roleplay, my main reason is a thematic one. This ties into most Lilia's major character conflicts/insecurities.
Impostor Syndrome:
Why would I deserve to live? Lilia is a being formed out of 4 souls, more specifically two pairs of people who were couples when they were alive, which carries its own set of inner conflict mostly unrelated to this app. Though she does her best to drone out those thoughts, she feels intense guilt about having essentially "stolen" the lives of those people. Her body is an extension of this: it's something that she not only did not choose but does not feel she earned. Though she likes her body, she sometimes feels like it is not necessarily her own, as well, and can feel detached about physical things because of that. This in turns makes her seek more physicality but I won't get into that. This feeling of her life being undeserved is drastically worsened by the fact she sees herself as a terrible person. How this ties into the app is, the inherent "perfection" of her body in how untouchable and untarnishable it is greatly contributes to those feelings of detachment and being undeserving.
Powerlessness:
Tying into her detachment is her feeling of powerlessness towards her life, mind and body. One of Lilia's main struggles is her incapacity to control her more intense urges, which are often nefarious, and at best dangerous to herself. This extends into a sense of being powerless to control her life, her thoughts, and anything. When it comes to her body, and thus this app, her struggle is one of a desire for control. She would like to get piercings, change her hair, etc, but cannot. Although these may seem like minor things, the fact she doesn't have these simple freedoms translate to a general feeling of lack of control over her own body and accentuate her feelings of powerlessness.
Carelessness:
I've mentioned Lilia's nefarious urges. In the most basic terms, Lilia is a thrill seeker. Her alias is "trickster" for a reason: her most pressing inner desires are ones of inflicting torment and chasing highs of adrenaline. This translates into a lifestyle of crime, cruelty and impulsiveness. How this ties into the app is that Lilia has a strong tendency to put herself in danger. The fact nothing she physically endures lasts forever makes her very careless, essentially what mercalan tenants warn us about: over-reliance on healing, thus she doesn't care about most wounds. This makes her further desensitized towards physical suffering, both her own and other people's. Her body's regeneration thus reinforces her psychopathy and impedes her empathy. This is a big reason why I feel this app is important for Lilia's character.
Violence:
Lilia is inherently violent and cruel, something she constantly grapples with as she strives to be a better person. The aforementioned desensitization towards pain combined with her sadistic urges and tendencies brings her to turn to violence rapidly as a solution, even when the problem is unrelated. Knives are essentially her primary means of self-expression. Her prized knives are a way of affecting the world she understands and is comfortable with, and thus she relies on them when she's uncertain or when she lets her urges take hold. Bringing this to a bit of a dark place, how this relates to the app is, self-harm is something Lilia has always done. It's a way for her to distract herself from her urges, punish herself for them (and existing), and also let out frustration and negative emotions in a way that doesn't harm others. It's also a distraction in times of emotional pain and confusion. This being such an important part of Lilia's character, I find it extremely fitting and thematic to have the scars from these acts disappear with time. It trivializes the act in her mind, making it a difficult habit to break in the future despite being very unhealthy. It also fits with the general theme of Lilia's desensitization and physical dissociation, both with pain and her body overall. Overcoming this habit in spite of her regeneration would be a very interesting and thematic arc for Lilia as she growns and learns, in my opinion.
Roleplay & Lore supporting your request -
Lilia was created by Morgan Fey of the Arcane Kind. He created this system inside her to ensure she would be safe and independent. Morgan wanted her to be fully free, not relying on anyone. Become happy on her own terms. An essential part of what she became. Further reasoning on his end would need to be asked from AscendedChild.
The power is of course based on the nature of Amalgama as artificial created beings, their bodies essentially being "dolls". Lilia's body is often described as "too pristine, like an artificial doll", though she hides most of her skin with clothing. There are no specifications or limitations on what exactly the materials composing Amalgama can be, thus I felt it appropriate to use crystallized focus altered by necromancy. A totally "unnatural" being is fitting for Lilia.
Lilia has high WIL, 370+ focus, and regenerates 11 per turn, so she certainly has the pool to back up her power's consumption.
And of course, this is a flavoring and extension of the Amalgama mutation "Formidable". As a sidenote she got it on first roll and I will never re-roll.
