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Music (v2.51) I Am Once Again Asking For Tips
Posted by: Shadbase - 09-26-2021, 01:59 PM - Forum: Bug Reports - Replies (1)

The Violin (Tips) is once again (I think) acting the same as Violin (Free), where it takes your stamina constantly.
No debug info is given when I tested it - 

[Image: unknown.png]

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  v2.51 Claret Call Bugs
Posted by: Fern - 09-26-2021, 09:36 AM - Forum: Bug Reports - Replies (1)

1. Defeating an enemy that is not marked with Claret Call through Scarlet Twister will not apply Claret Call.
2. Bloody Palms makes your Claret last 2 rounds on the first physical hit you do, and only becomes 3 rounds if you apply Claret again. It is overwriting the normal duration with the shorter one on the first phys hit you do.
Neither of the above seem intended. Both were tested with Ghost main class (and a skill point invested in Claret Call.)
 
To replicate:
1. Defeat an enemy that you've not marked with Claret by using Scarlet Twister, they will not be Claret Called
2. Smack an enemy with a basic attack while wearing Bloody Palms one time, and notice how you have a shorter duration (2 rounds) on the Claret you inflict. It becomes 3 rounds if you hit them again though.

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  [v2.51] Fleeting Advantages
Posted by: Autumn - 09-26-2021, 09:10 AM - Forum: Bug Reports - Replies (1)

Momentum bonuses involving weaknesses still seem to trigger for a target who has fully evaded the attack, for example: Hitting a light weak target but fully missing them still makes you gain 1m

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  Know Pain
Posted by: Poruku - 09-26-2021, 06:32 AM - Forum: Balance Fu - Replies (1)

The Demon Hunter passive Know No Pain was changed recently to reduce damage reduction by the same amount as the flat reduction.

I'm wondering if that was needed considering the nerfs to damage reduction from defense.

More pressingly, this passive doesn't really make you tanky anymore, it just makes you stack rage faster. In fact, it makes you squishier against anything that does more than 100 damage (so most things). I've been playing a matador DH for a very long time and recently I've just been dropping the skill entirely. It just feels stronger even in physical damage matchups because I'll only be getting a single really strong retaliate anyway in most 1v1s. And in pve I rarely retaliate at all so it was more useful for the tankiness.

And yet, retaliate is so incredible in 1v1 pvp that it's still worth it by itself. But it's only really strong in those scenarios, and mainly for tank busting since it doesn't use weapon accuracy.

In addition, I want to add that the skills "goring horns", "crashing bull" and "bellowing stag" are very underwhelming. Those might need a bigger revisit. Though if matador dealt consistent damage, goring horns would make more sense.

So overall this is just another call to give DH some love, on the blue side of the color wheel

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  Skullcaver Uncaved
Posted by: Tanasinn - 09-26-2021, 04:06 AM - Forum: Balance Fu - Replies (7)

Skullcaver in its current iteration just... Does not work. Stun is an unreliable status, that while thematic, hurts you more than it helps almost universally.

I'd like to suggest its effect be changed to either UL*2% or UL% chance of inflicting spelldaze on hit, and able to continue stacking spelldaze if you get multiple procs in a short time, unlike how Nightflower as a material restricts you to one spelldaze active at a time. This remains thematic and gives it a specific niche, while removing the headache that is trying to understand how to use stun against someone without getting screwed over.

I'll also point out that in its current iteration, Skullcaver is the only thing in the game countered by Snakemen Helm's item effect, which means the Helm may also need to be changed to prevent spelldaze via item effect.

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  Dagger thread
Posted by: Poruku - 09-26-2021, 12:16 AM - Forum: Balance Fu - Replies (9)

Daggers feel incredibly strong currently, especially shurikens.

Compared to other options, daggers essentially do the most damage when built for critting. This is made more of an issue when we consider the high amount of utility daggers and shuriken can have. The most obvious offenders would be things like poison and knockdown on crit. The existance of throwing daggers also makes daggers overall extremely versatile. You'll rarely run out of ranged attacks in a normal battleThey also bypass parry skills.

