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v2.45c [EVENT TOOLS] Opening the Placeable Spawner Menu causes a lag spike |
Posted by: Fern - 06-06-2021, 04:12 AM - Forum: Bug Reports
- Replies (1)
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Every now and then, if you open the Placeable Spawner Menu in the live server (from what I understand, it's when it's opened for the first time post-reboot) you can cause a lag spike for the server. It can last for quite a bit.
I've actually had this problem in another game I was admin for when opening up a menu with a lot of selections, and the problem was that there were too many variables in the menu. I'm almost certain it's the same problem in this case.
Unfortunately while I'm sure I know that's the issue or close to it, I don't know how it'd be fixed without removing a bunch of options from the list.
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Imbue strike buffaroo |
Posted by: Lolzytripd - 06-06-2021, 01:43 AM - Forum: Suggestions
- Replies (3)
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Most of the time Imbue strike will result in less damage due to the nature of players building omni resists, making a possibly interesting build idea (a basic attacking lantern bearer) a bit sad.
I suggest as a remedy, and as a basic attack steroid, that Imbue strike add a percentage of elemental attack to the spear's attacks, either as a flat swa boost or as bonus power.
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Omina racial suggestions |
Posted by: DonoftheDerps - 06-05-2021, 02:58 PM - Forum: Suggestions
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Omina are in a wierd spot. The base unluck drain can be rather strong. with 50 scaled san this caps out at 7 unluck (8 if it rounds up), which is -8 hit, -8 evade -8 crit chance, -8 crit evade. This really messes with crit/evade builds just as a passive, though it is a solid investment in a stat for this. maybe raising the cap just slightly would help it. raising it to 20% vs 15% would make the cap about 10 with 50 scaled san which isn't a lot more. And its still generally only 1 drain per turn unless using the curse, so it takes a bit to hit that point. possibly upgrading this to 2 a turn might help it out as well. There is also the option to maybe make the drain weaker the farther away you are, and stronger the closer you are. maybe 0 if you are really far away, and up to 3 if you are within 1 tile.
Then we get to the active skills, and this is where it does terrible for the most part.
Omina curse: 3m and 10 fp to drain 3 luck. This.. is rather terrible for a tradeoff. While it helps use the other active skills in a pinch, taking 3 momentum for this is rather terrible, especially when its single target. Maybe reduce it to 1m for 2 unluck drains or buff it to hit everyone. as is, it is almost never worth using.
Yellow misfortune: a -15 to hit. With the reduction from this and the omina curse, it might actually decently reduce someones hit. The issue is everyone is either extremely high hit, or an autohit build where hit doesn't matter too much for them at all. maybe make it like redtail where it affects hit and evade. wouldn't be a major buff, but would maybe make this a bit more useful. Reducing this to a 1m use would also make it a lot more usable.
green misfortune: The one misfortune worth using somewhat. A knockdown with a 4 range. 3m for 3m. This is rather nice and unless they are a rogue or martial artist, can be decently worth it, and the 10 unluck necessary means it isn't spammable
red misfortune: A trap, both literally and figuratively. A pitfall trap that stops someone that steps on it and ends their turn. Would be useful but 90% of people have a way to avoid this, either by a movement skill or remembering the single tile its on. Pitfalls can ALSO hit the user and it takes 15 unluck to use, which takes a long while to build up unless you are fighting a lot of enemies, which this is only really good for a single enemy. This just outright needs changed to something else. Maybe make an area erupt into random tile effects, maybe remove the randomness if its tied to a starsign. or make them get random status effects within an area.
While most races have trait options to further customize how some racials work, Omina have none, so I was hoping to make a few suggestions to give them a bit of a boost.
Unluck traits (only 1 selectable)
-Powerful unluck: boosts the strength of the unluck drain but lowers the cap. Speeds up how fast unluck builds up and makes it a bit more useful. Confusion now lets it work, but it also hits allies.
-persistent unluck: for those that don't want to use the active bits but want to keep it going. When someone is at the unluck cap, refreshes the duration, keeping it at full power if within a certain range of the omina. reduces the cap slightly
-strange unluck: instead of a constant drain, the luck drain is a bit random. Increases the drain cap, but randomizes how much is drained. can drain between 0-3. Just like luck, unluck can be rather quirky.
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Sturdy standard body suggestions |
Posted by: DonoftheDerps - 06-05-2021, 01:56 PM - Forum: Suggestions
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The standard mech's sturdy standard body trait is actually rather useful. 10 in all defensive stats and a nice chunk of hp increase that can easily compare with the giant gene enchant. This suggestion is more about possible upgrades allowing for more customization of the standard mech, giving more options for them to pick from and to make them better in what they want to do. These options are meant to be follow up traits, something only pickable after getting the base standard armor option.
