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Additional Housing slot location |
Posted by: Perdition - 11-29-2020, 01:47 AM - Forum: Suggestions
- Replies (4)
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Similar to how the Nameless Shrine has some "hidden" housing locations, I think it'd be cool if, in the Cells sewers, there were 2, maybe 4 spots for player housing. Could make for some interesting RP spots.
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Bonder Aliagmato and Riagri |
Posted by: JamOfBoy - 11-28-2020, 01:48 PM - Forum: Balance Fu
- Replies (1)
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Aliagmato and Riagri have ridiculous FP costs for not a whole lot. Let's break it down.
Aliagmato is effectively sidecut with a spear, with the caveat you 3 range unless you have one bonded, in which case you 6. Oh, and if you have a bonded youkai summoned, they also do this move. For 25 FP. And at rank 5, you do 15 bonus damage.
Sidecut is 2 FP at rank 5.
Did I mention Aliagmato is also 4m?
Riagri.
This move is complex, so let me try to explain: - This is a spell. Swords, Axes, and Spears are valid casting tools.
- It costs 30 FP at rank 1, and 22 FP at rank 5.
- You launch a projectile. This projectile deals 100% of your SWA as a damage type dependant on your bonded youkai. For example, if it's Asrai, it'd deal water damage.
- It deals bonus damage depending on rank. At rank 1, 4, at rank 5, 12.
- If you have two bonded youkai, you launch two projectiles. If you have three, you launch three.
- Projectiles two and three go diagonally left + right from the center projectile. (Rapid Kick)
- This projectile only goes 5 tiles.
- UNLESS you have only one bonded youkai, in which case it goes 7 tiles.
- If you have one bonded youkai, it also deals half of that youkai's scaled will as additional bonus damage.
- This move has excel crash functionality, which makes it so that if the projectile doesn't hit, it summons the first bonded youkai available.
So. Let me simply this further:
This is a spell that does 100% of your swa with anywhere between 12 and 40 extra damage for 22-30 FP.
TL;DR.
Riagri and Aliagmato are horribly expensive and weak and need improving or/and their FP cost reduced.
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Character height request |
Posted by: GoB9843 - 11-28-2020, 08:18 AM - Forum: Approved Characters
- Replies (5)
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Applicable BYOND Key - G.o.Backhanding
Character Name - Rem Monstaff
Request Type - Height
Request Details -
Simply I am requesting to have permission to create a Dullahan standing at the height of three feet tall even at furthest if allowed.
Reason why you are making this request (if applicable) -
For a while I've discussed the idea of making a very short Dullahan with my friends in the game, and the want of this for me has grown more and more to this point where I am asking for permission to do so. With how Dullahans are usually thought of and seen as these massive possessed suits of armor, I thought it would both be humorous and interesting to see one with a smaller frame.
Rem always has had a superiority complex before she had fallen and became a dullahan, when she awoken in such a small state after having been naturally above average in height compared to her peers, she felt as if it was punishment of some form for why she had been put back into such a small state. Because of their boastful arrogance they had refused to provide assistance to one practicing dark magics, even if it was something simple, and because of this Rem was poisoned while eating a meal at a tavern, ending up trapped in the small form as a form of petty revenge from the individual that she had declined helping.
Roleplay & Lore supporting your request -
With how Dullahans are bound to armor, it wouldn't be far from unthought of for armor to exist to be that small, even if just for decoration purposes.
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Crafting accesories/Boots |
Posted by: Shujin - 11-28-2020, 12:29 AM - Forum: Suggestions
- Replies (2)
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Currently, if you craft for example a Scarf/Sylph cloak, it will always have 10% Ice/wind resistance.
and on the boots 25%
Could we have it so, that a higher Crafting level effects the outcome of the product, so that someone with tailoring 5 could possibly make 30% ones? Maybe even 35% if you have Tailoring 6?
I do not care if its RNG based what it has, but I think it would be nice to be able to craft those and actually use the new materials for it as well.
In general I would like if stuff would benefit in one way or another from a higher crafting level.
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v.2.35b - Camp Meal bug |
Posted by: Moku203 - 11-27-2020, 05:21 PM - Forum: Bug Reports
- Replies (1)
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When I attempt to use the Talent "Camp Meal" by crafting food at the campfire using it's option to cut, the pot does not appear and others are not able to gain the effects of the food 'more filling, x% better, more servings'
How to recreate
Log into the game, have camp meal talent, make a camp and put down a campfire, attempt to cook using the campfires cooking menu, no food pot will appear
Sorry if this has been posted elsewhere, I couldn't find it in my search, but I might have been searching wrong.