Lilia also possesses 2 amalgama healing spells, using focus to regenerate herself, which supports the power mechanically and lore-wise.
Final word
Thanks for reading, sorry it was long. I'm okay with changing the power in any way you might see fit. The only essential part is the inability to modify her body and her wounds disappearing over time. The rest just feels like it'd be cool
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Reaper Scythen't |
Posted by: Snake - 11-28-2021, 01:38 AM - Forum: Balance Fu
- No Replies
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Could Reaper Scythe be used with a Polearm if you are under the effect of Dark Imbue?
And could Dark Imbue be used with Polearms while at it? We have Sleighter which is a scythe-like polearm, but no real use of it in the bigger schematics of Ghost.
I wish for the class to be expanded a little on its possible weapon usages, and also be usable with base Duelist, which does support Polearms, naturally.
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Trait Suggestions for X-mas! |
Posted by: Snake - 11-28-2021, 01:14 AM - Forum: Suggestions
- No Replies
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Quote:Speed Demon
Requires: 20 CEL, Escape Artist
Dexterity Trait (only one can be selected). You focus on moving faster than the eye can follow, at a cost. Nullifies ALL bonuses to Hit and Evade, but increases Evade gained from Base CEL by 1.5. Base Move is also increased by 1.
Quote:Hawk Eye
Requires: 20 SKI, Trap Spotter
Dexterity Trait (only one can be selected). You've naturally observant and very perceptive with your attacks, at a cost. Nullifies ALL bonuses to Hit and Evade (including buffs), but increases Hit gained from Base SKI by 1.5. Basic Attack range is also increased by 1.
Quote:Trained Endurance
Requires: 20 DEF, Die Hard
Physique Trait (only one can be selected). Your training was more focused on physical defense over magical resistance. Increases your Physical Damage Reduction from Scaled DEF to 1.25%, but reduces Magic Damage Reduction from Scaled RES to 0.5%.
Quote:Trained Resistance
Requires: 20 RES, Die Hard
Physique Trait (only one can be selected). Your training was more focused on magical resistance over physical defense. Increases your Magic Damage Reduction from Scaled RES to 1.25%, but reduces Physical Damage Reduction from Scaled DEF to 0.5%.
Quote:Healthy Physique
Requires: 20 VIT, Die Hard
Physique Trait (only one can be selected). You are more robust physically than the average people, which unfortunately is not a body type shared by many, therefore making your armor less fitting. Increases your HP by 10%, but reduces Armor and Magic Armor by 10.
Quote:Careful Striker
Requires: 20 GUI
Mind Trait (only one can be selected). You tend to think more before attacking, which can be a hassle sometimes. Increases Critical Damage by 25%, but reduces Flanking effects by 25%.
Quote:Mean Ganker
Requires: 20 GUI
Mind Trait (only one can be selected). You thrive on "teamwork", as long as 'you' are the one flanking the enemy. While Flanking an enemy, increases your chance of inflicting injuries and Critical Damage by 50%, but Flanking is disabled if you have no other party members in your team.
Quote:Brutal Striker
Requires: 20 STR
Mind Trait (only one can be selected). You don't think at all before attacking, which can be a hassle sometimes. Increases Scaled Weapon Attack by 15, but reduces your maximum Momentum by 1.
Quote:Armor Crusher
Requires: 10 STR, 10 GUI
Mind Trait (only one can be selected). Your strikes are sundering, but heavy on your arm. Increases offensive skill momentum costs by 1, but your attacks gain 15 Armor penetration.
Quote:Buster Arcana
Requires: 10 WIL, 10 GUI
Mind Trait (only one can be selected). Your spells are sundering, but lengthy to cast. Increases offensive spell momentum costs by 1, but your attacks gain 15 Magic Armor penetration.
Quote:Recitation
Requires: 10 WIL, 10 GUI
Mind Trait (only one can be selected). You've studied a certain spell's incantation to its limits, but didn't seem to crack the code on others. Your first spell equipped will always refund 1M when cast, but all other spells have a 50% increased FP cost.
Quote:Lady Luck
Requires: 20 LUC
Mind Trait (only one can be selected). Sometimes lady luck tends to smile at you, other times, not so. At a (Scaled LUC)% chance on round start, you may receive a bonus (or penalty) to Hit, and a bonus (or penalty) to Evade equal to 75% of your Scaled LUC.
