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Collector
[v2.99] Eviter Descriptio...

Forum: Bug Reports
Last Post: Collector
21 minutes ago
» Replies: 0
» Views: 2
Rendar
[2.99] Telegrad Map

Forum: Bug Reports
Last Post: Rendar
06-04-2025, 07:36 PM
» Replies: 0
» Views: 24
Autumn
[v2.99] Illegal Agility

Forum: Bug Reports
Last Post: Autumn
06-04-2025, 07:30 PM
» Replies: 0
» Views: 23
AkaInuHime
[v2.97b] Clicking on Skil...

Forum: Bug Reports
Last Post: AkaInuHime
06-04-2025, 05:37 AM
» Replies: 5
» Views: 335
Rendar
[2.99] Retreating Fail

Forum: Bug Reports
Last Post: Rendar
06-03-2025, 06:41 AM
» Replies: 0
» Views: 42
Autumn
[v2.99] Telefragging Riag...

Forum: Bug Reports
Last Post: Autumn
06-01-2025, 06:35 PM
» Replies: 0
» Views: 56
Autumn
[v2.99] My Own Clone

Forum: Bug Reports
Last Post: Autumn
06-01-2025, 06:30 PM
» Replies: 0
» Views: 51
Autumn
[v2.99] Riagri Crashing O...

Forum: Bug Reports
Last Post: Autumn
06-01-2025, 12:45 AM
» Replies: 0
» Views: 52
Rendar
[2.99] Riposte

Forum: Bug Reports
Last Post: Rendar
05-31-2025, 05:51 AM
» Replies: 0
» Views: 53
AkaInuHime
[V2.99] Hand Trigger Exce...

Forum: Bug Reports
Last Post: AkaInuHime
05-30-2025, 08:18 PM
» Replies: 2
» Views: 78

 
  [v2.98] Ev-tu Brute?
Posted by: Autumn - 05-08-2025, 11:52 PM - Forum: Bug Reports - Replies (4)

Eviter does not work against monster weapons, now while I swear I recall it being changed to work against such a very long time ago, I cannot find any patch notes or bug reports that would suggest otherwise on the forums, meaning it was either once patched in a testing server version or was discussed about and never followed up on.

Either way I took 10 punches to the face and could not deflect a single one, with a 70% parry rate I am unconvinced that I am simply unlucky and now I am requesting recompense for my broken facial tissue in the form of asking on if this is a bug or not and if it can be fixed.

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  [v2.98] Dull Bristleblade
Posted by: Autumn - 05-08-2025, 10:32 PM - Forum: Bug Reports - Replies (1)

The Bristleblade Sapling planted by Geo of Drought is always lvl 15, with no text indicating anywhere that this should be the case, while the level scaling on the skill itself says that it increases the LV of the skill, one might assume that the level of the bristleblade is supposed to be equal to the skill rank increase similar to the fire resistance pierce, but it is not.

This is either a text error on Bristleblade Sapling itself, or is a LV error which interferes with the amount of damage the skill is supposed to do on blooming. (Currently it does 150, but if it were equal to lvl 21 instead it'd do 210)

[Image: iCt2GKY.png]

Bristleblade at rank 4 blooming, with druidic tending on the plant as well, if it were affected by all of these it should do 350 damage instead, though I doubt you intend for this so I just assume this is a text error, though I am also putting the thread up because almost all of the plants have LVs associated to skill rank.

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  [2.98b] Shift strike not giving crit momentum
Posted by: TheGhostlyKnight - 05-08-2025, 10:03 PM - Forum: Bug Reports - Replies (1)

So my typical combo consists of:

Phase Fang -> shift strike -> evokes

I noticed during a mob testing for some reason my shift strike wasn't giving the crit momentum despite shift strike technically being a different weapon.

I tried doing basic attacks and then shift strike and the same thing.

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  Swap Cleaving Clarinet's Potential & Effect Around
Posted by: pilcrow - 05-08-2025, 09:19 PM - Forum: Suggestions - Replies (4)

Cleaving Clarinet's pull effect is REALLY difficult to work with as is, to the point where holding it has actively been a downside for every single bard I've seen use it, often causing them immeasurable amounts of pain when they cantus and suddenly have every mob in the fight adjacent to them (they are not a tank and will soon perish). 
This can also cause considerable pain to teammates, who might have wanted to maintain mob positioning.

Speaking of positioning, it ALSO outright disables a few combos on ghost/bard, including any ability to space an enemy with default sidecut > OYM or similar setups, or hit both skills into a row of lined-up enemies.


The solution feels pretty natural to me: Cleaving Clarinet already has an effect on its weapon potential (a good one, too!) that isn't meaningfully affected by the 'supress potential' toggle because it's a skill.
So. Swap the passive pull effect around with the weapon potential, so that you can use supress potential to activate the pull at-will. This way, it stops being a massive problem to people who don't want every enemy adjacent to them every time they play a song, and it becomes a very useful tool to those who want to make active use of it for repositioning purposes without immediately stepping on their toes in every other situation.

