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  Too many shadow clones (Create Shade thread)
Posted by: Snake - 08-31-2021, 01:29 AM - Forum: Balance Fu - Replies (6)

This is a blessing in PvE and has saved me many times, but extremely annoying in PvP. This skill can be used to effectively stall debuffs and slow combat to a crawl if you don't have a way to Silence the Spellthief before they effectively hit and run you, making combat less fun on the opposition's side who now has to be scrambling after the slippery snake.

Back in my days, we could use Skip to counterplay this, but now with the new turn order this is a little too oppressive and it's doing its job too well, to the point it's not even fun to fight a Spellthief on the attacker's side.

Since this is not really a movement skill, you can't even inflict Immobilize, Grapple or slap a Clumsy on them to get them to stop disengaging so freely.

Not only you gotta deal with their Refreshing Flow + Ring of Pealrs that are pretty much mandatory stolen spells due to how good they are, but they can also make a fool of you without any drawbacks? (Create Shade at maximum rank costs 0 FP. And even then, they can use Bai Kai's prayer to further reduce costs.)

So...

Can this either get a 3 round cooldown, or at the very least have its FP costs increased per rank while also limiting how large it can go (+1 range per 2 rank)? (Create Shade should cost 50 FP at Rank 1, lowered by 5 per additional ranks.)

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  Glancing quite blows (Multi-Glancing Blow thread)
Posted by: Snake - 08-31-2021, 01:21 AM - Forum: Balance Fu - Replies (2)

I like this, I won't lie. But there's something that's very unfair happening with this.

Glancing Blows is an extra layer of nudge towards evasion and that's fine. What's not fine is how it completely denies on-hit/on-crit effects and on top of that, reduces damage so sharply. It might as well as be an insignificant miss and a pat on the back of someone who's finally evenly matched with a dodger.

So!

Requesting a few changes in regards to this mechanic, making it more a gamble on the dodger's side and the hitter's side. So my proposition is as simple as this:

Glancing Blows should roll 4 times, and on each 'Hit' from an enemy, the damage reduction and interactions should be altered this way:

0 Hits
- The attack misses completely.

1 Hit
Defender
- 60% damage reduction.
- Counts as 'evaded' for passive skill effects.
- Ignores luck-based status infliction.
- Ignores skill statuses (Skills that send you airborne, knock you back, etc.)
Attacker
- Nothing

2 Hits
Defender
- 40% damage reduction
- Counts as 'evaded' for passive skill effects.
- Ignores skill statuses (Skills that send you airborne, knock you back, etc.)
Attacker
- Counts as 'hit' for passive skill effects.
- Status Infliction applies at 50% effectiveness.

3 Hits
Defender
- 20% damage reduction
- Retaliation effects apply (such as Electroshield, Fang-Faced Shield, etc.)
Attacker
- On-Hit/On-Crit Effects apply.
- Skill statuses apply. (Skills that send you airborne, knock you back, etc.)
- Status Infliction applies at 75% effectiveness.

4 Hits
- The attack hits completely.

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  Excel Quack (Excel Crash thread)
Posted by: Snake - 08-31-2021, 12:58 AM - Forum: Balance Fu - Replies (7)

Quack, he said, and the heavens heard it.

But he also had a grimace, for he forgot Conversion Gloves + Shock Collar give you one free LV of Charge Weapon, thus making every mage and their mother now gun towards the Excel Tome, or a Mutated Excel Polearm, for those, at the big tradeoff of taking 1 Lightning Damage, can completely ignore 60 Scaled CEL and every other ounce of Murai investment on an enemy's side.

Cryptic narration aside. This is a little too strong now and has no counterplay.

Requesting Excel Crash's "Ignores Evasion" clause to be only enabled at LV3+.

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  'Explosion' Mage Skill
Posted by: Joseph Jostar - 08-30-2021, 05:04 PM - Forum: Balance Fu - Replies (9)

With the new update, I feel that 'Explosion' has become a bit over-tuned for a base class mage skill. The raw scaling exceeds that of its evoker counterpart, Sear, before applying Charge Mind and an utterly MASSIVE effective range given the size of the circle and how many tiles away you can place its center. It can become a bit pricey to cast when silenced, given the increase relative to circle size, but generally remains MORE than worth it. This is further compounded by its ignoring evasion.