Lady Luck (Hit) and Lady Luck (Evade) are rolled separately to become a buff or debuff and also to be granted on round start.
Quote:Do No Harm
Requires: 20 FAI
Mind Trait (only one can be selected). You made a vow to never seriously hurt anyone, not even your enemies. Chance to inflict wounds is reduced to 0%, but the power of your Healing Spells is increased by 10%.
Quote:Blinded by Faith
Requires: 20 FAI
Mind Trait (only one can be selected). Your god take the wheel, you say, and so far they didn't disappoint. You may as well as be a walking testament that they do still exist and influence the world around you. Sets your Armor and Magic Armor to 0, but chance of Faith-based effects (Such as Pray, Devotion, Convert, etc.) to activate are quadrupled.
Quote:Last Stand
Requires: 10 STR, Die Hard, Ruled By Emotion.
Mind Trait (only one can be selected). You're hard to be put down when others are counting on you. Once per fight, in a fight where you have at least 1 party member in your team, if you are the last unit standing of your team, upon being defeated, Die Hard will activate as Last Chance and grant you immunity to damage until your next round. (For each Party Member KO'd you will also receive 2M.)
When this effect is over, you will be inflicted with Certain Defeat, Interference and Badly Beaten for 4 rounds.
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Cel Base Class idea |
Posted by: Senna - 11-27-2021, 08:44 AM - Forum: Class/Race Ideas
- Replies (4)
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Martial Artist Promotion: Speed Demon
A class that focuses mainly on having CEL stats and using dashes and movement to build up momentum behind their attacks. The more momentum they gathered, the stronger and more effects each attack gains.
Examples:
Passive -
Speed Gauge: Each time they use a dash or normal Movement, they gain a +2 speed gauge. Each turn they don't use either a dash or normal movement, they lose a -3 speed from their gauge. Each +3 speed gauge adds +2 to movement and +5 grants+5 evade. It is Maxed at 10. At max, the user gains teleport movement.
Hit and Run: Whenever the user is able to successfully hit two Speed demon skills, it reduces movement momentum by -2 and resets repeat action for movement until their next turn.
Offensive abilities Examples-
Drive-by Punch: - Dash - Works similar to paddle kick but don't knock up. The dash range increases base on speed Gauge and at +6 gauge, it hits the first target and knocks them back, regardless of their knockback immunity for the rest of the journey. They and the other targets in line take blunt damage equal to half + user's Cel.
Three Hit Combo: - Dash/Can only be used with +3 Speed gauge - Point and dash towards the target. Then perform two basic attacks from the front and one from the back or sides. The last hit becomes a Specials that can knockback. At +8 Gauge, both basic attack and Specials gains + scaled Cel magical bonus damage. The knockback ignores immunity and is scaled from Cel/10.
Defensive abilities Examples-
Jog in place: Uses -3 Gauge - This increases their evade by +15 for three-round or three hit checks. Each time they proc Glancing or Evade, they gain +1 Gauge.
Bouncy - Uses -2 Gauge - This lightens your footing but in return slows you down. While bouncing, the user gains a disengage until their next turn that's equal to their scaled Cel. This will also proc a Flotterment effect.
Support abilities Examples-
Speed through - For three rounds, if the user has a +4 gauge, they can run over field effects like cinder, Ice sheets, traps, and so on.
Strike like a Bee - For three rounds, the user can perform a basic attack after each Speed demon skill at the cost of -1 Gauge per a proc. (Chance of proc is scaled Cel)%
And the list goes on.
Those were just examples to give an idea behind the class itself.
Pretty much play into fast attacks, having a lot of Cel for better effects, building Gauges to take full usage of it, and unleashing their max gauge with either a big technique or just using the enchanted versions of their prior techniques. All about moving around and going fast. It’s easily countered by movement nerfs, frozen, immobilize, clumsy or anything that prevents them from moving.
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Rotwood [v2.54] |
Posted by: Senna - 11-27-2021, 07:01 AM - Forum: Bug Reports
- No Replies
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Rotwood does not seems to apply the +3 hit bonus it offers at all.
