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Basic Hits, Boxers and Martial Arts In General |
Posted by: TheRuffKnight - 02-03-2021, 06:07 AM - Forum: Balance Fu
- Replies (4)
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I think I'll find limited to no argument when I say that duelist rules as the king set of main classes for 80% of basic hitters. Fleur rules as one of the greatest reasons for its ability to help build your momentum economy and effectively give you an extra third move. Now, that isn't to neglect some strong alternatives, because there are alternatives. A few examples:
Rogue main class has the nice benefit of twin dance. Twin dance, with its second hit on basics for 20% damage, can (in my poor math terms. I am totally happy to hear more accurate math since I'm sure mine is wrong), increase your damage with that number in mind, by about 20%. If you count that you land both crits and get that extra third move, you could consider it a further increase in damage, though building momentum by having two weapons is not inherently specific to rogue main classes only.
Bonder can get the great benefit of installing to get their Fight As One Benefit. This means being able to install with a race with great basic hitting stats and upkeep the bonus +30 hit, crit and evade without worrying about your youkai dying. Although I'm sure a MG could null shell their dreams away.
It's not main class specific, but I'll even give the honorable mention of MG which gets akimbo. Basically the same thing as twin dance, except for one reason or another they don't need to main class like a Rogue might. We can even look at things like BK's being able to guarantee their fear on other races like Shaitan by main classing themselves.
Anyhow, I'll get onto the actual suggestions I'd like to make.
My first suggestion is relatively straight forwards. For one, I'd like to hear people's thoughts on allowing Combination Strike to apply to basic hits. This would remain a main class only thing, but I say this from the perspective of
1) The damage increases provided by things such as Rogue or Duelist, where we can see a damage output increase of roughly 120-150%. The impact of combination strike being able to apply to basic hits would prove to give a similar number, I think. Assuming the multiplier is added to the correct part of the multiplier in the calculation.
2) Incentivizing main classing anything other than Duelist for basic hitting. Global fleur is one concept I've heard of, and although it sounds fun and cool, I could also see basic hitters reaching some ridiculous power with things like a Bonder main class with fleur. That is my take, of course. So my idea would be to take a look at all the other classes and see what we can do to incentivize alternative main classes for basic hitters that also push for some kind of class identity. Not that I'm sure how much class identity combination strike carries.
Alternatively, there is the consideration of adding more skills that utilize basic hits in Martial Artist. Currently, the only basic hit I can conjure up in my mind is Geldoren. Theoretically, you could heaven's kick into geldoren or something similar, but I'm sure no one wants to have to spam whatever two skills over and over to get that proc on a basic hit. This is kind of a very single-class targeted take on something I think a good handful of people have been thinking about, which is basic hitting in general, really. So I'd really like to hear takes on the idea and different ideas. I'm sure mine isn't the ultimate extrapolation of how we can incentivize Martial Artist main classing for basic hitting, but it would nice to see more conversation flowing towards what we can do for different classes in order to more diversify basic hitting identity (or even hear if anyone thinks we do or do not even need that at all).
Now Introducing: The Boxer Segment
Now I specifically discuss basic hitting as a boxer, and yes, I play basic hit boxer so I likely have some bias. Keep me in check here if I get to crazy with these ideas. I have three proposals that are specific to boxing basic hitting. The basis for these proposals is that boxer is a tremendous FP sink. Quite large. To parallel that, it is fairly widely accepted amongst many basic hitters that you are often going to have to have a limited focus pool in order to build the necessary amount of hit and crit to reliably do your job. So, what do we do about a low FP setup for a high FP cost class?
Suggestion One: Building schwarz on crit. I propose a change to boxer where critting builds one schwarz! Krahenflugel rewards dodging basic hits with a gain in schwarz. My proposal is to simply add this effect with it. So you land a crit? Boom! 1 Schwarz. You can't really build schwarz reliably as a basic hitting boxer as is, mostly because you're going to hit 0 FP by the time you hit even 4 schwarz, probably.
