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SL2 Version 2.49 Update Notes |
Posted by: Neus - 09-15-2021, 10:08 AM - Forum: Announcements
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Basic Attack, Damage Systems Overhaul
These systems have received a technical overhaul & code reorganization.
Of major note are these changes that have come with this: - Guns have changed significantly. They now behave as every other weapon, but their basic attacks are separated into damage instances equal to their rounds (which is to say, their SWA is spread evenly between them). Each instance can hit or critically hit independently. Effects that activate On Hit, On Critical, or On Attacked will only activate once, regardless of how many attacks a weapon makes.
- It is now possibly to evade damage from skills/spells entirely. For the previous Evasion system, skill accuracy was considered to be 90% always; now it will use the Hit of the weapon using the skill. This does not have any special restrictions tied to it currently; however, you still cannot dodge status/bonus damage, or damage that ignores evasion.
- Due to the above change, On Attacked effects will now activate in response to damage that can be dodged, meaning they will activate things such as Poise, as well as tick down 'Evade Bonus for X Attack' effects.
- Note for above: Both on attacked effects that activate on hit, and those that activate on evade, can be activated at the same time if multiple damage instances are applied at once (IE, gun attacks, where at least one attack hits and at least one misses).
Glancing Blows
- When taking damage that can be evaded, the hit check is performed twice, and the damage dealt is influenced by the results:- 2 Hits - 100% Damage Dealt
- 1 Hit - 40% Damage Dealt (A glancing blow that is partially evaded.)
- 0 Hits - 0% Damage Dealt (Fully evaded attack)
Weapon Scaling Adjustments
Weapons now have a main stat (dmg_stat) that determines which stat they scale with. Every weapon's baseline is 100%. (IE, every single Swords scales with 100% STR, baseline.)- STR - Swords, Axes, Spears, Bows, Fists, Monster, Youkai
- WIL - Tomes, Gem-Headed Staves
- GUI - Daggers, Guns
- Many weapons also have a scaling modifier(s) that will change the scaling of the weapon. For example, an Autopistol has the Firearms scaling tag; this reduces the main stat by 40% and increases SKI scaling by 40%, meaning the scaling for it becomes 60% GUI 40% SKI.
Evade & Hit Bonus Cap
There is now a maximum bonus of +50 for both Evade and Hit. (These apply after all calculations, meaning the final total modifier can only be +50. If you have +100, but -40 from debuffs, you will still receive a +50 bonus.)
Everything except the following are considered bonuses which are capped:- Base Stats
- Equipment Stats (IE, weapon/hand Hit, armor/leg Evade)
- Field Effects (excluding Formations; may change)
- Game Mechanics (Broken weaponry, farshot penalty, flanking, close-range penalty for bows, battle weight penalty, wounds)
- Guard (for Evade)
Hit/Evade Tuning- Flanking bonus changed to 10 + scaled GUI. Reduction for not satisfying conditions changed to 33% of total value instead of 50% of current value. (IE, if flanking from the sides by yourself, now uses 33% of your total Flanking instead of 25%. Flanking from behind gives 66% instead of 50%, etc.)
- LUC no longer gives Hit or Evade. (Experimental. Description not updated.)
- Twin Dance now works with ranged weapons that are not Bows. (Description not updated yet; experimental.)
- Ninja Armor evade reduced to 9, gained new item property. Swimsuit evade reduced to 8.
Default Hit values for weapon types is the following (some were not changed):- Sword: 80%
- Axes: 75%
- Spears: 85%
- Bows: 80%
- Daggers: 75%
- Guns: 80%
- Tomes: 85%
- Fists: 80%
- Monster/Youkai: 90%
Individual weapon Hit adjustments:- Staff of Eyes - 105 > Default
- Fellgrant Drinker - 100 > Default
- Sky Mantis Scythe - 100 > 90
- Bell of No Rest - 100 > 85
- Atlaua's Abaniko - 100 > 80
- Eternal Solitude - 90 > Default
- Revolver Raid Cannon - 100 > 85
- Guiding Shot - 100 > 90
- Star Shooter - 100 > 85
- Seed Sniper - 100 > 85
- Grudge Claws - 96 > 85
- Pillawag - 95 > 80
- Anchor Edge - 95 > 80
- Razing Salamander - 95 > 85
- Noble Axe - 95 > 85
- Tarnada - 95 > Default
- Aquaphobia - 95 > 90
- Mortissimo - 95 > 85
- Vorpal Fang - 90 > Default
- Moonblade - 90 > 85
- Buzzing Chakram - 90 > 85
- Hexfang - 90 > 80
- Fangfare - 90 > Default
- Hundred-Reflection Spear - 90 > Default
- Yin - 90 > 85
- Yang - 90 > 85
- Toyatori - 90 > 85
- Sheer Cold - 90 > 80
- Javelin - 90 > Default
- Kraken's Sigh - 95 > Default
- River Sword - 90 > Default
- Spirit Sword - 90 > Default
- Shine Sword - 90 > 85
- Filcherbird - 90 > 85
- Pinchers - 90 > 85
- Hakouhen Masterwork Katana - 80 > 85
- Skullcaver - 80 > Default
- Manic Slasher - 80 > Default
- Carteblanche - 75 > Default
- Hold Upper - 75 > Default
- Magical Nova - 70 > Default
- Firthrower - 75 > Default
- Corvis Cannon - 75 > Default
- Crazy Coyote - 70 > Default
- Shotgun - 70 > Default
- Jackhammer - 55 > 60
- Torment Noctis - 60 > 70
Type A Modifier Adjustments- Flip Shot - Hit bonus changed from +5 per Rank to +3 per Rank.
- Retreat Flight - Hit bonus changed from +5 per Rank to +3 per Rank.
- Couloir - Hit bonus changed from 3+4 per Rank to +3 per Rank.
- Dive Down - Hit bonus changed from +5 per Rank to +3 per Rank.
- Pierce Linker - Hit bonus changed from +5 per Rank to +3 per Rank.
- Hanging - Hit bonus changed from 2+Rank per tile to Rank per tile.
