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Connor - Character Ability |
Posted by: SpaceShibe - 06-18-2021, 01:20 AM - Forum: Approved Characters
- Replies (6)
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Applicable BYOND Key - Finding Paradise
Character Name - Connor
Request Type - Character Abilities
Request Details - To start off, Connor is an Amalgama with six souls. I have multiple requests for him.
1) A constant warmth coming out from the guy's body, caused by spooky spiritual magic. He is also naturally vulnerable to the cold. (Virtue of Mared Flamilia and Mars Badge/Nerhaven enchantment)
2) Stronker and more intense fire, turning into a mix of white, black and blue the more it keeps going. Spiritual by nature. Perhaps also varying with emotions. (From Salamander Sword and Mared Flamilia and Devilia)
3a) This one is just me interpreting DAHKNESS, and a long shot. What about the ability to create solid shadows through Mared Devilia? i.e. instead of being a blast of dark energy, it's focused instead to creating constructs?
3b) Would it also be out of the question to be able to cloak himself with Mared Devilia? Just wrapping himself in shadows. And becoming a silhouette.
4) The ability to ingest blood, and perhaps other things like small rocks, from the way he was made by his creator.
Reason why you are making this request (if applicable) - Uhh other than it being cool I'd also like to have an interesting angle to roleplay certain aspects of my character.
Roleplay & Lore supporting your request - Connor is an Amalgama with six souls. He naturally has a high aptitude to fire and dahkness, and has leaned into said abilities to help him in combat for a long while now. (At least a handful of months of RP)
He has been and will continue to focus on improving his Amalgama-borne abilities as time goes on. He is technically a Hyattr/Salamandra lite in the way his Amalgama abilities rolled(30% fire resist, 30% wind weakness, 30% ice weakness from a badge, 30% burn resist).
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Protect and Sacrifice |
Posted by: Snake - 06-17-2021, 02:40 PM - Forum: Balance Fu
- Replies (3)
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This suggestion will likely be hated by Dev, given how much effort it always goes to fixing Protect, but I just want something functional.
In the end, this is a buff for both of those, but at least the chances of them breaking in the future will be nulled forever.
Protect (Soldier) - Revamped to a Shield Defensive Skill.
1M
2 FP (+2 per Rank)
5 Ranks (Increases Armor and Magic Armor by 2 (+2 per rank) per Protected ally in the party)
- Targets all allies within 1 Range, granting the Protected buff until your next turn.
- If the Protected ally is within 1 Range of you and takes damage from an enemy, you take that damage instead.
Sacrifice (Black Knight)
3M, 5 round cooldown.
4 Range (Doubled if you have invoked the Black Wind, or have a Shield equipped)
- Select an ally within 4 Range and mark them with Sacrifice. (Duration is equal to 1 + 1 per 25% missing HP from ally.)
- Every time the Ally takes damage from an enemy, you will invoke the Black Wind, swap places with them (once per round), and take that damage instead.
- If you have Heavy Armor and a Shield equipped, redirected damage is reduced by 50%.
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(Amalgama) Formidable |
Posted by: Snake - 06-17-2021, 02:06 PM - Forum: Balance Fu
- Replies (5)
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This effect is, on paper, quite strong. But in execution? It's extremely weak and doesn't work in any meaningful way to save an Amalgama from being defeated. I do think this needs a small buff.
Why?
Let's look at Phenex's From The Ashes. Their resurrection does:
- Depending on the build, can resurrect with up to 200-300 HP, given the heal is based on 50% of your max FP.
- Does not leave you Badly Beaten.
- Plays nice with Die Hard. (As long as it's off-cooldown, you'll come back any day, any time. So hard dying will be the key for you to heal up a massive amount on your next defeat.)
And requires:
- 1 FP minimum. (Really?)
- A cooldown that ranges from 5 rounds to 10 rounds.
And Phenex itself:
- No healing penalty on self.
- 15% Ice and Darkness weakness. (Which can be covered by SAN, which they do use for From The Ashes and Golden Eyes.)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/855086506245881865/unknown.png)
Now look at Amalgama's Formidable. Their resurrection does:
- Revive and heals a static 50 HP. (Die Hard and Sal Volatile both revives you for more than that.)
- Leaves you Badly Beaten for 4 rounds. (Debilitates your Momentum, preventing you from fleeing in PvE scenario.)
And requires:
- 5 Spirits (Innately makes you weak to Holy, so any players can 100% defeat you with an item belt weapon swap. Boring.)
- Requires RNG to be obtained. (If the player is unlucky, several uses of the Memories fruit. (1085 Murai each))
- Doesn't play nice with Die Hard. (Since that will also revive you with Badly Beaten, so Formidable practically only happens once per fight.)
And Amalgama itself:
- 10% Healing penalty.