With Rotwood
Code: System: Debug: attack_pow: spec_arrow_dmg_bonus increases Power to 113
System: Debug: Total Power for Adversity Annihilator / Adversity Annihilator was 113.
System: Debug: attack_pow: spec_arrow_dmg_bonus increases Power to 113
System: Debug: Total Power for Adversity Annihilator / Adversity Annihilator was 113.
System: Debug: Before Use Skill called. Prinny, Senna, Sub-Attack, 1
System: Debug: Attack type: /obj/skill/fe_attack/bow/revolution/sub. attack_nums:
System: Debug: attack_pow: spec_arrow_dmg_bonus increases Power to 113
System: Debug: Total Power for Adversity Annihilator / Adversity Annihilator was 113.
Senna attacks Prinny with Adversity Annihilator!
Prinny takes 118 Pierce physical damage.
System:
* Initial Damage: 113 Pierce Physical, flags: projectile, sk: null, wep: Adversity Annihilator / /obj/items/equip/weapon/ranged/bows/adversity_bow
* play_atk_anim was 1.
* 0 Evade VS 239 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: 51 Critical VS 0 Critical Evade. (113)
* spec_flat_reduc was 0. (113)
* amp_multi was 1.05. (118.65)
* reduc_multi was 100. (118.65); MAG DEF, 0 PHYS DEF, 100 REDUC
* elem_reduc was 0. (118.65)
* armor was allowed. armor_reduc was 0. (118.65)
* Damage caps applied. (118.65)
* Damage shields applied. (118.65)
* Final damage was: 118.
Senna recovered 1 FP.
System: * basic_attack(atk:Senna,def:Prinny,W:Adversity Annihilator,dmg_mod:0,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 130. crit_dmg_flat was 0. attack_num was 1.
System: Debug: 0&&2
Without Rotwood (Devilbark this time)
Code: System: Debug: attack_pow: spec_arrow_dmg_bonus increases Power to 115
System: Debug: Total Power for Adversity Annihilator / Adversity Annihilator was 115.
System: Debug: Before Use Skill called. Prinny, Senna, Sub-Attack, 1
System: Debug: Attack type: /obj/skill/fe_attack/bow/revolution/sub. attack_nums:
System: Debug: attack_pow: spec_arrow_dmg_bonus increases Power to 115
System: Debug: Total Power for Adversity Annihilator / Adversity Annihilator was 115.
Senna attacks Prinny with Adversity Annihilator!
Prinny takes 120 Pierce physical damage.
System:
* Initial Damage: 115 Pierce Physical, flags: projectile, sk: null, wep: Adversity Annihilator / /obj/items/equip/weapon/ranged/bows/adversity_bow
* play_atk_anim was 1.
* 0 Evade VS 239 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: 51 Critical VS 0 Critical Evade. (115)
* spec_flat_reduc was 0. (115)
* amp_multi was 1.05. (120.75)
* reduc_multi was 100. (120.75); MAG DEF, 0 PHYS DEF, 100 REDUC
* elem_reduc was 0. (120.75)
* armor was allowed. armor_reduc was 0. (120.75)
* Damage caps applied. (120.75)
* Damage shields applied. (120.75)
* Final damage was: 120.
Senna recovered 1 FP.
System: * basic_attack(atk:Senna,def:Prinny,W:Adversity Annihilator,dmg_mod:0,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 130. crit_dmg_flat was 0. attack_num was 1.
System: Debug: 0&&2
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Winged Spearstrike [v2.54] |
Posted by: Senna - 11-27-2021, 06:50 AM - Forum: Bug Reports
- No Replies
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Winged Spearstrike from Winged Spear does not seem to use the weapon's accuracy.
Code: Prinny takes 147 Wind magical damage. (Winged Spearstrike)
System:
* Initial Damage: 140 Wind Magic, flags: magic, sk: Winged Spearstrike (/obj/skill/winged_spearstrike) , wep: null
* play_atk_anim was .
* 0 Evade VS 204 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. (140)
* spec_flat_reduc was 0. (140)
* amp_multi was 1.05. (147)
* reduc_multi was 100. (147); 0 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was 0. (147)
* armor was allowed. armor_reduc was 0. (147)
* Damage caps applied. (147)
* Damage shields applied. (147)
* Final damage was: 147.
Senna recovered 1 FP.
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