Type B Modifier Adjustments- Acrobatic Shooting - Evade changed from 10 per Rank to 1 + 3 per Rank.
- Fade Out - Evade changed from +20 (3 attacks) to +15 (3 attacks).
- Mercalan Mist - Evade changed from 10 per Rank to 5 per Rank.
- Disengage - Evade changed from +45 (1 attack) to +30 (1 attack).
- Nest Flight - Evade changed from +45 (1 attack) to +30 (1 attack).
- Feather Veil - Evade changed from 10+5 per Rank to 5 per Rank (Status Resist is unchanged).
- Dark Imbue - Hit changed from 5 per Rank to 3 per Rank.
- Southern Wind - Evade changed from +12/+18 to 1+3 per Rank (doubled if on south side). Max rank changed to 3.
- Distortion - Evade changed from 10 + 5 per Rank to 5 + 5 per Rank. Max rank changed to 3.
- Blotch - Hit and Evade modifier changed to 1 + 3 per Rank. Duration changed to 5 rounds. Max rank changed to 3.
- Night Shade - Evade changed from +35 (2 attacks) to +25 (2 attacks).
- Miragewalk - Evade changed from +25 (1 attack) to +15 (1 attack).
- Windstream - Evade changed from +25 to +15.
Type C Modifier Adjustments- Golden Eyes - No longer gives bonus Hit.
- Aerial Attacker - Hit bonus changed to +10 (does not scale). Power bonus increased to 30% SAN (from 20%).
- Red Dice, Yellow Dice, Green Dice - Maximum multiplier is now 5x.
- Snipe - Hit bonus changed from 4 per Rank to 2 per Rank.
- Dynamic Shooting - Hit bonus changed from 3 per Rank to 2 per Rank.
- Protection from Arrows - Evade bonus changed from 8 per Rank to 5 per Rank.
- Unarmored Prowess - Evade bonus changed from 4 per Rank to 1 + 3 per Rank. Max rank changed to 3.
- Trained Fists - Hit bonus changed from 4 per Rank to 1 + 3 per Rank. Max rank changed to 3.
Weapon Part Adjustments- Extended Pole - Hit changed from +10 to +5.
- Crescent Spearhead - Hit changed from +10 to +5.
- Leather Knuckles - Hit changed from +10 to +5.
- Double String - Critical changed from -15 to -5.
- Double Barrel - Hit changed from +10 to +5.
- Scatter Bullets - Hit changed from +10 to +5.
Enchantment Adjustments- Reaper; changed to +5 Power, +5 Critical (from +1 Power, +5 Critical).
- Rebellion; changed to +1.5 Power, -2 Hit per 1 Rarity below 9 (from -3 Hit). No longer halved for Gun weapons.
- Fated; changed to +3 to all parameters (from +1).
- Vorpal; Effect changed - +10 Weapon Critical, +5% Critical Damage. When critically hitting monsters with this weapon (excluding bosses, and monsters whose level is 10 or more higher than yours): 5% chance for the attack to do a Vorpal Strike, dealing 9999 Akashic damage.
NOTE: Vorpal Dagger's bonus applies +UL% to the chance of 5%, basically becoming 6.2%.
- Mirrored enchantment's retaliation damage now only applies if the Guard LV is at least 30.
Various Balance Adjustments
NOTE: Due to this update being in testing for so long, and the various changes made, these entries are relatively unorganized. Sorry about that.- Skitterscale's bonus is now +5 Evade and +2 Defense. Terrasque will get +10 Evade instead.
- Fight As One - Max rank changed to 3. All bonuses changed to 1 + 3 per Rank.
- Blessed - Bonus Hit granted by Divine Sign changed to SR x 1 (from SR x 2).
- Silver Bullets - Bonus Power versus Beasts/Kaelensia changed to +15 (from +3).
- Nitrogen Drop - Damage changed to use SWA (100% + 15% per Rank). Damage now ignores evasion. Now has a 2 round cooldown.
- Absolute Death, Flow, Fear - LV for these effects/etc treat the Ki as if its LV was 5 higher than it actually is. (For changes below; no change to the skills otherwise).
- Fear - Hit penalty reduced to 15.
- Nighthunt - SKI penalty changed from -20% to -5.
- Locking Guard - Hit penalty changed from -10 to -5.
- Yomidori - Hit penalty changed to 1 + 3 per Rank; no longer increased by Katana Master. (Was mistakenly being applied as a percentage modifier.)
- Kenki, Sakki, Touki - LV changed to 10 (from 15).
- Superiority - Hit penalty capped at -15 total.
- Covering Fire - Hit/Crit penalty changed to 3 x Rank (from 10 x Rank).
- Blind - Now functions as a cap to final hit chance; 50% by default, 75% with Blind Fighting, Golden Eyes changed to +2% per Scaled SAN. (IE, with 10 Scaled SAN and no Blind Fighting, you would have a 60% cap.)
- Brighten - Glowing LV is no longer doubled.
- Bright Bishop - Glowing LV and Light Shaft LV is now 3 x Rank (from 10 x Rank).
- Illuminated Rune - Glowing LV from Resonate and Trigger effects changed to Rank x Rune Level (from Rank x 4/8 per Rune Level respectively).
- Invisible Weapon - Max rank changed to 3. Evade Reduction changed to Rank x 10 (30 at max Rank, 40 previously).
- Scarlet Twister - Now deals Wind/Dark ATK based damage. Damage cut for using non-Tome casting tools removed.
- Blood Spike - Now deals Ice/Dark ATK based damage. Elem ATK ratio reduced to 50%+10% per Rank (from 60%+10%). Damage cut for using non-Tome casting tools removed.
- Green-Scale Tunic; Evade bonus cap changed to UL (from UL x 2). FP reduction effect changed to UL/2 (from UL).
- Shine Ray's Light Shaft LV changed to Rank x 5 (from half of unmitigated damage).
- Photon Rose; Effect changed - Charm LV is now based on the number of times the Light damage hits. (LV = 5 x hits).
- Updated Fallenharn to have it behave similar to other skills, where evading its damage disallows its inflictions.