- 30% Elemental Weakness on either one or two elements, fully decided by RNG. (Amalgama doesn't use SAN, so that's staying there.)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/256631846664667147/854948827160510494/unknown.png)
When you compare both side to side, you see how Amalgama's resurrection effect is severely underpowered when compared to even baseline reviving effects, such as Die Hard or Sal Volatile, let alone compare to Phenex which has a similar effect? I do hope this gets addressed. I can only throw in this short pitch for ideas (they're all separate, either A, or B, or C, etc.), but anything other than what we have now, Dev:
Quote:A- Formidable could resurrect you with 60 HP, but only up to X amount of times per fight, one per spirit possessing you. This revive would not leave you Badly Beaten, since it's limited. (Upon reviving through Formidable, you gain a stacking debuff that lasts 5 rounds called "Spirit Exhaustion" which caps at LV5. When its LV equals (or more) than the amount of spirits you currently have, Formidable will stop reviving. This also reduces health recovery relative to LV (30%/35%/40%/45%/50%).)
B- No changes to the heal amount or Badly Beaten, but upon being resurrected by Formidable, you gain the Dead Soul debuff for 3 rounds. (Dead Soul makes you unable to be brought under 1 HP for the duration, but chance of being injured is doubled and health recovery is reduced by 75%. Taking damage from a mutation weakness ends the status early.)
C- If no new effects are desired, nor the removal of Badly Beaten, the heal should be changed to 30% of your maximum HP.
D- Alternatively, increase the heal amount to 120 HP and have it so Amalgama's momentum does not get affected by Badly Beaten, through a Trait or Homunculus Physiology, since this is what currently makes this resurrection option so unenjoyable.
E- Formidable becomes a chance to negate damage (except mutation weakness), which increases the lower your Max HP gets. (1% chance per 2% HP lost)
My favorite obviously being B. It's not something we have in the game right now, and it'd play better with the skill description of "Your body is relentless and determined by something". You're basically dead at that point, but still walking. It'd make cool RP moments to have this Amalgama still going despite everything.
Really. Amalgama's the easiest of the Homunculi to murder and this stinky mutation will not do anything to change that. Just get a holy weapon, or exploit their massive elemental weaknesses and they're done for. Ez clap. And mind you, this is not even their weakest things (hi Attune Grudge, hi Spirit Shot), just something that I noticed was more a waste of time for the enemy than helpful for the player.
I hope this can be fixed with the proposed buffs, or something more creative and fun. I'm all game for anything at this point.
Because friends. It's either buffing Formidable, or nerfing Phenex. What do we want?
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Made small edits based on a few Discord discussions over option A and B with friends. Hopefully they'll not be as broken or exploitable, but still follow the theme required.
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[v.2.45c] (Query) Amalgama's Healing Spells |
Posted by: Snake - 06-16-2021, 07:14 PM - Forum: Bug Reports
- Replies (1)
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Amalgama's healing spells and effects that restore or interact with HP don't fully restore the number listed, due to Homunculus Physiology.
Is it a bug, or topic for Balance Fu? The ones I noticed weird behavior are listed are the following:
Quote:Mared Litam - The heal doesn't cure for 60, but 54.
Mared Matil - The heal doesn't cure for 120, but 108
The doubt came due to previous threads over Vampire and their specific healing reductions not applying to racial effects, and that being changed in response.
(Also below, the listed effects of each.)
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[v.2.46] Protect does not serve |
Posted by: Snake - 06-16-2021, 05:38 AM - Forum: Bug Reports
- Replies (8)
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Protect is not working at all. Tested in various ways such as the following examples:
- Tried to make the Knight with Protect come by my side without Guard. Failed.
- Tried to move next to the Knight with Protect without Guard. Failed.
- Tried both above, but with said Knight using Guard instead. Failed.
All those tests were done in the Testing Server, against Fenrirberus.
I suppose it's due to how antiquated the code for it may be. Best to update it to the likes of Scapegoat Shield and Sacrifice, since those do work as intended, for example.
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House floors bugged ;A; |
Posted by: KitKatarine - 06-16-2021, 12:49 AM - Forum: Bug Reports
- Replies (3)
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Hello! KitKat here.
My house is completely buggered. I haven't lost furniture, but I'll enter a floor and it'll be completely black. It's not always the same floor as well. Sometimes it's the second floor. Sometimes it's the third. Sometimes it's the fifth. I don't know where else to post this, so it would be SUPER awesome if someone could get back to me asap.
Key/Slot: Katarine1420.slot2
Would be super duper A+ to get this fixed! ^u^;;
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Green |
Posted by: Sawrock - 06-14-2021, 05:48 PM - Forum: Suggestions
- Replies (3)
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Green gloves and boots should be given to you by that weird shrine girl upon LEing for the first time. I will not be typing her name as it would be rude.
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