1) the unarmored option. This mech wants to dodge a bit more than taking a hit. reduce the armor and magic armor by 5, but increase evade by 10. increases movement by 2
2) the lightly armored. This one likes the current stats on the standard bit and just wants to stay in the fight a bit longer. reduce max hp bonus to 1 per level (min 15) but gives 30% status resist and 1 fp per level. considered wearing light armor
3) The heavy armored. Evade helps this one very little and they want to forgo it for more durability. increases armor and magic armor to 15 each, evade to 0. adds 2 hp regen a turn, move reduced by 1. battle weight increased by 20 and considered wearing heavy armor. (mostly to work with black knight stuff)
Edit: main reason for the status resist boost on light armor is cause sanctity does nothing for this race mechanically so there is little reason to build it, meaning their status resist is terrible
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Accel booster upgrades |
Posted by: DonoftheDerps - 06-05-2021, 01:46 PM - Forum: Suggestions
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Now the agile mech's accel booster is probably one of the most used mech traits. a 1m move skill that can work with any class is really useful, so I do not want to add anything to the base trait to make it stronger. Instead I wanted to add possible 'upgrades' for the trait like I am doing with the other mech classes, allowing a bit more customization for the thing that makes them special. Most of these are going to scale off of how much they are hurting themself with the move.
Agile mech upgrade suggestions for accel booster:
1) built up burning damage from use added to kick skills. Turn the downside into a weapon and shove a hot pipe in someone's face. building up damage on themselves to do more damage on kicks means they can play a risk-reward gamble
2) burning trails on where you boost. Similar to the firefox leaving fire where it walks, the fire from the jets burns the ground, leaving cinders that do 1/3rd of the burn damage they take to move, covering their escape a bit.
3) maybe they get a new skill, vent heat. Releases the built up heat in a dangerous jet of fire like a fir-thrower. Does fire damage in a 3 tile line based on how much the burn damage built up before using, and then clears all heat.
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Cabal mech trait suggestions |
Posted by: DonoftheDerps - 06-05-2021, 01:33 PM - Forum: Suggestions
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Cabal mech trait is probably the least used if not used at all trait out of all the mech things. Giving up accessory slots for .5 skill pool use for spells is rather.. meh when some accessories boost elemental damage, have regenerative effects like leviathan amulet and blood whistle, or give bonuses like dragon king armor. I was hoping to give a few ideas on how to make the base trait better, and give some customization options after taking the trait.
The current trait (Chronicling cabal memory) suggestions:
1) instead of only working for spells, how about make it just make the skill pool bigger so its not tied to only mages. maybe 4 skill slots per empty accessory. Make them good at learning all kinds of skills, and not just spells
2) tie another kind of boost to it, like a bigger fp pool per empty accessory slot, allowing for more use of those skills and spells.
Follow up trait suggestions, adding the butter to the toast:
1) building resistance based on spells. Maybe make it so for each spell, it adds 1% elemental resistance based on what spell is equipped. or .5% for each empty accessory slot. So if you have 5 ice spells, thats 5% resistance. Most accessories have a material type and it generally gives some kind of resistance, so this helps it keep up a bit and goes with the theme of knowing a lot.
2) Having a lot of knowledge comes with the benefit of knowing how to use it in tandem with eachother. Maybe give some kind of bonus for mixing up different kinds of techniques, like using a physical skill followed up with a spell. Maybe reduced fp costs based on how many empty slots, or increased power on whatever the 2nd skill used is.
3) When you know a lot about the enemy, it provides bonuses. make a targets resistance count as 2.5% lower to your damage types per empty accessory slot.
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Raid cannon suggestions |
Posted by: DonoftheDerps - 06-05-2021, 12:54 PM - Forum: Suggestions
- Replies (2)
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While the raid cannon is a great concept and is decently strong as is, I was hoping to make some minor suggestions to how it works.
1) sentimentality towards raid cannon.
-I know it isn't an item and getting it to work would be wierd, but it would be nice since sentimentality is decent in strength and its literally part of a mech's body so they would be pretty.. 'attached' to it.
2) A passive toggle to turn it on and off incase you want to use bare fists for some reason.
- currently guns do 2 or less damage when used with melee basic attack skills (like capture), being able to turn it off when you want to use one would be rather nice.
3) maybe a follow up trait selection to change what happens with it
- having follow up trait options like with vampires and wyverntouched that augment how their bite works would be rather nice. Maybe options to change it from rampaging to something else, turning it into a multi round gun, or something similar would be rather cool. Just being able to customize it a bit since attachements, enchanting, and material are things that CAN'T be changed since it is a non existant item. all 3 of those are major deals for most weapons and while the raid cannon has decent stats, I was hoping to see it maybe get more use by people.
edit: Being able to change the base element of the gun would be cool too, maybe base it off of the starsign talent thing.
