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  [Dungeon Generation] Noodle Hells
Posted by: Autumn - 09-19-2020, 08:22 PM - Forum: Suggestions - Replies (1)

Specifically Fire Altars, Black Doors, Whirlpools, Crypts and Goblin Tunnels all eventually devolve into noodle hells at some point, is it possible for these dungeons to generate in a manner that is at least easier to navigate? I know during the Pixel Movement testing Dev was able to make them generate with at least 2 tile wide corridors, is that still possible here?

It can be a right pain to navigate any of these dungeons when they are static or have the 'giant' prefix.

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  Battle Weather
Posted by: Autumn - 09-18-2020, 10:06 PM - Forum: Suggestions - Replies (7)

I think a potential mechanic to introduce for any given battle would be implementing weather effects somehow, these would be virtually permanent and add to the setting of roleplay battles more dramatically while also giving different tactical advantages in these given scenarios, while offering the ability to opt out of their gimmicks at any time with certain items being tweaked to prevent them.

This would be interesting to both the PvP and PvE crowd I would feel, anyways here is what I had in mind:

Rain - Commences if it is raining in the area that you request a fight in. (Perhaps weapon potential)
-At the start of every round all units on the field will gain the soaked status.
-"Umbrella" accessory prevents this effect.
-"Gumshoes" prevent the effects of Muddy.
-Forest Dungeons now have a chance of any floor generating with rain.

Sandstorm - Commences if there is a sandstorm ongoing in the area you request a fight in. (Also Desert Wind)
-All units suffer reduced hit during a sandstorm. (If the sandstorm is neutral, all units are affected.)
-"Sunglasses" accessory prevents this effect from happening.
-Desert dungeons now have a chance of any floor generating with a sandstorm.

Snowing - Commences if it is snowing in the area you request a fight in. (Perhaps a weapon potential)
-All units gain the chilled debuff, which reduces movement and ice resistance
-"Scarf" accessory prevents this effect from happening
-Ice Caverns now have a chance of any floor generating with snow.

Hurricane - (Coastal Squall and Feathered Serpent)
-"Sylph Cloak" accessory prevents the effects of hurricane from happening.

One more suggestion is for weather effects to be sold similarly to lighting effects in DISCer chests, so that houses may make use of these.


Thanks for reading, and I appreciate support/feedback.

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  Super Grand Lariat Chariot [Sky Chariot Change]
Posted by: HexGirlBestGirl - 09-18-2020, 09:51 AM - Forum: Balance Fu - Replies (9)

[Image: rB2bbdj.png]


You know what time it is.


Sky. Chariot. See this bad boy here? Now, it only costs 5 Ki for a 15% Damage Increase and a free Knockdown. Now let's go over all the reasons this is already bad before I make it worse for you all.


Reason 1: You literally can get 5 Ki, with All Fight, just for hitting anything at least once and Rank 3 Spirituality.

Reason 2: 

[Image: ItSDwmC.png]

The Knockdown occurs BEFORE. BEFORE.  Just incase you can't read that right. B E F O R E the amplified damage occurs. This means. Here's the chad combo. Y'all ready for this? (You might not be.)

[Image: zQQgtY7.png]
[Image: qbKqGL1.png]
[Image: knS87iX.png]


Let's assume you have a weapon with 150 SWA. Fisto. Easy enough. Modest. Nothing too special.

130% of 150 is 195. Not bad.

195 Base Damage already. All Fight and the Sky Chariot bonus stack. So that's actually +20% damage. 20% of 195 is 39.  234 Damage now bros.

But. Wait. There's more.

Now let's add into the fact that since this knocks down before performing the attack, Evasion is ignored as a result among other things. You can ironically stack this with Combo Strike as well since from what tests showcased, Peddling Wheel > Burn Up > Sky Chariot counts as a valid combo for it. Whether this is bugged or not is yet to be determined. Since it does say same class. Monk and MA are technically not the 'same class' are they???

So that means. +35% damage instead. 263 Base Damage. Knockdown. No Evasion allowed. Can be stacked with things like Deadclaw (Dual Deadclaw too for +48 SWA.) AS well as Claret Call and many other things. Hunter Wind, you name it.

My point is, this all happens for 5 Ki. This is just a lightweight example of it. But hopefully you get the point.


Enemy already Knocked Down? Just add another 15% damage.


Point incase is. For 5 Ki, where All Fight gets you 2 Ki and every round is 3 Ki, means you can easily just spam this every other turn and get such severe gains for minimal effort.



What do I suggest? 