Suggestion Two: Some sort of mild increase to FP gain on landing a basic hit. Nothing too ridiculously substantial, but something that can help refund the FP expenditure that comes from even just geisting around. Not refund all of it, but hopefully enough to stop a basic hit boxer from winding themself too fast.
Suggestion Three: (Crazy alert) Don't have core class MA skills succ away schwarz at all. I expect this one to be a hot take others won't agree with, but I'll still toss it out there. Personally, I would prefer to see Boxer not receive any sort of punishment or repercussion for using the core of its class. That's about it, really. Boxer struggles more out of the majority of class in being able to maintain its class identity while using other classes. If you want to truly be a boxer and use the full extent of its skills to their full capacity, you're nudged quite aggressively in the direction of focusing on Boxer and Boxer only in your setup that many other classes don't experience.
These changes here are even more specific, to help improve life for a very specific setup of a very specific class so, as with anything else, I'd really like to hear input on it all.
(Also, I'd like to apologize for two back to back suggestion threads. Moreso, I apologize for any poor formatting, explanations, or trains of thought. My mind is trailing this evening and my thoughts are scattered. Go figure.)
Moved from suggestions to Balance Fu since I think it applies here more?
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Ruff's Super Mild Arena Change Suggestion Thread (RSMACST) |
Posted by: TheRuffKnight - 02-03-2021, 05:16 AM - Forum: Suggestions
- Replies (4)
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That's right! Doggy dog has an idea.
My suggestion is a fairly small one, but one that I'd quite like to see from an RP standpoint. As we all know it, the arena and the constant flow of PvP that occurs within it all takes place at the very front. That is to say the front lawn. We have a beautifully mapped arena that was recently (or maybe not so recently, now) updated. However, rather than have any of the PvP or arena matches ever happen in the actual arena, it all takes place, as I said, in the front.
As it is, it feels like the equivalent of building this nice, grand arena or coliseum for boxing matches or gladiators, except all of the competitors/athletes fight each other in the parking lot instead. Now don't get me wrong, I love seeing the WWE Smackdown competitors get ganked in the parking lot while they're just trying to enjoy their cold cup of coffee, but it does come across at least a little odd that all of the most prominent competitors have their fights take place just outside.
To deal with this, my very small suggestion consists of a two step plan. That's right, a two step plan.
Step One: Battle Tiles. A simple change of the battle tiles for people in the arena. Right now, the battle tiles are grass. The topography of the fights themselves assert that we are fighting outside of the arena and therefore must be fighting outside the arena. My proposal would be the simple change of arena tiles from being grass to... well... being arena tiles. Now, we could also go a step further and say with that removing the RNG elements like magically appearing and rearranging bushes or healing/mana crystals on the field, but I would like to hear people's preferences on things like that. Or just this idea as a whole.
Step Two: We take Bikini Bottom, and push it somewhere else. Move the RP ten feet up from the front lawn, to the actual arena structure.
This is the part where how I comment that I had a great visual demonstrating the different parts of the arena and made a witty quip about how I have hornweed on my hotbar. Sadly, I am not able to fit the pictures, so this segment of thread gets nerfed. Hereby, I rename this step...
Step Two: Volcanic
Anyways, the step really speaks for itself. We have benches and plenty of standing area surrounding the actual arena structure itself that people can use for their RP, plus the benefit of people actually using this structure for its designed purpose: spectating and participating in fights.
But why? Does this really accomplish anything?
Overall, it doesn't really change anything. I get that. It's mostly just aesthetics.
My rationale behind it is mostly for the sake of the arena structure itself seeing proper IC use. Conversation with other players has also brought up concerns over bystander safety, what with them being fully "exposed" in proximity to ongoing arena battles as they are right now. The walled structure of the arena itself would allow bystanders to go without such worry to such things. I think it could also assist for especially busy days at the arena, where individuals may be spread out just a bit more/enough to keep different conversations split away from their chat scroll. Maybe not, though. I honestly haven't checked how well say range translates from side to side, but if it doesn't cross the full distance that point may stand.