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Luna Drakeheart - Character Ability |
Posted by: Snake - 11-27-2020, 01:26 PM - Forum: Approved Characters
- Replies (1)
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This one's very much private so whoever feels like managing it please go into DMs. Just a concept that has always been their story but pre-dated applications being a mandatory thing. I just want to keep this redacted for (possible) future reasons, just in case.
Additionally, I recall this being approved but I don't remember the GM I discussed with, so better to be safe now.
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The Evade fallacy |
Posted by: Perdition - 11-27-2020, 04:25 AM - Forum: Balance Fu
- Replies (6)
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It’s no secret that the meta for a while has been autohitters that use as few stats as possible while still getting large amounts of SWA and being able extremely tanky. It’s a no brainer. You will always mitigate damage. You don’t have to proc evasion, you don’t pass any hit checks. Your mitigation is always there.
Let’s look at basic attacks next. These can get just as much damage as auto hits if not more. Volcanic basic attack builds can dish out absurd amounts of damage currently. However, that damage is inconsistent. If you come across someone that eclipses your hit, that damage source is nullified. That’s when you fall back to auto hits.
Finally, there’s evade. You can avoid those devastating basic attacks, but in exchange you’re given Evasion! which is a fixed DR against auto hits if you surpass their hit chance.
Now, both basic attacks and evading have one big thing in common: inconsistency. Your basic attacks can be dodged. You can be hit without enough evade... etc.
Auto hits and tanking also have one thing in common and it’s the opposite of that: consistency. You will always tank damage (outside of armor or defense shred obviously) and your auto hits will always land (outside of cobra). So, obviously the consistent choice will be the most optimal.
The current compromise for evade strategies is giving them Evasion! Which is a DR associated with your armor type that procs when you would evade an auto hit. This is flawed, because it’s just tanking with extra steps. Rather than taking 30 def and res, you’re building enough evade stats that you can proc Evasion! for that same value. And that proc isn’t guaranteed either. It’s diminished by 15 if you’re knocked down. Some skills ignore it entirely or with charge weapon effects, and sometimes honestly autohitters can get enough hit through skill stack, magnetize and other means to just hit you anyway.
Things like Verglas “solve” this by offering ways to enhance your Evasion! DR but again, it’s just an inelegant solution because at the end of the day players are doing the same thing with different stats, except one is inconsistent and the other isn’t.
On the other hand, if you allow evade strategies to actually dodge everything, that just makes them the best thing in the game. Negating damage is always better than mitigating it. The game would come down to what build can stack the most evade to dodge all incoming attacks and whatever builds can manage enough hit to actually connect any damage.
So my suggestion comes down to a couple of different changes. The first being to delete evade and evasion outright. Spicy take, I know, but hear me out.
Balancing for one form of defense is easier than balancing for two, especially when those two are always inherently going to be unequal. Also, in addition to this change, it is also suggested that you get rid of all form of offensive scaling from defensive stats.
Now look at my current proposed design. There’s no evade stat. However, those stacking 60 def and res aren’t getting any damage. Earth attack would no longer be something received just from taking defense. There would be no defense or vitality or res scaling on weapons. So looking at these tanks in this game state, they have the same level of tankiness you see now but with none of the damage. If you move previously defensive scaling things such as earth damage, water damage, vitality scaling weapons etc. to other things that imposes a choice on players.
Do you want to be a doom wall so badly that you’re willing to have negligible damage? Sure, your mitigation may be as oppressive as it is now but you don’t have those devastating auto hits behind it.
On the other hand, stacking up that kind of damage comes with the sacrifice of taking less defense and resistance or vitality because these things no longer contribute to anything that would provide you damage. I think this also gives room to different play styles. You can have tanky supports, either in the form of healers or those using utility skills such as those from tactician.
Ideally speaking, elemental attacks in general would no longer simply scale off corresponding stats. Instead, there should be an offensive stat that gives you an allotment of points to spend toward your choice of elemental attacks. There would be diminishing returns here of course. For example, every scaled point of strength would also give you separate points to spend on elemental attacks to raise them at the user’s discretion.
This is a vast and sweeping change, but I think that it’s a lot better for balance as a whole. There would be kinks to work out and growing pains, but if you build off the foundation of this idea I think we can come forward with a more balanced game.
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Lich base stats |
Posted by: Perdition - 11-27-2020, 01:00 AM - Forum: Balance Fu
- Replies (6)
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I guess it would be sort of unprecedented, but I think the Lich base stats should be tweaked--specifically its 6 base guile. It seems like kind of a joke since all guile does (I guess there's the flanking bonus but...) is buff crit damage, and Liches will most likely not be doing any crits. Even when lightning crits scaled with crit, they're incapable of those too. I'm unsure of where you'd move the stats from guile, but literally anywhere but that stat would be fine imo.
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