Quote:
Suggestion 1: Increase the Ki Cost to 20. This seems good enough for such a nuclear (to dodges mostly) option with minimal way to protect against it.

Suggestion 2: Add a cooldown to the Ki effect. Three turns seems cool enough. But still increase the Ki amount to 15.

Suggestion 3: Just make the damage apply before the knock down, not after so that it can be evaded/cobra'd That way, i'll be fine with increasing the Ki amount to 10 then. 


It's literally a 5 Ki Knockdown that synergizes a bit too hard with Corbies, Phenex, Demon Hunters and Skyburn in general. So. That's all.


Be sure to leave your comments on why this is a good or bad idea. Same old, same old.

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  Status Inflict/Resist
Posted by: Perdition - 09-17-2020, 08:53 PM - Forum: Balance Fu - Replies (4)

Time for a spicy hot take here...

delete status inflict.

Or rather, delete it from Skill and Will. Let me explain where I'm coming from now. So, as it stands, status inflict and status resist have a similar relationship to evade vs hit. It tends to be very skewed one way or the other. Unless you're actively stacking status resist, anyone dedicated to or at least actively trying to pump their inflict will very easily land statuses on you. Conversely, if you are stacking it with SAN and Faith amongst other things the person trying to inflict you will never land their statuses. 

In my opinion, either side of this feels bad for one party involved. Instead, skills would have flat chances to inflict statuses akin to other RPGs. Take Pokemon for example, with some skills they have a flat 10% chance of inflicting paralysis. Scald has a 30% of burning, etc. 

Existing skills that inflict statuses can have the chance skill with their rank. This also encourages spending more points in existing skills that are typically just grabbed with 1 point solely for what they inflict, like Black Bubble and Black Static in Hexer. Even Underworld Flame sees some use like this. 

Now, as for existing things that buff status inflict, I think they can stay and just affect the chances of the statuses associated with the skills/spells.

For example, let's say at rank 5, wretched oil would have a 75% chance of inflicting its poison. 15% for each rank. Let's say that you're using LV 5 Huggessoa prayer. That 10% status inflict would now make Wretched Oil's poison have an 85% chance of success. Things like Payback from Hexer can instead give you a bonus inflict chance for your next status attempt. 

Now, where does status resist come in all of this, since I didn't say to delete that?

Instead of how it functions currently, status resist would serve as a means to 'resist' the effects of whatever you're inflicted. The returns of status resist from SAN and FAI would need to be tweaked heavily, but it would be something like this:

You're investing heavily in SAN and FAI under this new system and reach 50% status resist. This means that the LV associated with status effects would be reduced by 50%. So, for example, if you're inflicted with a LV 30 poison, your 50% status resist would instead make this LV 15 poison. Certain statuses would need to be exempt from this, and it would interact different with non-damage statuses (reducing duration for duration focused statuses, etc. Perhaps reducing the amount of Move you lose from Celsius, etc.)

This is just a rough draft of a very hot take, but yeah. Numbers are mostly just for example and not actual ideas for what they would be, but you get the gist of how this would work now.

Hopefully.

Some final thoughts: I don't think a counterpart to status resist (a stat that empowers the duration or LV or your statuses by its %) is necessary because that seems like it'd lead to some really broken things like absurdly high level charms and poisons. I may have missed mentioning other things that'd need to be changed in regard to this, but again--it's a rough draft.

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  Lauder Looter
Posted by: Sawrock - 09-17-2020, 07:14 PM - Forum: Suggestions - Replies (6)

If there's not one already, please add a Pale Lauder plushie. If there is one already, please make it multiply inside of your inventory and have encumbrance.

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  CEL Evasion Buff
Posted by: Sawrock - 09-17-2020, 05:04 PM - Forum: Balance Fu - Replies (12)

Make Evasion reduce damage by 1% for each percentage the hitroll missed the target. This would cap at the user's scaled CEL.
For example, if the target has 220 evade and the to-hit check on the autohit attack rolled 200, you would take 20% less damage. If you had 100 evade and the hitcheck somehow rolled a 50, but you had 10 CEL, you would not have 50% reduced damage, you would have 10%.
If this would be too low or too high for damage reduction, change the initial formula; Evasion could reduce damage by 2% per percentage, or evasion could reduce damage by 1% per two percentage.

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  Nobler Axe Potential
Posted by: HexGirlBestGirl - 09-17-2020, 05:01 PM - Forum: Balance Fu - Replies (2)

This one is a pretty simple one. Noble Axe is an Axe that gets its power mainly from attacking enemies from the front.

So I thought up a potential, real simple one. Since the only genuine flaw I can point out with it would be how you're pretty much forced to head right into Eviter or Stalemate territory.