Possible concern:
What about space? If there are multiple fights, how would the function in the space of the arena ICly?
I would imagine in this case, we allow the same suspension of disbelief to space that we give to people when there are three or four ongoing IC fights in the same small field on the front side of the arena. Be that RP of them being spread out over a wide area in the arena battle area, or there effectively being sections to the structure.
I've got opinions! Your formatting sucks! You literally changed font size and style halfway through, dude. What the actual frik? This is a bad idea.
I expect nothing less. Strike me with your opinions, everybody. It's just been one of several thoughts sticking around in my head. Somehow, this is the one I post about. Hell, even just post about your absolute indifference to the subject.
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Seiryuu-mmoner |
Posted by: Perdition - 02-02-2021, 08:45 PM - Forum: Balance Fu
- Replies (17)
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It's no secret that Seiryuu is by far and away the strongest of the Youkai to a point where it isn't even funny. A few patches ago, dragon base stats got tweaked downward while all the other races got increased base stats. This was a small step in the right direction, but it didn't fix the biggest issue in that aside from Seiryuu, by large the rest of the Youkai just have really shitty stat spreads.
The thing is, dragons still have the best stat spread and not only that, but Seiryuu itself has very optimized stats so it does it all. It's a good install choice and it's a great youkai to summon, especially if using with shared pain. Even if you were trying to make use of the Shapeshifter shenanigans where you install Youkai with other Youkai, Seiryuu would be the best choice to install things with.
I think this is actually less of an issue with Seiryuu itself and more of an issue with the other youkai. Don't get me wrong, Seiryuu could probably stand to have lower stats across the board, but I think the answer is making the other Youkai's stats more optimized. I mean, Seiryuu has the complete package. It has high cel, high strength, high defense, high vitality, and respectable res. Seiryuu has a decent chance of even proccing evasion on top of its good defenses making it almost player tier when ascended. It can get 30% increased damage against enemies just for attacking them and it gets +3 to all stats except vit if you have Daisangen.
Why is it that none of the other youkai have similarly optimized spreads? The only other ascended Youkai for example, Byakko, is a glass cannon that can't even evade properly. It has very low defense and res, high luck, but it also has low cel. If anything, it should have high Cel so it can focus more on evasion and evading to Seiryuu's general bulk, especially as an ascended Youkai.
When you look at the other Youkai it's even worse. Stat gains are seemingly random on them, with them neither being bulky or being evasive, leading to them being paper thin and only good as glorified turrets that act as annoyances for extra chip damage until they inevitably die to some kind of AoE. Currently a sizable portion of the server from what I've seen is playing a summoner class, and each and every one of them is rocking a Seiryuu to my knowledge unless going out of their way to not use it due to its oversaturation.
As a summoner player, it feels bad seeing the class become so homogenized. It would be preferable to have a youkai roster that has some semblance of being unique, but Seiryuu is so much better than other Youkai that you're literally gimping yourself if you don't take it.
But again, I don't think the answer is hitting Seiryuu with a giant nerfbat. Seiryuu honestly makes summoner feel complete. You have a reliable summon that isn't just fodder for getting chip damage out, and that's a good thing. People will complain that it feels oppressive to 1v1 a summoner that uses Seiryuu, but summoners are going to be oppressive in 1v1s no matter what just by the nature of what they are. The same applies to engineers. If you have more units with their own action economy then you have a massive advantage. In team fights, Seiryuu users are not nearly as oppressive. For this reason I think it's time to have a patch dedicated to redoing the stat gains of the Youkai so they can also be competitive. Even base Seiryuu is a lot better than other Youkai, so if other Youkai can come closer to its power level it creates an environment where we can see more summon diversity.
If Seiryuu is nerfed and nothing else, I honestly would expect it to still be the best youkai and nothing would change other than summoner's overall power level lowering, but the lack of diversity would still be there, and existing youkai would still be underwhelming.