- Agile Protection; No longer mentions Evasion. Crit Evade reduced to 5 per Rank (from 10 per Rank).
- Ice Point Guard; No longer gives Guard when used. No longer mentions Evasion.
- Kickboxing Shoes+ no longer has the 'bonus hit but only versus Evasion' item property.
- Amalgama's Formidable mutation; no longer gives Badly Beaten. Now has a 10 round cooldown.
- Amalgama's Gainsight mutation; effect changed to give Disengage LV 15 for 1 round, 1 attack when triggered.
- Phenex's From The Ashes; no longer gives a status. Instead, puts the skill on a cooldown when triggered.
- Rogue's Evasion; Name changed to Dodger. Max rank changed to 1. Now main class only. Effect changed; Rogues are, without saying, naturals at avoiding things, whether that be the law, or a swift kick to the jewels. Increases your base Evade by 5 (this is considered a base increase, and is not affected by the +50 Evade bonus cap.)
- Aquamancer's Ring of Pearls; Base effect changed - Surround yourself with an enchanted circle of magical pearls for 5 rounds. While active, the pearls will intercept attacks, boosting your Evade (based on Rank), as well as increasing your success rate when Convert Enemy effects are applied to sea-faring races. In addition, at a chance equal to 30% + (half of Scaled SKI), the pearls may parry attacks made by swords, axes, spears, and fists, reducing their damage by 25%.
- Boxer's Swaying; Effect changed - Requires 3 Momentum or all of your Momentum, whichever is higher. Once used, until your next turn, you begin Swaying, which boosts your Evade (based on Rank). (10 + 10 per Rank Evade).
- In-Fighter Gi; removed item property relating to Evasion.
- Preordinance; effect changed to give Disengage LV 15 2 rounds, 1 attack when triggered. Swift Preordinance gives LV 10, and Patient Preordinance gives LV 25 (but only triggers every 4 rounds).
- Class Board; mouse wheeling over skill entries now properly changes the page. Made it easier to click skill entries (IE, you can now click the text).
- Lift Off now has a 2 round cooldown.
- Adjusted the SKI values of some monsters.
- Shine Knight's skills have changed;
- Shining Charisma -> Shining in the Darkness; Grants Light and Dark damage immunity.
- Shining Radiance; Now treats those who attack the unit as if they were Blinded.
- Snake Dancer; Effect updated - Dance around your foe's attacks, frustrating them. While in Cobra Stance, when you evade an attack, you will step away 1 tile in a random direction. (At Rank 2, does not take a skill slot to equip.)
- Toyatori; Now spawns 3 Ice Sheets per attack (change made due to the update to the mechanics behind Gun attacks).
- Haste Rune; Evasion ignoring effect now only applies to linked Trigger effects.
- Fist weapons now have a two-hit attack pattern. (Mainly interested in seeing if people like this style or if they'd prefer it to be a single hit for all non-Guns.)
- Evade damage reduction multiplier for non-basic attack damage is now 70%. (This is an experimental change for the purposes of gathering feedback, etc.)
Secondary Effect Avoidance
- Skills listed below that have secondary effects can now have those effects prevented from activating if all damage it deals is avoided (either through evasion or prevention effects such as Body of Isesip, etc.)
- NOTE: Even if a skill is not listed here or otherwise ignores evasion, it may still be prevented via prevention effects, etc.
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Monster skills with avoidable secondary effects:- Deep Strike
- Denile
- Acid Shock
- Argent Bite
- Ignis
- Red Sea
- Star Stream
- Collapse
- Sand Fling
- Angler Light
- Petrification Gaze
- Unending Hunger
- Ooze Acid
- Immolate
- Bad Fall
- Grave's Chill
- Raven
- Head Cracker
- Ravage Spin
Monster skills that now ignore evasion:- Black Roar
- Crippling Tone
- Chilling Howl
- Banshee Wail
- Self-Detonate
Class skills with avoidable secondary effects:- Starbow
- Aerial Razor
- Forest Fiend
- Frigid Arrow
- Wind Runner
- Pressure Fletch
- Agile Androcobra
- Sonic Arrow
- Cold Splash
- Water Pillar
- Lantern Bearer Psuedoelementals
- Needle
- Crystal Rose
- Oarring
- Swooping Stroke
- Reaper Scythe
- Cut Down
- Scarlet Twister
- Blood Spike
- Kagekiri
- Toiken
- Sharenzan
- Hirazuki
- Raijinken
- Isendo
- Talvyd
- Miu
- Famiuga
- Explosion
- Ryemei
- Wind Slasher
- Libegrande
- Vydel
- Black Bubble
- Underworld Flame
- Wretched Oil
- Fleeing Spectres
- Black Static
- Heaven Kick
- Light Tomahawk
- Peddling Wheel
- Sturm Shreik
- Felhook
- Orkam Drehen (Nachbeben)
- Felsmanege (Nachbeben)
- Asura Fist (Nachbeben)
- Korkenzieher
- Dense Thunder
- Sky Chariot
- Dragon Gale
- Terra Strike
- Kadouha
- Rising Kick (Greaves, etc.)
- Point Kick
- Cold Front
- Icicle Spear
- Axe Kick
- Face Stomp
- Shinken (Piercing)
- Turnover
- Mad Chop
- Execute
- Retreating Swipe (Diamond Blade)
- Board Shaker
- Bright Bishop
- Crescent Rook
- Chaser
- Lead Storm
- Matador Damage (Goring Horns, etc.)