(By the way, no. Larveget is not a good replacement for Cleaving Clarinet if you want to do both basic attacks and sound damage in like 99% of fights.)

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  [v2.98b] Devil Vines Break Pacifism
Posted by: pilcrow - 05-08-2025, 08:01 PM - Forum: Bug Reports - Replies (1)

An enemy stepping on devil vines will break your pacifism.
Burning bush, I get, but the main reason you're using devil vines in the first place is the parry. I've had people recommend 1pointing it, even, to minimize the damage it does do.

For the love of god, if EBV is allowed to maintain pacifism, let my vines do it too.

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  [v2.98b] Divine Shower Weak! Text Misplacement
Posted by: pilcrow - 05-08-2025, 06:43 PM - Forum: Bug Reports - Replies (1)

[Image: yXQ91SM.png]

it's pretty minor tbh.

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  Farshot Penalty lack of transparency
Posted by: renowner - 05-08-2025, 09:50 AM - Forum: Bug Reports - Replies (3)

I'm not really sure where else to put this, however, nowhere in the game is it actually explained what the farshot penalty is. Through google search, the only information I could find came from the two wikis, and the old forum update post that was put out explaining the new Guile stat. On all three of those websites, it lists the farshot penalty as -10, and that at 40 guile you'd have -2 hit per tile. I had to scour through this forum directly to find that at the bottom of update 2.60, three years ago, [I never noticed!] the farshot penalty was changed to -15 per hit.

Currently nowhere in the game is the farshot value listed, and nowhere in the game does it explain 'how' it works. (That bows and guns start at 3 range, and all other weapons start at 1 before the farshot penalty triggers. It has nothing to do with base weapon range, I believe.)

In order to save people a lot of headache and a lot of Prinny testing in the future, when they realize they're still losing hit at range despite having 60 scaled guile, i'd ask for the farshot values to be added to the guile stat page, and perhaps on Firing Posture and any other skill or passive that lists the farshot penalty.



[Image: 5d84a837ca.jpg]

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  Mechanation Traits
Posted by: Rendar - 05-07-2025, 08:46 PM - Forum: Suggestions - Replies (2)

As it stands, Mechanations are great (bar Standard).

I'm here TODAY to suggest something that, frankly, should be given to All of the No Gear Races. (Chimera feet / Apertaurus Hooves apply here)

Gear Base Kit.

This is specifically for Mechanations, but the concept can be applied to other races. Races with such skills that adjust their ungeared state are given a special Race Option.

0 Battle Weight, 0 Inventory weight

Regaliable, and most importantly. Upgradeable at the blacksmith. No longer will Chimeras just lose Evade for daring to use their Tyrant Paws. No longer will Agile Mechs have to be specifically specced for Dodgie due to high base Cel, but ALSO lose out on 5 evade because they're bothering to use their (really good admittedly) racial ability.

This does have some caveats, namely that 'Oh hey. Now Unarmored Standard Mechs can gigantic their torso and upgrade it??? and potentially material kit it???'. Which is also the same for RAID CANNON. But like.

Please? Standard Mechs need help. Agile Mechs are at a dodge deficit.

Chimeras are sucking shit with Grudge Claw over just using a normal ass fist weapon.

Pwease. Also Brittus has been commissioned to make sprites for the Mechanation slot regalias.

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  v2.98 Monk Ki Blast Procing Melee Effects
Posted by: Grimmnaka - 05-07-2025, 07:22 PM - Forum: Bug Reports - Replies (6)

I know that ki blasts applies your basic attack when it hits, but what I've noticed is especially with the Lava slime. That because its treated as a basic attack, even at a range you still get hit and proc on melee effects.

Case and point I shot a ki blast at the lava slime from a distance, however it still hit me with the retaliation effect that happens when you hit them with a melee attack. I believe its mainly because it applies your basic attack to the move. I believe that it shouldn't proc or activate effects that do so on melee attacks because its supposed to be a ranged attack.

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  [v2.98b] Fighting Dummies Changes Sound Environment
Posted by: pilcrow - 05-06-2025, 04:06 PM - Forum: Bug Reports - Replies (2)

This is a pretty old one, actually, but it's worth reporting.

Starting a fight with a training dummy appears to change the sound environment for any further sounds you hear until you relog, giving everything a soft reverb/echo effect. Notably, this persists through .reconnect relogs and other battles, the only way to reset it is to close dreamseeker and log in again.

This is likely sound datum fuckery - as far as the BYOND reference is concerned, changing the environment on a sound datum affects all 3D sounds until changed again.

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