So! I suggest! The following! A potential... yes...

What would this potential do? Simple.




Quote:
Noble Crasher - 3m, 10 FP, 1 Range, 2 Turn CD
You value honor over all else. A fair joust, if you would. That means you like it when it's just you and the target, facing each other in such combat.

Actively using this skill turns the target to face you and lowers their parry effectiveness by 15% against you until your next turn. You also gain an additional UL Damage on your next basic attack dealt to the front of an enemy.

This skill cannot be used if an ally is within one range of you or the target.

I believe this would give it a little push upwards, while not making it absurdly imbalanced or a spammable skill. Especially since it's a 3m move. Since as it stands now, Noble Axes aren't commonly used since even if you can get some good numbers on them, there's just better and the effect given isn't enough when you account for having to blatantly run into parries which is an overall net loss.

Be sure to tell me what you nerds think. Thanks.

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  [v2.31] [QUE] [Kensei] The fastest blade in the west
Posted by: Autumn - 09-16-2020, 10:56 PM - Forum: Bug Reports - Replies (1)

In testing Sheath Sword's interaction with Prophlaxys I came across a curious potential bug, where Sheathe Sword doesn't seem to trigger from riposte, is this an intentional interaction? I don't imagine it could cause the battle to lock out or be interrupted if this were the case, here are my results (This requires 3 bodies to test with):

Unit 1 (Blue) Uses Prophlaxys > Sheath Sword
Unit 2 (Purple) Uses Sheath Sword 
Unit 3 (Blue) pulls target 2 into a prophalxys tile that is facing the Unit 1.

This will cause the following to occur:

[Image: 9CrbWIV.png]

To my understanding this is:
1) Unit 2's Quick Draw! Triggers.
2) Unit 1's Riposte triggers
3) Unit 1's Prophylaxys Triggers
4) Unit 2's Riposte Triggers.

How I think this interaction should work instead:

1) (Before Prophylaxys) Unit 2's Quick Draw! Triggers
2) (Before Riposte) Unit 1's Quick Draw! Triggers
3) Unit 2's Riposte Triggers
4) Unit 1's Riposte triggers
5) Unit 1's Prophylaxys Triggers
6) Unit 2's Riposte triggers

Or something of a similar order, if this somehow causes a problem and locks the battle then I could see why not being able to Quick Draw! counter attacks might be an intended effect.

Plus how anime would that be?

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  Rapid Death
Posted by: Autumn - 09-15-2020, 07:19 PM - Forum: Balance Fu - Replies (2)

I want to note out that I play a lot of verglas, so any thoughts in this thread are completely earnest and a genuine criticism of certain skills.

Verglas is terribly strong at the current moment but I don't think its egregiously overpowered, but rather two of its skills seem to be a little nutty in terms of damage, causing quite a bit of strife when spammed, those two being Enhanced Rapid Kick and Crawling Spikes.

Crawling spikes being able to achieve triple damage is undeniably unhealthy, considering you can set up 2 ice points a turn on ice and still have 4m left over to take an action with. I would very much like to see this capped at 100% Extra damage instead of 200%.

Rapid Kick is a whole 'nother story, and I'll point out the major flaw in Rapid Kick here: 
[Image: 8uN0st6.png]

It scales so hard from ice atk and bonus kick damage, namely the bonus kick damage is the issue here, given a verglas can have access to a powerful shoe slot item that boosts its damage by quite literally 90 - 105: 

[Image: 8v8lhZ6.png]

Normally these alone don't prove to be a huge problem, but enhanced rapid kick's damage could deserve to be culled a little bit, but more famously we have this:

[Image: MFM9og5.png]

This could boost each kick's damage potentially by up to 40-45 per kick at high enough SAN thresholds, this leads to roughly 240-270 extra damage, which gets a little bit nutty.

I think Enhanced Rapid Kick's ice ATK scaling is fine, but the kick damage scaling could be 50% instead of 100%, making it scale in the same way ice point greaves would.

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  Energy Transfer
Posted by: Autumn - 09-15-2020, 06:55 PM - Forum: Balance Fu - No Replies

Still a heavily under utilized skill in Summoner, it hasn't been used since it could target the summoner itself due to a bug. Could it be possible for Energy Transfer to heal the target (If it is a youkai and not installed with one) by a percentage based on rank? I feel like summoners might actually start using it if that were the case.

If it were up to Rank*5% of the Youkai's HP I feel like it wouldn't outscale the likes of Reihou or Healing Discharge but still be useful thanks to a lack of invocation/hp cost/cooldown.

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