- Bellowing Stag
- Tactician Spells (Some status infs, Tactics Rank boosts)
- Fray
- Vanishing Strike
- Black Bolt (except Void Pollution)
- Detogate
- Flamethrower
- Bullet Shred
Class skills that now ignore evasion:- Thunder Bolt (Field object explosion effect only)
- Wild Waterfall
- Steam Sear
- Skyhigh (now has 1 round CD)
- Divine Shower
- Soaring Spear
- Lift Off
- Death Gaze
- Explosion
- Intensify Cold
- Vydel (only if invoked)
- Grandupper
- Setting Sun
- Icicle Spear (enhanced only)
- Face Stomp
- Execute
- Crashing Bull
- Acid Rain (now has 2 round CD)
- Frigid Formation
- Dark Detonate
- Eliminate (now has 3 round CD)
Youkai skills with avoidable secondary effects:- Fire Wail
- Cat's Claw
- Ruby Beam
- Black Rose
- Hunter Wind
- Cresyr
- Frostbite
- Shatter Beam
- Acid Jet
- Drown
Youkai skills that now ignore evasion:
Magic Gunner Changes
NOTE: SP = Shell Power, BP = Bonus Power, HP = High Power
NOTE: Unless otherwise noted, damage from all shells is considered magic & bonus damage.- Overcharge - Expending an Overcharge Shot puts this skill on a 3 round CD. While on CD, disables Magic Shell effects. (Basically, the CD of this skill replaces the Reloading status effect.)
- Arcane Gun - WIL scaling bonus removed. Effect changed; Once per round, when using a Magic Shell skill, restores 10 FP.
- Spark Drive - After the skill activates, it is now put on a 2 round CD.
- One Overcharge - Name changed to Overheat Bullet. Effect changed; While Overcharge is on cooldown, for Gun weapons only: +Rank SWA, +Rank x 2% Crit DMG.
- Cooldown - Now has a 2 round CD. Effect changed; Now reduces the cooldown of Overcharge and Spark Drive. In addition, reduces the LV of any Burn status you have by Rank x 5.
- Akimbo - Effect changed; If using two Handguns, now enables Twin Dance from Rogue base class (even if you don't have access to the skill). When using Twin Dance with two Handguns, the sub-weapon will fire off its normal amount of rounds (instead of 1).
- Blaze Shell
- Shell: 5x[SP] Armor-Ignoring Fire DMG
- Bonus: 10x[BP] Fire DMG, chance to inflict Burn LV X (3x[BP])/3 rounds
- High: In 5 Range - 10x[HP] Fire DMG, and creates Cinders LV X (25% of Fire ATK)/3 rounds
- Celsius Shell
- Shell: 5x[SP] Armor-Ignoring Ice DMG
- Bonus: 10x[SP] Ice DMG, chance to inflict Frostbite LV X (3x[BP])/3 rounds
- High: In 5 Range - 10x[HP] Ice DMG, and creates Ice Sheets/3 rounds. Original Target: Inflicts Frozen LV 20x[HP]/2 rounds. Other Targets: Inflicts Celsius LV2 until your next turn.
- Bright Shell
- Shell: 5x[SP] Armor-Ignoring Light DMG
- Bonus:10x[BP] Light DMG, chance to inflict Glowing LV (3x[BP])/3 rounds. Creates Light Shafts LV X (3x[BP])/3 rounds in a line to target.
- High: Fires a powerful laser at the target dealing 15x[HP] Light DMG, and chance to inflict Blind/3 rounds.
- Magnet Shell
- Shell: 5x[SP] Armor-Ignoring Earth DMG and inflicts Magnetize LV X (3x[SP])/3 rounds
- Bonus: 10x[BP] Earth DMG and pulls all Magnetized enemies 3 tiles towards the target.
- High: 15x[HP] Earth DMG and inflicts Attract Objects LV3/3 rounds. (Attract Objects: At the start of a new round, all bombs and traps placed by enemies are pulled 3 tiles towards you.)
- Chain Shell
- Shell: 5x[SP] Armor-Ignoring Lightning DMG to target + 1 other in 3 Range
- Bonus: 8x[BP] Lightning DMG to target + 2 others in 3 Range
- High: 15x[HP] Lightning DMG, and chance to inflict Immobilize until your next turn. If successful, also inflict Lingering Damage (Lightning) LV X (5x[HP])/3 rounds
- Vamp Shell
- Shell: 5x[SP] Armor-Ignoring Dark DMG and heal HP equal to half DMG dealt
- Bonus: 10x[BP] Dark DMG and steal FP from the target equal to half DMG dealt
- High: 10x[HP] Dark DMG and steal 2 of all the target's stats (except VIT)/3 rounds
- Null Shell
- Shell: 5x[SP] Armor-Ignoring Null DMG
- Bonus: 10x[BP] Null DMG and lower target's elemental resistances by 10%/3 rounds
- High: Dispells up to 4 beneficial status effects.
- Sonic Shell
- Shell: 5x[SP] Armor-Ignoring Sound DMG
- Bonus: 10x[BP] Sound DMG, chance to inflict Silence/2 rounds
- High: If Safety is Off: Attack becomes an auto-hit. Chance to inflict Knocked Down. User gains Sonic Speed LV X (2x[HP])/5 rounds. (Sonic Speed - Movement type becomes Teleport. +1 Move. +LV Evade.)
- Interference Shell
- Shell: 3x[SP] FP Reduction
- Bonus: If target is a summoned unit, unsummons them. Otherwise, inflicts Spelldaze/1 round.
- High: In 4 Range: Unsummons summoned enemy units. Breaks enemy invocations. Inflicts Interference for X rounds (50% of [HP]). Can inflict Stun on Machines, Mechanations, Dullahans, and Liches.
- Lucky Shell; Basic effect is now +(1 x SP) LUC (from 1).
Additional Changes
These changes were made at a later point along with a bunch of bug fixes.- The restriction for new dungeon rewards based on level difference no longer applies after level 45.
- Orichalum and Oribark's bonus limitations based on level difference increased to +10 max (from +5).
- Throwing Daggers will now only be depleted if the target is beyond melee Range.
- Red Skies trait can now also be selected by Herons.
- New Trait; Sound Skies - Heron or Phenex only. Used to staying in the skies for extended periods, these winged folk are capable of limited flight, similar to Corbies. They gain the Flight racial skill. (This unit, having wings, is capable of flight. While Airborne, this unit will hover when using Movement, allowing them to avoid field hazards and traps on the ground.)
- Further Madness's emote trigger now uses a unique face icon state "madness_trait".