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Nalton Pendeagon - Barrier Magic |
Posted by: Ace - 02-02-2021, 11:54 AM - Forum: Approved Characters
- Replies (3)
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Applicable BYOND Key: Sushimon
Character Name: Nalton Pendeagon
Request Type: Special Character Ability – Advanced Barrier Magic and Warding.
(As well as unique interpretation for certain in-game abilities and concepts.)
Request Details: My main intention for this application is to allow my character: Nalton Pendeagon access to a mix of Mercalan and Illusionary based magic simply be described as “Barrier Magic”. It revolves around the idea of using light in a hardened fashion similar to how the spell: Needles or holy arrows hardens light in a sharpened manner – and instead, applying that hardening idea to how Arcane Tattoo (Barrier) or Sanctuary works. Illusion magic is more-so to supplement it visually so that the barriers look different than usual light magic (However visibly similar to sanctuary) and allow versatility to what is displayed within the barrier to the outside and ofc how the barriers look as well if altered differently.
Roleplay Wise:
- The ability to erect white translucent domes, half domes, sphere, and wall-like barriers that vary in size and defense dependent on the focus and concentration given to them. The strength of the barrier is also dependent on how many are being cast and the user's focus reserves,
domes being the most taxing on reserves, however.
- The ability to change the density of the barrier at will, allowing people passage through and out of the barrier as well as restricting it.
- The ability to manipulate the size [expanding and shrinking] and positioning of these barriers, the smallest ranging around the size of a human palm while at the largest can be big enough to roughly consume a battlefield but at this level, only one can be cast and it requires deep concentration to uphold viably as well as moderate proximity. They can even be erect within mid-air.
- The ability to reflect damage, damage dealt to the barrier would cause attackers to take reflective damage by injuring them semi-proportionately to how much force they hit a Barrier with, even when cracked or broken.
- The ability to open and close the barrier at certain places over it at will.
- Advanced Warding Clarification, I wanted his constant use of these barriers to provide him with a passive ward or moderate resistance against mental afflictions, as well as illusionary magic.
Mechanically/ Possible RP Battles?:
- Besides this sort of locking me into a high Def/Res build I'd like to rp a few things as barriers.
- Magic Mirror: This is to work as the means of damage reflecting.
- Arcane Tattoo [Barrier]: A passive barrier that'd be active for quick instances, though it has a long cooldown.
- Brighten: Increasing the light magic imbued within the barrier to increase its damage reflecting and magic resistance.
- Morganite: The strongest barrier capable of being created, a dome [Or sphere if in-air] with high defenses for a single blow.
- Sanctuary: A large dome ranging in size being less like a barrier and more like a bubble due to its low density, instead of preventing those from entering it allows them entrance instead lightly cloaking them with its remnants upon entry and dampening their defensive wards with their own lesser wards.
Limitations:
- While the barrier does have many ward-based properties, it isn't anti-magic. Trapping a person in a barrier doesn't mean they can't blink out or use magic while inside of it.
- The range of which he can cast a Barrier is dependant on its size and strength. A large and strong barrier would require him to be within fifteen feet of the barrier if not actually in it. While a small weak Barrier could be cast from decent ways away as long as he could make eye contact with whatever he was casting it on.
- Small and some medium barriers are obviously not impenetrable by any means, in an RP scenario it'd be as easy as rolling a d20 to attempt to break it. However, for large and concentrated medium barriers, it'd be similar to vs two D20's to determine the outcome.
- While his 'limit' with barriers when it comes to rp are two at a time [Two of any kind, For ex. two barriers, to walls, etc.] he can create more if need be however they will be unrefined and much easier to break due to a lack of stable focus output.
- Maintaining a small and medium barrier is similar to the cost of maintaining 1 or 2 youkai with a concentrated large barrier similar to that of an invocation.
-The ends of barriers are by no means sharp so they cannot be used offensively like a pseudo blade of any kind, however something a shrinking a dome on a person is within the realm of possibility.