The biggest issue, in my opinion at least, is its mechanic of detonating on round end. This counter-intuitively grants a HUGE boon to mages for being slower than their opponents (neglecting one of their class stats) and tends to punish the opponent for building celerity for dodge (which this spell conveniently ignores). This results in being able to bypass the spell's delay mechanic and effectively make it impossible to avoid if you are engaging with the opponent in any way.

I'm not sure if the raw stats need much tweaking, given its brief cooldown, but if nothing else it'd be nice to see the delay adjusted in some way. The first thing that comes to mind is moving the detonation to the start of the caster's next turn, or making the spell function in a similar way to Setting Sun where after a one-round cooldown the spell must be cast again to initiate the explosion. This would not only bring the spell's balance in line, but give the spell a more interesting role of creating a 'danger zone' you must either escape from or be prepared to eat the damage of rather than just a raw blast of damage that can't be avoided or countered.

I'd like to hear everyone else's opinions on this as well, of course, or suggestions on how to make this a little tamer. Thanks for coming to my TED Talk.

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  Drezdin puts in a character action app (Varane)
Posted by: Balor - 08-30-2021, 02:34 PM - Forum: Character Applications - No Replies

Recently I sent a private application to Bready and the rest of the GM team for permissions and clarifications for a character's backstory.  It was accepted by Bready, and he requested that I post here as well to have public documentation that an application was indeed sent. Even if in private. 

Thank you all for your time.

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  Sun Market & Moon Park
Posted by: Kiss - 08-30-2021, 03:18 AM - Forum: Marketplace - No Replies

Sun Market & Moon Park


Introduction - Sun Market:

Welcome to the Sun Market and Moon Park!

The Sun Market is the newest long lasting shop located within Tannis! Backed by the famous Sun Temple within Oniga and ran by Braka Cerota this shop aims to bring affordable, varied and up to date equipment for all types of people and adventurers!

Due to the nature of the shop, its wears are less focused on profit and more focused on providing affordable, effective and reliable equipment for adventurers, workers and alike! The Sun Market employs a 'Tier' system to items, informing you of what to expect in terms of pricing!

Do you have equipment you wish to get rid off? Instead of pawning it to some Shady Merchant: Come offer it to the Sun Market! We offer to buy your equipment (If valuable to us) at half the price we list to sell! (Wow what a deal!!!)

[Image: zURrMf2.png][Image: hp7fqF4.png][Image: j7DikKJ.png]

Wait, there's more! - Moon Park:

Did you also want to come relax and enjoy the fresh nature and see what true beauty life has to offer?

Then welcome to the Moon Park! The Moon Park is the groundwork where the Sun Market rests itself on. A large, untouched nature reserve within Tannis that spreads far into the wilderness! Come experience a monitored Park in which you can socialize with friends, family and lovers alive!! The entire Moon Park is available to explore (Even the places that host Markets!). We offer constant seating and tables to let you and your friends chat and enjoy yourselves as you shop! If you look hard enough you might even spot some of the friendly animals that live within the Park!

And if you're ever hungry then feel free to visit our Gelato Front!! Hosted and run by the famous Ex-Martial of the Dormeho Militia: Shirou Ryuu! Made with the Ryuu Family Recipe these Gelatos are always freshly made and contain as little allergenic and problematic ingredients as possible for maximum customer enjoyment!