- Reset Stone in Professor Pink's can be used if the server is in Testing Mode.
- Thenos can now select the fish tail racial icon that Chimeras have.
- The inventory now has icons for weight for weapons and armor in the main item list.
- You can now sort items by weight in the sort menu.
- It is now possible to build on floors where there are no players, even if there are in the house as a whole.
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House Starfel: A Minor Noble Family |
Posted by: SpaceShibe - 09-15-2021, 08:07 AM - Forum: Factions
- No Replies
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☄️The Starfel Family☄️
What is the Starfel family?
A) They are a minor noble family based in Lispool, renowned for their 'soul gems' or 'Anima Insignis', presently in a struggle to maintain their family status due to poor decisions with their owned businesses. This, compounded with the fact that the main branch of the family possesses no heir only furthers the issues they face.
The family was, in the past, a family belonging to the common folk, filled with both swordsmen, mages, and artisans. Though hardly of note at the time, what set them apart from the rest is filled with vague detail; albeit one key part that many believe is true was the discovery of a 'star that crashed into the land', to which their ancestors took advantage of to create a technique that allows its user to 'craft a weapon that takes the shape of their soul's reflection', using the materials of the apparent meteorite for their weapons and armor-- and some, their accessories. They are also, generally, well versed in artificing techniques, more than the average artificer, in fact.
Of course, many have claimed that it was no meteorite that they discovered; that it was purely an exaggerated tale to boost their family's reputation. That their claim of being 'blessed by the stars themselves' was nothing but fantasy. The Starfels remain stone-firm with their beliefs, however.
The Starfels boast a great amount of talent in their bloodline, be it magecraft, martial techniques, or smithing. Indeed, such were their apparent prowess that they, throughout the generations of the Church Knights, had at least one of their members recruited for the Order.
How big is the family?
A) The Starfel family possesses, at present time, around two hundred~ members. Though only few a handful are from the 'main branch', which is the head of the family's line. And thus, the most 'pure' in terms of heritage.
There are three other sub branches of the family; the 'warriors', the 'mages', and the 'artisans'.
Around twenty members are from the main branch. What sets them apart from the sub branches, other than their 'pure blood', is their ability to draw out the potential of their 'soul gem' much, much earlier than the rest. The stars that occur through 'releasing' the focus inside their gems are much brighter, and more apparent, compared to the sub branches. This, in their eyes, is a sign of 'purity'- or, as others claim, being a 'true chosen of the stars'.
What exactly makes their 'stars' shine brighter than the rest is up for interpretation. Some claim their line, specifically, were the ones that came into contact with the 'meteorite' the most. Some claim they possess immensely strong souls, or they have a certain unique property in their focus; or at times, both. Some even mention that it's due to their sheer will and ambition which causes this.
Do they have their own land?
A) Of course! The land they own is, quite literally, called Starfel. The story goes that they chose to stay in this land specifically because the 'meteorite' that their ancestors discovered landed there. While the land itself is small, it is home to many of their members and servants, as well as the location of their family business; that being a meadery, a distillery, and their own private forge.
What is the family's main source of income?
A) The family makes its living off of numerous occupations. Namely, smithing and tutoring-- in regards to swordplay and magecraft. The family lets its members choose their occupation, regardless of their known 'specialties'. However, they do not let anyone slack off and do nothing with their lives. Those that do are threatened to be disowned.
As for specific businesses, the family makes its fortune by producing and selling various types of alcoholic beverages. Vodka, being one specific such alcohol. They also possess numerous smithies dotted across Lordwain. Although recent incidents have caused a good number of these to shut down.
Their alcohol-selling brand is named 'Heaven's Drop', while their ironworks brand is called 'Star's Iron'.
What is an Anima Insignis, or 'Soul Gem'?
A) It is a gem given to its members by birth, the type of which is dependent on the star they were born under. For example, if one were to be born under 'Mars', they would be given a 'Ruby' gem at birth.
These gems are enchanted in a manner that lets them 'attune' to their bearers' focus; and, at the same time, absorb the energy inside over immense amounts of time. They always possess a rune of sorts at the back.
At ages 4 to 5, the members are later given a replacement holder for their gems. One composed of numerous ingredients, notably etherium and mana crystals. These holders come in various forms, depending on the Anima-bearer's preference. They can change their holders as much as they wish.
At these ages, they begin their journey into artificing.
At a later age, usually around ages fifteen to eighteen, the focus inside their Anima Insignis are at a point wherein one can pull it out and shape it into a weapon. The wearer has no capability to decide what form it takes. The process of extracting the focus is said to be akin to watching the night sky be enveloped with stars glittering along the blank canvas.
To extract the weapon from inside the Anima Insignis, one must first know a specific somatic spell based on Helondic language.
Indeed, when a Starfel releases their weapon from the Anima Insignis, glittering focus surrounds their gem- and for others, usually the main branch, their person. Much like stars in the night sky.
A Starfel from the main branch tends to be capable of what a Starfel from a sub branch can do much, much earlier than the latter. Years, even.
Can an Anima Insignis be passed down? Will the weapon retain its shape if so?
A) They can pass down their Anima Insignis, yes. Though the shape of the weapon gradually changes the longer it is held onto by a new holder, with only a few core parts remaining from its previous form. A 'mark', one would say.
Although this is hardly common practice, and never encouraged to do as the family views this act as 'damaging' one's soul.
There are fringe cases wherein departed family members give their Anima Insignis to their loved ones, however. Though usually the gems in question are buried with them.
Can there be similar if not the same shapes with a weapon from an Anima Insignis?
A) There have been cases where there were similar shapes. Most often, they belong to twins, triplets, and the like.
What happens if a member gives away their gem? Does that mean they are now powerless, seeing as the Anima Insignis attunes to their focus?
A) If a member loses their Anima Insignis, it can only mean a few things.
1) They are dying, and are passing it onto someone they deem worthy.
2) Someone stole it. The family will do /everything/ they can to get it back and make the thief face the appropriate punishments.
3) If they gave it away to another person without a good enough reason to persuade the head(s) of the family, they will very likely be disowned.