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Ambidextry, mixed martial arts, and raid mech (v2.45c) |
Posted by: DonoftheDerps - 06-05-2021, 12:43 PM - Forum: Bug Reports
- Replies (1)
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Currently if a raid mech goes mixed martial arts with martial artist and uses the raid cannon, it works fine for the most part, allowing you to off hand attack with bare fists. The issue is with ambidextry and this combination specifically. Ambidextry does not let you swap a skill from the raid cannon to the bare fists. This becomes an issue with skills that do basic attacks like celdoren or capture, since melee attack skills used with guns only do about 2 damage on low defense targets, which may be a whole bug on its own.
steps to repeat:
1. make a raid mech with mixed martial arts
2. get ambidextry
3. turn ambidextry on to try to use bare fist instead of raid cannon
4. watch raid cannon hit anyway
(wouldn't be as much of an issue if it didn't cripple melee basic attack skills)
steps to repeat 2 damage on melee attack skills with a gun:
1. use a gun
2. use capture
-or-
1. make a demon hunter
2. use shinken in melee range
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Restoring Old Vampires (Trait Suggestion) |
Posted by: Autumn - 06-04-2021, 08:08 PM - Forum: Balance Fu
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Its no secret that Vampires ended up a litttttle bit weaker than before when they got reworked, I feel as though currently it is really nice to be able to hide from Holy whenever you desire to, but I also think that Vampires are effectively worse humans when they're not utilizing their Sanguine Crest effects, this gives them a significant downside when you, for some reason, cannot activate Sanguine Crest, whether due to IC (such as in an arena fight) or due to other reasons like being unable to stand in 1 range of your opponent to banquet or life drain, or you simply cannot hit your opponent.
I'd like to propose a fun concept for Vampires to experiment with, one that really leads into the theme of what they are supposed to be in the lore, cunning subtle powerful creatures, with deadly combat potential and high influence over mind altering effects.
Quote:"Vampire's Cunning"
You are a much more subtle vampire than your peers, but you still enjoy the power attributed to you by your superior being. While you are not under the effects of Lunar Lunatism, you gain Critical Damage and Status infliction equal to 20% of your current Essence. However you will always suffer the effects of holy regardless on if Sanguine Crest is active.
This trait would allow them to gain on average 20-40% Critical damage, and 20-40 Status Infliction, and give usage for them to retain essence once again, as it stands currently, Silvermists is not good enough of a heal to really warrant building SAN for essence specifically, and the only reason Vampires would ever build SAN is for the banquet traits (Which again, for some, that may not be applicable for 90% of your fights)
The numbers or effect are subject to change obviously, but this is the sort of idea for a much more "Subtle" high power a vampire might have, giving them a more guile-like feeling.
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Misc Traits |
Posted by: Kiranis - 06-04-2021, 12:09 PM - Forum: Suggestions
- Replies (1)
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someone yelled at me to give other races some love so fine here.
Humans: ya get squat
Wild Elf These ones really stumped me they are in a pretty terrible spot.
Trained Hunter. you can take a second favored weapon from another tribe for your elegance to apply to
Pack Emissary You count as Pack Alpha when there is no alpha around and follower at all other times when in a party with you Felidae count as pack followers.
Zeran. I had fun thinking up crowns so I made 3. obviously you can only take one.
Crown of Superiority. your superiority now applies to everything in a 2+1 per 10 san range both effects of superiority apply regardless of facing
Crown of the Masses Your Superiority now applies to everything in a 2+1 per 10 san range and changes to the following you gain 3+1 swa per 5 scaled san and your hit is increased by 5+scaled San for having one ally in superiority range
Crown of Rulers Your Superiority now applies to everything in a 2+1 per 10 san range and changes to the following For every enemy within superiority range you gain +1 power
Reaper And Aspertaurus Weapon of kings is literally a fix this should mean they never have to take adaptation for sword or spear/axe if their san is 40. and yes the sword bit is a discworld inspiration.
Weapon of Kings: Your affinity now applies to swords as well your affinity now scales to 1+scaled san divided by 4
Macabre Adornments. Gain elemental resist for wearing remains material items +2% per item (fireblood gives fire ect ect)
Naga
Weather scale. Gain elemental resistance depending on the tile your sitting on equal to 5% for 1 + scaled san divided by 11 (Dark water gives dark water gives water cinder gives fire ect ect)
Deadly Wring after you grapple an enemy you may take a special action.
Wring. you and your target become immune to knockback until your grapple is broken and you begin doing protection ignoring blunt damage = to half your scaled strength untill your grapple is broken 4turn CD
Obviously actual numbers will need adjusting
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