[Image: zvt0mJC.png][Image: WLj7S0s.png]

Location?:
The Sun Market & Moon Park initial entrance is directly west of the Mage Guild, following through a peak in the mountains that leads into an untouched and preserved piece of land! Watch your step as wild animals tend to come and go!
[Image: Rx0aeeW.png]

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  Dormeho Warp Bug
Posted by: WaifuApple - 08-29-2021, 08:37 PM - Forum: Bug Reports - Replies (1)

[Image: DormehoBug.PNG]

If you walk one tile right from this particular plant pot in the left district of Dormeho, you'll be teleported to the bottom path of Dormeho, rather than the Top path. Likely that the marker tag is set wrong here. The tile below it doesn't have a warp at all, and I believe a GM / Eventmin set that tile dense to avoid people walking into the void by spawning a dense object over it - so that could probably be fixed too, to get rid of said object.

Was a mistake that likely happened in recreating the map from it's random corruption / whatever happened there.

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  Too Apt for the Job [2.49]
Posted by: InsainArcaneBirdbrain - 08-29-2021, 12:04 PM - Forum: Bug Reports - Replies (1)

Any in-battle bonuses/buffs to apt from any source do not actually increase the scaled apt stat, making the boost effectively worthless. Though I didn't have any way to test it on mobs, I assume in-battle apt reductions probably react the same way.

[Image: unknown.png]

[Image: unknown.png]

(With 1 base apt, the second value should be 53.6 scaled)

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  [2.49] Gunpowder Monster Table Drops
Posted by: Fuepepe - 08-29-2021, 02:44 AM - Forum: Bug Reports - Replies (2)

Firebloods type enemies are not dropping gunpowder in fire altars. There is currently no way to acquire gunpowder in the game asides from desynthing and pale lauders.

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  Spellthief's spell library
Posted by: SolAndLuna - 08-29-2021, 12:54 AM - Forum: Suggestions - Replies (4)

please don't send me to the Shadow Realm again for suggesting Spellthief things

One thing I kinda took note of from my long time of using Spellthief is that a lot of the time, it's really kind of... inconvenient, with the way it is right now. Several things that come to mind are:

  • If the copy spells are at the end of the skill list (as they usually are by default due to you taking them after equipping all of your skills), losing enough WIL/SKI to remove a skill slot will remove all of them, due to the game forcibly removing skills until it's at the correct number.
  • Legend Extending unequips all skills, and unsurprisingly, this also means all the copy spells are gone as well.
  • Any time the Spellthief wants a different spell, they have to go out of their way to go find someone that has it again, even if by all rights they made a card out of the spell before and should ICly have it somewhere.
  • Stealing spells mid-battle is frankly nightmarish, since on top of the issues of getting within 1 range, using 3 momentum to take a spell, and then somehow hoping you survive the onslaught that comes from you being within 1 range of your opponent... you also need to quickly remove a copy spell before the next fight if you were hoping to keep it, otherwise you lose it immediately if it's at the limit and you need to go find the one you stole it from again.
There's more as well, but if I went into details about exactly how Spellthief keeps causing trouble when a character uses said class for a long time, I'd be here forever.

So, my solution to the majority of issues for it is thus - a "spell library" of sorts, where you would be allowed to pick spells for your character to bring into battle based on the ones you stole at some point in the past, while following the usual rules the class has in place.

The functionality for it would be fairly simple - it would show all the spells you could have, and you could place up to 7 of them (in order to account for spirits) into a special area for "equipped" spells. Afterwards, you would press a button, and an emote would pop up to indicate that you swapped copy spells (primarily to prevent abuse of the system), along with the current set of copy spells being replaced with the new ones.

On the off chance some are thinking that the game having a unique menu for one specific class may be a bit much, I would like to note that there is a precedent for it, strictly speaking, as the Summoner line has a menu all to itself already. In addition, it would resolve a lot of unnecessary difficulties with using the class this way, as you wouldn't have to keep thinking "I want new spells, but this old spell I'm using might go if I take them", among other things. And so long as it's limited by both only being able to equip the ones already stolen in the past, as well as an emote on use, it shouldn't be easily abusable.

On top of that, it could provide some interesting RP potential for people if they decide to RP a black market spell merchant, or someone that keeps their collection of copy spells hidden somewhere, at least in my mind. The suggestion could be adjusted at will, of course, but at least in my mind, there seems to be very little reason something like this couldn't be implemented.

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