3a) If the person who was given the Anima Insignis a non-family member, the Starfels will look for them and demand the gem back.
3b) If it was a family member, then the case depends entirely on the situation.
Can they get a new Anima Insignis?
A) They cannot, in most cases. An Anima Insignis takes quite a long amount of time before it can function properly, thus procuring a new one is deemed a waste of time should one be in their adulthood. They also appear to possess the belief that the Anima Insignis in question and the bearer were fated to be together. If a child were to lose one, however, it is more likely to be replaced.
On inheriting another's Anima Insignis.
- As mentioned prior, this act is discouraged. Few in the family are given permission to pass down their Anima Insignis to another family member, with numerous conditions, with one very notable requirement.
They shall not pass down their Anima Insignis to a third person. Once they pass away, both their own(if they possess one) and their inherited Anima Insignis are returned to the coffin of its original bearer.
The Starfels believe that to bear another's Anima Insignis is to taint their own soul.
There is, of course, an exception.
The original Anima Insignis(or the supposed original, at least), called 'Stella Veritas', belongs to the main branch of the family. Generations upon generations has it been passed down from one heir to another; naturally, the 'souls' within this specific Anima Insignis is far, far more potent. It is said that the heirs are the sole exception to the rule due to the fact that they are the purest in the family line. Being the 'true chosen of the stars', they do not believe that the Anima Insignis in question faces similar issues as ones made today, if and only if, it is wielded by the true heirs of the noble family.
The 'Stella Veritas' is considered the utmost important family heirloom. Few rarely see it.
Has there ever been cases where a non-family member drew out an Anima Insignis?
A) There have been. Although what almost always happens is vastly different in terms of the process when one extracts the weapon. There are no 'stars' glittering around the gem or the person. They are only able to pull it out. The feeling would naturally feel immensely foreign.
The Starfels do not necessarily take offense to this, depending on the case. Although their Anima Insignis is immensely important to them, they are also proud of the fact that they and only they are 'chosen by the stars'. They see anyone who pulls out a weapon from their gems-- without the 'stars' glittering around them-- as shameful.
Of course, if it was a thief who had committed this act, they would further demand punishment from the authorities.
Okay, the family has cool soul thingies, but what do they DO with it?
A) Wildly depends! Some go through their entire lives without using it in combat, or at all, as they are satisfied with living a normal life. Some who are interested are permitted to join adventurer guilds 'part-time' during their late teens, to garner experience and to decide whether or not the life of an adventurer(albeit one that is still bound to the family name) is for them.
Naturally, they would not be permitted to join an adventurer's guild should they not have sufficient training.
Some join the local militia as either volunteers or full time members. Some seek to reach higher, attempting to join the ranks of the Order of the Church Knights.
The Starfels permit all of this, with the sole condition that they cannot toss aside their family name(unless of course they bring immense shame upon the family).
What kinds of weapons formed by Anima Insignis are there?
A) Much like humanity, the possibilities are near endless. The shape an Anima Insignis takes could very well range from being a simple, albeit deadly, average-sized hammer that looks as though it was for hitting nails, to a rather strange, giant pair of scissors.
How long have the Starfels been around?
A) A few centuries at least. Some say they've been around for, at minimum, two hundred years. Although they don't possess much records of their ancestors besides a few key details.
What are the sub branches and what do they do?
A1) The sub branches do not always adhere to their 'specialties' as one would expect. Though, yes, they possess skills and talent related to their branch, they are not expected to follow their parents' footsteps. Should they wish to pursue another path, they are given more than enough permission to do so. The Starfels merely expect them to work as best as they can, and to not bring any negative impression upon the family.
A2) The 'warriors' are a sub branch of the family where most, of their members possess impressive physique and stamina. They are usually more leaned towards physically demanding activities. Their members most often times volunteer for militia work, and possess jobs as tutors for swordplay.
A3) The 'mages' however are the bookworms. They are, as the name implies, leaned towards magecraft. Though the majority of the family are capable of using magic, they sometimes prefer to seek more peaceful means of income. For example, being a librarian, or a teacher at a school. They most often possess keener intellect compared to the other sub branches.
A4) The 'artisans' are exactly what one would think they are. This sub branch are filled with craftsmen and craftswomen at heart. Whether it be knitting, smithing, alchemy, etcetera.
What is the main branch like?
A) They are regarded as the 'noblest of nobles', when it comes to the family. They prioritize, to a rather extreme extent, the preservation of their bloodline's purity. While the sub branches are given more freedom when it comes to their lives, a Starfel from the main branch has far more restrictive rules set on their shoulders. 'The prettiest flower must be given the most extensive care'.
The heirs more so than the rest, naturally.
They have no decision in the matter when it comes to their beloved; an arranged marriage with another 'pure', noble family is set up for them at a young age. The young Starfels are exposed to plenty of interactions with the opposite family throughout their lives.
They are also given much more intense training. Whether it is by the sword or by the book, their instructors are encouraged to give no leeway should it mean they learn properly. This includes their tutors when it comes to proper etiquette as a noble.
What races are there in the Starfel Household?
A) The main branch is predominantly filled with Humans, while the sub branches have a very mixed number of races, half-bloods, or what have you.
Liches, Dullahans, Vampires, Homunculi are of course not present in the family.
What religion does the family follow?
A) Why, the White Lady, of course. Despite the family's, what some would say strange obsession with the stars, the Starfels follow in the teachings of Mercala. They are actively seen encouraging her teachings and participating, volunteer or otherwise, in the Church's activities. (i.e. choirs, donations, etc.)
To the Starfels, Mercala embodies their every belief in regards to the stars.
Are there any physical traits that define a Starfel?
A) Very rarely, and only with the main branch family's direct line. They all possess blue eyes. There are very rare cases where they do not possess this eye color.
Anyone not from the direct family line but possesses blue eyes is given some note-- that they may have purer blood than the rest. Though this is often merely just a saying.