Reason why you are making this request (if applicable): Nalton upon creation was a character that was all about tankability, as he strived to become a church knight and trained both his body to withstand an extreme amount of damage and his light magic to cover his defenses, in turn, he made friends in and outside of the arena and gained recognition for it. Over time, however, the "child-like" fantasy of becoming a church knight grew old- as he did and with this, he simply dedicated himself towards more effective ways of becoming a protector for the friends he'd made along the way.
But in a stunt of growth after the disheartening events he'd gotten himself to in the notorious attack on Alstalsia he was left in a pit of despair, only pulling himself out and gaining a newfound motivation to continue his pursuit due to his fellow guild members. From here he began to view things differently and opted for a different means of ward and light magic usage that was solely for protecting others instead of damage.
Roleplay & Lore supporting your request:
- Not sure on the lore around barriers, but I been rping on Nalton for about 2.5 years now [maybe three since it's 2021] and I've rped him 'warding' off attacks, and some attacks doing little damage due to his 'wards' and things like that. However, I've never done anything to the extent of what the application is asking for on him. I'm down to talk and clarify anything that doesn't make sense as well as change/erase some features in order to balance the application as well!
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[EVENT GATEWAY] Empire Defense |
Posted by: Fern - 02-02-2021, 01:11 AM - Forum: Sigrogana
- Replies (5)
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IC INFORMATION
A public board has appeared in the Cellsvich capital, offering capable adventurers the ability to help the Sigrogana Empire against the terrorist organization known as the Black Falcon. Information on different Quests can be found in the Empire Defense board, generally accompanied by information relevant to the tasks that must be carried out, in addition to a note describing the rewards that would be given to hired arms on a successful mission.
This is a result of the recent call to arms performed by First Squad Guard, Varen Aryan, who is now in-charge of the Empire Defense initiative. When new intel on the enemy is discovered, the board will be updated accordingly.
Terrorism shall not be tolerated. Glory to the Emperor.
OOC INFORMATION
This is a method for keeping track of sign-ups for Black Falcon events. Each time sign-ups for a new event are available, this thread will have a new post with its respective information. In order to sign-up, you must be in the Sigrogana Legend 2 Discord and ping the relevant Event Staff after they make an announcement in its respective Discord channel.
Discord Invite Link: https://discord.com/invite/SvBYGRB
Have fun!
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[DISCONTINUED] Nightingale - Karaten Hospital |
Posted by: Aqua - 02-01-2021, 03:50 PM - Forum: Factions
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Nightingale Hospital
Nightingale Hospital is the first player-created hospital based in the beautiful mage city of Karaten under the ruling of a Miss Ella Arkus. Located in the northern sector of the city, word has it they are currently hiring members of staff for the following roles:
Doctors
Nurses
Mechanics
Security
Therapists
Head Nurse and Head Doctor (Only one of each)
[size=undefined] P.S: When I say the first player-created I mean in the sense of built-in Karaten and not in Sigrogana as a game.
The hospital's discord is public just to make things easier for people to get around to seeking treatment and interviews via the seeking interview channel, alternatively, you're more than welcome to DM if you wish to do it via DM's or would rather arrange a time that way![/size]
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Servant of a Dark Authority for Curate |
Posted by: Perdition - 02-01-2021, 04:36 AM - Forum: Balance Fu
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Servant of a Dark Authority is a really cool passive that I think could be extended to curate and effect its promos rather than just Aquamancer. It'd mostly just be changing instances of light damage into dark damage. For heals, I think instead it could substitute the effect for an infliction-check poison that scales with the rank of the skill. For example, Graft would become a spell that targets enemies and inflicts a poison upon them with the LV increasing with your graft rank.
Holy spark would deal Dark and Lightning damage, Malmelo is sort of tricky, as the idea of an enemy team wide poison might be a bit much, but it would be infliction based and Malmelo itself has a 7 turn CD. Phoenix would be the same thing but within the area of effect, similar to Wretched Oil but without the damage aspect. But you see where I'm going with this.
Given Aquamancer establishes one can serve and draw their powers from a dark deity or higher power, I think allowing that to extend to the rest of curate would be nice so the class isn't restricted strictly to Mercalan worshippers.
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