I feel like what really tipped the scales is that improvements to their scaling have turned many utility weapons into high damage weapons with great utility on top. A side note to that would be that guile is probably overall stronger than strength as a damage stat because not only is it more damage with crits, you also get enough skill pool size to fit anything you could want.

I don't have a dagger build right now but I'd be interested to hear other people's opinions. I've just noticed that daggers and shuriken are slowly starting to take over the 1v1 arena meta. I know that's not a perfect metric, but I've just noticed those being quite dominant, especially the more optimized ones

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  Fuck teleports.
Posted by: Lolzytripd - 09-25-2021, 10:27 PM - Forum: Balance Fu - Replies (13)

There's too many, give us an item/ ability/ trait to make our traps and other field affects still affect these teleporting, gameplay ignoring, overly abundant options.

we have too many "oh this needs a little something"  "Oh lets give it teleport movement" popping up as of late.

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  [v2.51] Body of Negation
Posted by: InsainArcaneBirdbrain - 09-25-2021, 07:42 PM - Forum: Bug Reports - Replies (1)

Body of Isesip seems to be negating everything on the attacks it blocks, instead of just reducing damage to 0 as intended. This has the consequence of making it impossible to gain crit momentum against a BoI user, or for attack effects to take place.

To demonstrate, this attack should always crit, but it fails to do so losing momentum gain.

[Image: unknown.png]
[Image: unknown.png]

As for the effects, here is an Annornum boosted Frigid Arrow which should apply frozen, but...

[Image: unknown.png]

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  [v2.51] Custom Music Only Brings Silence
Posted by: InsainArcaneBirdbrain - 09-25-2021, 07:00 PM - Forum: Bug Reports - Replies (1)

This one's been around for a good while I think. In the preferences menu, if you set it to custom music only, it works as intended until the player completes a battle. Once a PvE or PvP fight concludes, the music goes dead, and stays that way even on further battles that you engage in until you relog. Easily testable if you use a marching band with a custom theme set, and finish a fight.

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  Special Attack Traits Suggestions
Posted by: Snake - 09-25-2021, 04:50 PM - Forum: Suggestions - Replies (1)

Special Attack: Feint
Performs a basic attack with its Hit set to 0%. The scare has a chance to inflict the enemy with Fear and Flatfoot LV15 for 3 rounds.

Special Attack: Clemency
Performs a basic attack that cannot lower the enemy's HP below 5%. Refunds all Momentum if done against a Monster enemy who is under 25% of their maximum HP while inflicting Pacify and Spared (Increases the base success rate of Show Mercy by 50%, +10% bonus per mind-addled status effects such as Fear, Hesitation, Charm, etc.) for 3 rounds.

Special Attack: Low Blow
Once per battle. Performs an unarmed basic attack (Low Blow, 40% STR/GUI Scaling) that has its Hit reduced by 25% and deals Blunt damage. If it hits, it has a chance to inflict either Stun, Knockdown, Clumsy, Flatfoot LV15 or Silence for 2 rounds.

Special Attack: Flurry
Melee Light Weapons-only. Cannot be used while Worn Out. Basic attacks a single enemy 6 times in a row with a 20% bonus to Hit, but -10% Damage/Critical Damage. Inflicts Worn Out LV15 for 4 rounds on self.

Special Attack: X-Attack
Melee Medium Weapons-only. Cannot be used while Worn Out. Basic attacks a single enemy 2 times in a row with a flat 10 bonus to Hit while bypassing Parry skills. Inflicts Worn Out LV15 for 4 rounds on self.

Special Attack: Cleave
Melee Heavy Weapons-only. Cannot be used while Worn Out. Basic attacks all enemies in a 3 range line shape with a 15 bonus to Critical and Critical Damage, but -15 Hit penalty. Inflicts Worn Out LV15 for 4 rounds on self.

Special Attack: Magic Bolt
Tome, Bow and Gun-only (Ranged Weapons-only?). Cannot be used while Worn Out. A basic attack that becomes Magic Damage, gains 4 range, and has a chance to inflict Spelldaze for 3 rounds. Inflicts Worn Out LV15 for 4 rounds on self.

PS:
-- The multi-hitting stuff will be following the rules of guns. Just the damage divided by X amount. We can kind of use that now for flavor better than before, so hooray!

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