Notable Starfel Family Members
Grufus Eldrick Starfel - Current Head of the Main Branch Family
- A Lispoolian man in his mid sixties. He is the first son of the previous head, Alcred Starfel. Grufus has three children, as well; two sons, one daughter. He is regarded as an opportunist, and has a small dislike with the way the family is currently run. He is, however, aware that changing much of their ways would cause an uproar amongst the Starfels.
He is considered one of the best swordsmen in the family; although his age has long since prevented him from too much physical strain.
He has recently been acting 'strange'. More short-tempered. This only increased in frequency after his second son's passing.
Alrick Starfel - Eldest Son of Grufus Eldrick Starfel
- Alrick Starfel was said to be a kind, generous man who went about his days mingling with the common folk. At a young age- younger than any of the main branch, he had managed to extract his Anima Insignis' weapon. Many proclaimed him a prodigy, and indeed his parents were proud of him. He was beloved by his younger sibling, and the two would almost never be seen apart.
An unfortunate incident however left the Starfel without their first heir, although many are unsure of what exactly had happened. Him and his escorts were on their way to Hyoya for a business trip- one of many, but never arrived. Days later, their caravan was discovered empty and wrecked quite a distance away from the main road. No bodies were discovered, but a large amount of dried blood was. And a single Anima Insignis.
Presently, it has been around twenty five~ years since then.
Dominick Starfel - Second Eldest Son of Grufus Eldrick Starfel
- The previous generation's only 'representative' in the Order of the Church Knights. He adopted a young boy into the main branch some twelve or so years ago, which caused a large uproar within the family, most specifically the current head.
Mysteriously enough, the boy remained in the family after Dominick convinced his father. Over time, the Starfels have grown to accept this decision, or at the very least grown indifferent to it. Though there are still plenty who believe this goes against their entire beliefs.
Recently passed away on a mission.
Kaeius 'Orfhan' Starfel - Adopted Son of Dominick Starfel
- A young man of similar features to his foster parent. He was discovered to possess a holder of an Anima Insignis when Dominick stumbled upon him during one of his missions. This fact remains privy to a very select few in the family up until today, the head simply passing it off as him giving the young child one when they had first met.
Dominick had given him exclusive training ever since the lad joined the Starfels. Rumor has it that he is to follow his foster parent's occupation, much to many's chagrin.
He, oddly enough, lives in the servants' household. Away from the main branch's mansion. A decision made by the current head.
Notable History(In the past twenty or so years).
Some twenty odd years from present time:
- Alrick goes missing on a business trip to Hyoya, never to be seen again.
- The family as a whole grieve his supposed passing, despite some believing that he is still alive out there, somehow.
- The mantle of heir passes onto Dominick.
- Dominick enters the Order of the Church Knights shortly after Alrick's disappearance.
- Alrick's and Dominick's elder sister announces cutting ties with the family, for reasons unknown.
Twelve years from present time:
- Dominick returns from a mission, with a young boy in tow. After a few days of (heated) debate, Dominick adopts the boy, whom he named 'Kaeius', as his son.
- Kaeius is to be kept away from the majority of the family, both for his safety and growth, so says Dominick.
One year from present time:
- The current head of the family made a rather exorbitant purchase of a supposed 'never-wilting flower'.
- A few have noticed that the family income has been gradually lowering with each passing month. Some have voiced their concerns about the recent business practices employed by the ones spearheading their businesses. This only intensified with the current head's previous purchase.
- Rumors spread around the family that Grufus has been growing increasingly short-tempered lately. Albeit none know why, some have proposed it is due to the stress of the family's current situation.
Two months from present time:
- Dominick passes away during a mission. Supposedly killed in action.
- Grufus' short temper increases in frequency. House servants claim that he is, at times, irrational. Hysterical.
- Both heirs to the family have passed away, with the eldest sister denying any attempts to take up the mantle. (After a long time of searching for Grufus' erstwhile daughter.)
- Talks of who would take up the mantle of heir erupts. Many attempt to propose their own sons and daughters, but are quickly shot down.
Present time:
- The situation only intensifies as a heir is still yet to be chosen, and their income continues to deteriorate at a slow pace.
OOC Notes:
Hello! This is my first time trying something like this. The Starfels are my own little noble family, intended to be more like a backstory support thing for my character than anything else at the moment. I have no intentions to do too much with them as of this moment, but in the future that will likely change.
If you are interested in making a character related to this, feel free to DM me on Discord. But please understand that as its author, I won't be doing any grand events or anything of the sort in the foreseeable future in regards to the Starfels. Annnnd please understand that I am limiting the slots for this, so don't count on getting in. Mostly due to the fact that I wish for the Starfels to be more or less a comfortable topic for me as a player.
My Discord handle: SpaceShibe#5672
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PvE and its current state in GR2 |
Posted by: InsainArcaneBirdbrain - 09-15-2021, 12:43 AM - Forum: Balance Fu
- Replies (1)
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Alright, now that the update's been out for a while, I've been noticing the state of PvE being a lot worse than it had been before. The largest culprit to this I feel is a combination of the level of hit high level mobs reach, alongside the armor nerf which has been mentioned before. To give an example, here's a lv80 firespitter mob hit.
Considering that this is just a normal mob (albeit one with high skill), the problem for dodgies already becomes apparent when the highest achievable evade from self-buffs alone is 200ish. This problem becomes even worse when fighting bandits, particularly bandit bosses which I've observed to hit well over 300 hit range, sometimes nearing 400 when factoring their extremely large flank bonus and stat bloat. It's not uncommon for a Bandit Boss to use an unavoidable head-cracker, and proceed to beat a dodgy from full to dead before the player can even react.
This problem also becomes an issue in the mine raid fights against lv90 mobs, as their hit rates are already unsurmountable from the mob lv bonus and how mobs don't scale stats (aka: that 90 skill is literally 180 hit for them. This is why the Gold raid mirror knight is infamous for rolling def/res mods that push it to 100 scaled). This comboed with the fact that if a boss rolls "Raging", they now they break 400+ hit. While mob evade is not as big an issue, wasps, vorpal rabbits, and the Feathered Serpent all can hit problematic evade at high levels still, ESPECIALLY if the Serpent rolls agile. Once the hurricane it casts goes up, an agile Gold raid Serpent can actually become impossible to hit for builds not packing evasion ignoring attacks.
