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Vaguely thought-out proposal to body enchant diversity problem |
Posted by: JamOfBoy - 04-27-2021, 06:51 PM - Forum: Balance Fu
- Replies (12)
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Giant Gene dominates as the most common enchantment for torsos. Which sucks, because a lot of enchants in this game suffer from being cool and interesting but being in the same category as something way, way better.
Les fixxit. Here's something I thought of and didn't really think through, so against better judgement I'm just gonna start if off and see if other people have better ideas.
Remove Magic Armor. Yes, you read that right - remove one of the two armor values, and make the remaining armor value apply to both damage types. Torso items as it stand give you three things: physical armor, magical armor, and evade. Remove the magical armor.
Okay, cool. What do you replace it with, then, Jam? You know the three armor types, unarmored, light armor, and heavy armor, are all advertised as having a specific one of these stats that are more prominent than the other, right? You can't just annul one of them, Jam, you fool.
HP. Light armor currently boasts decently high magical armor values - at least, this is what I can infer. It makes logical sense that unarmored is the category that specialises in evade (and it does) and that heavy armor specialises in armor (and it does, for the most part). This change would make light armor boast the higher HP value, simply as substitute, and I would think that's pretty logical, too!
Okay, Jam, this is all sounding good, but what about existing armor values? I'll have you know I have an anti-magic build that stacks very high magical armor and res with Nullstone Gauntlet and Spellthief's Margin Manipulation and Void Assassin's Voidveil to completely crush my enemies and claim victory royale in big chungus.
Okay! You can just kinda average out the armor and magic armor values and stick that on. Or just take the highest value. This'll be a buff to heavy armor, probably, and I don't really know if there's a way to avoid it.
What will Giant Gene do, then? Won't it just be better if this happens?
Well, you could make Giant Gene do something else! Same with the Leviathan enchantment. Maybe Giant Gene instead increases the new HP value of armors directly, scaling off of the type of torso, or scaling with it's base HP stat. 50% HP increase, 50% Weight increase. The goal, ultimately, unavoidably, is to nerf Giant Gene without compromising the HP values of existing builds.
BUT YOU MAY BE ASKING:
Jam, why does any of this need to even happen? If people don't want to use Giant Gene, they don't have to! You can get pretty high HP values with--
You can get high HP values as a Soldier, or a race with high base VIT, or etc etc etc but it still isn't enough because most builds rely on Giant Gene. We need more HP. The poor Rogues who have to build three stats to hit things can have massive issues getting HP to the extent it is a very, very big STOP sign to anyone considering being a class without a HP supplement/building certain stats if they're a specific race.
Tl;dr
HP is good. Giant Gene is good. Too good. We need the HP. But Giant Gene is necessary for that. Being entirely reliant on one enchantment is not good. How to improve? Secret Soldier buff???? Hexer strong???
I'll end it with a challenge.
Go try building a Papillion. Basic attacker without STR. Or a Phenex, same rules. Genuinely show me if you can get their HP above 800 - even 700 - and have any semblance of a good build without using Giant Gene or a class that gives HP. Use as many aspects as you want and any items you want. And keep in mind all the while, without anything that increases HP from classes or items, Dormehans and Wyverntouched can hit above 1000 HP. Pretty easily, too.
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v2.43 Green Forest Bow's Poison Mist takes forever |
Posted by: Fern - 04-25-2021, 04:50 AM - Forum: Bug Reports
- Replies (2)
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This is in regards to the poison mist potential skill from the bow of the green forest.
The game seems to (on Round change) process the movement of each mist individually, having a short pause in-between each cloud. With cases such as Entangle Trap's vines (the Archer skill) this leads to waiting nearly a minute for the poison clouds to approach the enemy.
The reason I classify this as a bug is because this was not the case when the potential skill was first released - instead, the mist used to move all at once, thus not slowing down combat so much on Round ticks.
Steps to reproduce:
1. Obtain Bow of the Green Forest (with its potential unlocked)
2. Set down Entangle Trap and trigger it somehow
3. Watch a movie............
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Player Demon Translation |
Posted by: Autumn - 04-25-2021, 01:03 AM - Forum: Suggestions
- Replies (29)
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Many people, especially including myself are usually much a fan of transformation skills, though their limited access and/or limited usage cause them to fall short a lot of the time, I make this thread from mostly an RP perspective, I would appreciate a way to globally access a player-exclusive version of something similar to Demon Translation through either a non-weapon item or even a trait, the skill itself doesn't have to be overloaded, all I request is it not be an invocation.
For example the skill could be:
Minor Demon Translation:
-3m Cost, Some HP/FP Cost
-Grants 15% Damage Reduction, +3 all stats for 4 rounds, counts as a transformation skill
-5 Round Cooldown
And the idea here is that you would gain a cool effect like Demon Translation's sparks, as well as the animation that normally plays when it activates.
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Badlands Brawl |
Posted by: Maksimum_Fire - 04-23-2021, 08:04 PM - Forum: Sigrogana
- Replies (19)
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HEAR YE FIGHTERS, MERCENARIES, BRAWLERS, ALL WHO DEEM THEMSELVES GLORIOUS
Badlands Arena staff have decided it's about time we kick off something bigger than the sprawled out Adventurer spats on the grass y'all've'n seeing. Who's the baddest in the badlands? Test your mettle, and your metal, in a thrilling punch-down knock-out, one to one fight, with a little juice on the line.
