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Fun Screenshots
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Time-Wasting Travel
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GR1 Leftovers
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Blotch Evasion
Forum: Balance Fu
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Bring Seiryuu Back
Forum: Balance Fu
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Pocket Sand (Rogue)
Forum: Balance Fu
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Chimera Hit
Forum: Balance Fu
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Flash of Light
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Bows
Forum: Balance Fu
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09-27-2025, 09:00 PM
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Mastery of STR Crit
Forum: Balance Fu
Last Post: Snake
09-27-2025, 08:58 PM
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Flying Dagger (Spellthief) |
Posted by: Snake - 03-23-2021, 01:29 AM - Forum: Balance Fu
- No Replies
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Quote:Dagger skill. Throw a barrage of daggers in a line, which will travel up to 3+Rank tiles away and inflict unresistable Piercing damage to the first enemy hit equal to Dagger Power + Rank. Can only be used once per turn.
This is kinda... 'eh'. First and foremost, Spellthieves -do not- use daggers, since they're locked to needing tomes to properly cast spells. Which makes it a huge problem itself.
It should be a general skill (i.e, not require a specific weapon type to be used) that deals protection-ignoring damage, sort of like this:
Quote:Flying Dagger
1M
10/9/8/7/6 FP
Spellthief skill. Throw a concealed dagger in a line, which will travel up to 3+Rank tiles away and inflict unresistable Pierce magic damage to the first enemy hit equal to Spellthief's LV + (Rank * 5), and inflicts Lingering Damage (LV = 50% of the damage) for 2 rounds. If already with Lingering Damage, instead increases LV by (Rank * 4) and duration by 2.
If the projectile hits an enemy who is not facing you, it ignores Evasion and reduces their Move by Rank until your next turn.
This skill is mostly for when a Spellthief is silenced and has no other combat options. It feels very thief-y for a person to have concealed throwing daggers hidden in them that they can have options when their backs are against the wall.
If the effect is too overbearing, just add something like Lingering Damage's LV will not increase higher than Spellthief LV * 3, or whatever. But it's only once per round anyway. As much as I wish you could throw a barrage of daggers one after another for a playstyle that involves using 1M, then 2M, then 4M to throw three daggers in a whole round.
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Krabby Damage Formula |
Posted by: Miller - 03-23-2021, 01:20 AM - Forum: Suggestions
- No Replies
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Given there's been a lot of confusion on the subject in the past, would it be possible to have the exact damage calculations posted somewhere that we can access?
My general assumption as to how the formula works at the moment is the following.
(((SWA * SWA Modifier + Flat Damage Modifier) * Critical Modifier) * Stat DEF/RES * Elemental Resistance - Armor) * Damage Boosts * Damage Reductions
While this has worked for me in the past, there's been a few discrepancies that have been pointed out to me lately. While I can confirm the formula with a bit of math and trial and error, it'd take a while to account for everything.
Having the damage formula readily accessible would make it so:
1) We can easily point out discrepancies if something isn't working as intended.
2) Balance discussion be more grounded in actual numbers instead of examples in game which may or may not account for everything.
3) Easier to balance out mobs damage output on the Eventmin side of things.
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Face icon selector QOL |
Posted by: FatherCrixius - 03-20-2021, 07:53 PM - Forum: Suggestions
- Replies (6)
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Just a change so that the face icons all display in the middle of the field if spectating or combatting in a fight, or if otherwise cut off by map boarders such as in the OOC corner.
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Homunculi die hard [v2.40b] |
Posted by: Senna - 03-19-2021, 07:38 AM - Forum: Bug Reports
- No Replies
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From the looks of it, when a Homunculi procs die hard, the Homunculi healing reduction affects the 1 HP die hard provides. Since the game rounds down, that sets them to 0.
Proccing die hard but never truly got up.
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Bear Claws Bare Claws Clause |
Posted by: Sawrock - 03-18-2021, 10:39 PM - Forum: Balance Fu
- No Replies
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Make claw weapons count as being bare-handed for Felidae/Lupines. I don't have a particular feeling that those races are under/overpowered. I just want to have three topics made by me in a row in the forums. Again. Please forgive me, Dev.
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Infliction Restriction |
Posted by: Sawrock - 03-18-2021, 10:36 PM - Forum: Balance Fu
- No Replies
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Make Status Infliction have halfsies effects; effects where they sort of work but not fully. Example could be half status level, or half duration on status effects. Make RES give status resistance to compensate for this change.
Give DEF two free netflix accounts.
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