As for the tanking end of the deal, the double dose of losing 10% of their def/res DR and armor being moved to pre-DR% in the calc really hurts the survivability of tanks in pve, especially when fighting multiple foes at once. Though more focused on armor itself, Mikuel already made a balance-fu about the point here (https://neus-projects.net/forums/showthr...p?tid=8374).
One final thing I want to bring up is the changes to stylish dungeon damage, rather, the decrease in the amount dealt. This frankly, was a painful and unfun change for basically everyone from what I can gather. Even with dedicated PvE clearing builds, these battles can last 7+ turns easily, or worse if it's also a crazy. This has had the unfortunate side effect of making stylish dungeons completely undesirable as they are not worth the time investment to clear anymore, and the pitiful damage makes them boring and grindy to play. I don't think I've actually seen anyone full clear a stylish dungeon since this change went in, and it drastically killed the desirability/usefulness of the Chaos Key (since cored spawns almost always spawn a door with the stylish mod.)
Tldr: The level of damage in pve from high level mobs has skyrocketed due to being rather untouched from the old system, which makes high level dungeoning feel unfair, and often straight up unfun. No matter how dodgy one becomes, there are mobs who can laugh and smack you for 200+ damage hits. For tanks, the decreased survivability can make it hard for them to survive compared to how they were before. Stylish on the other hand has become unfun, and not worth the time investment compared to just clearing a normal dungeon.
Open to ideas on how this could be resolved, but removing the +hit from levels seems to be a decent start. Moving armor back to where it was before would also be helpful overall I feel, though that would entail touching tank balance as a whole rather than just PvE. Capping, or changing how some mob modifiers, and the stat bloat of some mob types (looking at you bandits) would help make PvE a lot less of a headache as a whole. Stylish could be changed back to a 50% reduction as it was before, and that would get people to do them again I feel (Making stylish continue to apply 75% reduced damage in PvP exclusively might be a good consolation, as damage there is a lot higher overall and would allow more time for cool rp/style plays).
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Worm Kaelneaia |
Posted by: Sawrock - 09-14-2021, 06:30 PM - Forum: Suggestions
- Replies (10)
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Worms but they have a San ability to turn into butterflies but they can’t turn back or eat food then and also you LE in the middle of a combat to cocoon and there also is a leaf
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Analyze Weakness Does NOT Work! [v.2.50] |
Posted by: Frozen - 09-13-2021, 06:34 AM - Forum: Bug Reports
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Quote:Blondie with a bowler hat used Fire Whip.
System: Debug: Before Use Skill called. Prinny, Blondie with a bowler hat, Fire Whip, 1
System: Debug: Total Power for Fire Whip / Lou's Magical Bowler Hat was 163.8.
Prinny takes 163 Fire magical damage. (Fire Whip / Lou's Magical Bowler Hat)
System: * Initial Damage: 163.8 Fire Magic, flags: magic, sk: Fire Whip (/obj/skill/spell/fire_whip) , wep: Lou's Magical Bowler Hat / /obj/items/equip/weapon/tomes/vorso_verso
* play_atk_anim was .
* 0 Evade VS 211 Hit. (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit.
*1 Roll(s) Remaining. This one was a hit.
* Critical check: Defender was critical immune or crit_multi was 0. (163.8)
* armor was allowed. armor_reduc was 0. (163.8)
* spec_flat_reduc was 0. (163.8)
* amp_multi was 1. (163.8)
* reduc_multi was 100. (163.8); 0 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was 0. (163.8)
* Damage caps applied. (163.8)
* Damage shields applied. (163.8)
* Final damage was: 163.
Above is a Fire Whip against a Prinny without any alterations save for Vorso getting bonus power for my summons.
Quote:Blondie with a bowler hat used Fire Whip.
System: Debug: Before Use Skill called. Prinny, Blondie with a bowler hat, Fire Whip, 1
System: Debug: Total Power for Fire Whip / Lou's Magical Bowler Hat was 162.8.
Prinny takes 162 Fire magical damage. (Fire Whip / Lou's Magical Bowler Hat)
System: * Initial Damage: 162.8 Fire Magic, flags: magic, sk: Fire Whip (/obj/skill/spell/fire_whip) , wep: Lou's Magical Bowler Hat / /obj/items/equip/weapon/tomes/vorso_verso
* play_atk_anim was .
* 0 Evade VS 211 Hit. (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit.
*1 Roll(s) Remaining. This one was a hit.
* Critical check: Defender was critical immune or crit_multi was 0. (162.8)
* armor was allowed. armor_reduc was 0. (162.8) * spec_flat_reduc was 0. (162.8)
* amp_multi was 1. (162.8)
* reduc_multi was 100. (162.8); 0 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was 0. (162.8)
* Damage caps applied. (162.8)
* Damage shields applied. (162.8) * Final damage was: 162.
Above is also a Fire Whip on the same opponent, except this time I used Dark Detonate and Analyze Weakness on that same Prinny... Besides me losing some spell power because the Dark Eye is no longer on the board, the damage is functionally the same. I thought I was seeing things when my Railgan did the same damage to Seto before and after the debuff, but it's true. Analyze Weakness doesn't do squat!
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House Camera Bug. Again. (2.50) |
Posted by: Balor - 09-13-2021, 05:59 AM - Forum: Bug Reports
- Replies (5)
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Entering player houses and extra levels will lock the camera to a random spot on the floor. Often leading to black screens, and unmovable camera conditions. There is no bearing on whether you enter it alone or in a party. The glitch also persists through relogs, and can happen to floors you have traveled through that were recently free of the glitch.
How to recreate: Entering a playerhouse, or any extra level in a player house.
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Class switcherdoodle |
Posted by: adamkad1 - 09-12-2021, 11:50 PM - Forum: Suggestions
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It would be great if we could switch main class and subclass like we can weapon and subweapon, without having to unequip either. Saves time you spend clicking your skills back in.
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