Lotta brutes out there ain't familiar with the finer things, so we'll lay the rules out here. Arena staff can inform ya of all this, too, for the illiterate blokes.
MERCANA IS NOT ALLOWED. PERIOD. Nothing puts a damper on a tournament more'n the church knights gettin on ya fer patchin yerself up. That said, if ye got other magic that keeps ya together or more mundane ways to patch y'self up, that's all good in our eyes. Just make sure that you're not using anything that'll get you in trouble with the church. Even if it's just one o' the staves, it still ain't allowed.
Healing potions are permissible, but in limited count. Ye can either use a single hi potion per bout, or a regenerative. If'n ye want to use stabilizers instead, use all ya like.
Any fighting style ya got's totally permissible, as long as ya use nonlethal methods. That means if you wanna slam someone to the ground and skid their face off on the arena floor, shooting the air hootin' and hollerin' the whole while, no problem. If'n ye wanna cast magic that makes people barf, or whips up a lil' typhoon in the air, tha's all fine too. If ye think droppin' lil' suns on the arena is a martial art, we ain't gonna say no. The only exception 'ere is that ye CANNOT be violating imperial law. No void magic, no spellthievery, none of that kerfugliness. Any of that will have you handed off to on-site guards immediately.
For this tourney, we got a 16 entrant max. Come on over to the Arena and sign up quick, cause it's first come first serve. We'll get yer name, a couple other small things aboutcha, and make sure you got an arena book. Required for everyone participating. Next time, we'll see if more people're interested or not based on how this'n goes. This time it'll be four rounds'f single elimination- Yer down, yer out. Round one and two fights'll happen all at once, while round three, the semifinals, and round four, the finals, will happen one at a time.
On the eighth day of the fifth month, come on down to the badlands and show us just how bad you are! Lookin' forward to it.
To any interested folks wit' a penchant for things that aren't fighting: We're offerin' two thousand murai to vendors settin' up shop at the Arena durin' the tournament, as well as a two thousand murai stipend for anybody willin' to help out some menial tasks. Vendor's'll also be encouraged to participate in a subsidy program worked out on a case by casis for an additional two thousand murai compensation. Reach out ta us as soon as ya can!
--Jack "Jacka" Jackson
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OOC segment
Banned Mercana at the moment is consisting of Graft, Malmelo, Phoenix, Second Chance, Water Dragon(when used to heal), Refreshing Flow, and the Mend and Miracle staves. non-healing staves are still allowed.
Rewards pool breaks down as follows:
Participation: 750 Murai, 100k EXP
Quarterfinalist: 2000 murai, 250k EXP
Semifinalist: 5000 murai OR choice of two Tarson Guilded items, 375k EXP
Finalist: 5000 murai AND choice of two Tarson Guilded items OR choice of one non-boss ten star, 500k EXP
Champion: 8000 murai, choice of two Tarson Guilded items OR choice of one non-boss ten star, one million EXP
If you lose in round 1, you get a participation reward. If you lose in round 2, you get a quarterfinalist reward. If you lose in round 3, you get the semifinalist reward. If you lose in round 4, you get the finalist reward. If you don't lose, you're the champ, and get all the bragging rights plus the champion reward.
Remember to be good to each other. Be friendly, courteous, and don't excessively use LOOC during the event.
Given this is PvP with RP encouraged, this could shape up to be a fairly long- five hours or so- event. Be aware of that heading in.
If you have any questions re: the event, or want to sign on as a volunteer or vendor, contact either me at Kit#6944 or the Eventmin sponsoring the event, Dragonruby#2301.
This event will be taking place at the Badlands Arena, inside the arena, May 8th, starting at 11:30 AM PST, or 2:30 PM EST.
If we don't get a full 16 signups, we WILL be accepting walk-ons. I'll make a follow-up post here on May 7th if we don't have our slots all filled up by that night reminding people as much.
IMPORTANT: This will be clarified again at the tournament. Rounds 1 through 3 will be strictly 3 minute time limit for turns. Players are encouraged to type their post while it's not their turn, or swiftly after they take action. Round 4 will be permitted a 5 minute time limit.
Finally: To sign up, fill out this form with your character's information, and post it here in this forum. Arena book-having is an honor-system.
Name:
Do you have your arena book?:
How do you like to fight?(Optional):
Is there anything you want to say to the staff or your opponents?(Optional):
(OOC)What information, if any, could the staff of the Arena have heard about your character in rumors?(Optional):
Thanks for your cooperation! Remember to tell Druby that he's cool
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Sidecut unleashed |
Posted by: Perdition - 04-23-2021, 05:31 PM - Forum: Balance Fu
- Replies (16)
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Daggers are like swords, except shorter. Sidecut should be able to be used with daggers. Alongside possibly the rest of the duelist sword skills. A dagger is definitely a duelist-type weapon anyway. This would also go a way towards making daggers less self contained within pretty much strictly VA if you want to do anything with them.
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v2.43 [EVENT TOOLS] Buster skill does no damage |
Posted by: Fern - 04-23-2021, 06:46 AM - Forum: Bug Reports
- Replies (1)
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The Buster skill (the one from Ice Giants) does no damage when used by a custom mob, regardless of the weapon used or if you're controlling them or not. It will always do 0 damage but do the animation and knock down the enemy.
Ice Giants however do damage with the skill, specifically if they're an Ice Giant.
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