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  [v.2.13b] Dead Air (Nachbeben Bug)
Posted by: HexGirlBestGirl - 11-15-2019, 06:59 PM - Forum: Bug Reports - No Replies

This is a short one. But it seems that you can use many boxer skills on a dead body which will result in them not doing any damage to the corpse, of course but it'll trigger Nachbeben. Which can be used to heavily extend your potential damage range as for the source range for Nachbeben is the target that's triggering it.

This means that with max Nachbeben range, I can do something such as Asura Fist into a dead body and still get some decent AoE damage without being remotely anywhere near the opposition. I'm unsure if this is intended or not but it's a heads up.

Skills that are confirmed to trigger Nachbeben on Dead Corpses:

Felsmanege (Finicky and subject to more testing but confirmed that it does trigger.)
Grandupper
Sturm Shriek
Asura Fist
Orkam
Korken (Forgot to mention the first time.)

Wait, isn't that all the Boxer skills that can trigger Nach?

(EDIT: Steps to Reproduce:

Step 1: Get two people against a Boxer.
Step 2: Kill one person.
Step 3: Get the living person on the enemy team near this dead person.
Step 4: Boxer skill all over the dead person's corpse.
Step 5: Watch as Nachbeben triggers without much issue, barring Felsmanege, causing Wind damage to strike the person not getting hit at all.
Bonus Step: Build up max level sturm and get them On The Ropes and repeat Steps 4 and 5.
)
Either way. That's all.

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  [v.2.13b] Mistreating Mist
Posted by: HexGirlBestGirl - 11-15-2019, 06:49 PM - Forum: Bug Reports - Replies (1)

Mercalan Mist , an invoc that grants allies either 25% of your Light ATK as bonus regeneration or a Rank Based Minimum (10 and 12 in this bug report's case) added atop of all others.

Just incase you need exact wording.
[Image: rHiL8F7.png]

So, i've discovered that either i'm bad at math or it's not properly adding 25% of my Light ATK as bonus regeneration.

Upon my team, was the glorious King Krab, Crixius (Who is Parasited) and Onyx Observer as well as myself, the OOC Maid there.

I noted my initial Light ATK [Image: yInHO7R.png] which is 119. Alright. 25% of 119 is 29.75 which rounds down to 29. So if I use Mercalan Mist, I should be giving my allies +29 Regen added atop of all of their existing regen.

Here's what happened when I tested it briefly. I simply used the skill, after noting the regeneration rates before Mist.
[Image: WA6ex6Z.png]
Used Mist.
Noted the regeneration after Mist with absolutely no changes to anything that makes them regenerate.
[Image: gA6uJct.png]

It gave everyone +24 Regen (barring Crixius who only got +22) which would mean my Light ATK would have had to been a number ranging from 96 to 99. I don't think this is functioning as it should be or that I might be wrong and it just isn't counting a massive pool of extra bonus Light ATK coming from anything.

As for I can boost my Light ATK up by another 25 or so if given time within a fight and more if I properly upgrade my gear and such. That is almost 20-25 of my Light ATK not being considered for this purpose of adding to the regen factor.


As such, BUG REPORT. Clarity is appreciated. Praise Mercala and all that.

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  [2.13b] Quiet Step
Posted by: Trelane - 11-15-2019, 09:07 AM - Forum: Bug Reports - No Replies

The Holy Soles Plus item says that it gives the Quiet Step status for 2 rounds. It is instead LVL 2 for 1 round. This happens every time except when it doesn't trigger at all. When it doesn't trigger I have found that re-equipping it causes it to work in the next battle.



Attached Files
.png   quietstep.PNG (Size: 2.66 KB / Downloads: 716)
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  The Verglas is Half-Empty
Posted by: Slydria - 11-15-2019, 12:13 AM - Forum: Balance Fu - Replies (3)

Since Verglas changes have been mentioned lately, I think it'd be a good opportunity to talk about some shortcomings and how they could perhaps be improved. First I'd like to outline the issues I found:

- Heavy skill point investments makes building for Verglas as a non-Destiny feel restrictive.
- Offensive skills are too FP heavy for a combo reliant class (barring Expanding Ice).
- Using Ice Point and Ice Point buffs takes too long to set up for what they provide.
- Icicle Spear is underpowered due to the above issues and because of it's mandatory set up with Ice Point Guard and lack of good payoff.
- Permafrost is a dated skill and takes SP away from an already SP hungry class.


Here's what I'd like to suggest to resolve these issues:

- Lower the SP costs on some Skills.

I'd say lowering some skills to 3SP would do the trick. I'd suggest ones like Point Kick, Rising Kick, Ice Point Guard, Ice Point Greaves, Bear's Might, Fox's Cunning, Hare's Agility. (I'd put Permafrost here too but I think I'd prefer it being changed or removed entirely.)

- Lower the FP costs on some Skills, mostly Offensive ones.
Point Kick and Rising Kick are pretty straightforward and don't do much on their own, especially when similar skills (such as Rising Tide) cost only 11FP. I think it's only fair they have their current FP cost halved.
21/22/23/24/25FP -> 16/15/14/13/12FP

Cold Front is a bit more interesting since it can knockback a fair distance and has more damage potential with Ice Point synergy so I'd say it deserves to be more expensive than above but not by much.
21/22/23/24/25FP -> 14/15/16/17/18FP

Icicle Spear is horrendously expensive to use when you consider the set up cost on top of the upfront 42FP one. There's a lot of changes I want to do beyond FP cost but I'll mention them a bit further down but FP-wise, I'd say it should be greatly reduced.
50/48/46/44/42 -> 28/27/26/25/24FP

Like above, Crawling Spikes is also too costly but is much more useful than Icicle Spear currently since it generates an Ice Point and needs no set up to do. I'd say bringing it down to the 25-30FP range is fair since you get the bonus Ice Point out of it. The only change beyond cost I'd like is perhaps being able to resize the line.
50/48/46/44/42FP -> 32/31/30/29/28FP

Expanding Ice given it's potential range and effect should retain it's current cost.

Rapid Kick, like Icicle Spear suffers from set up costs to consider. 10FP for the Ice Point, 10FP for your Greaves then 25FP for the actual Kick. On top of that, it also already has 20% less SWA than the Bear Skills despite damage being it's use point. I think for a skill that's little more than a boot flavored Thousand Stab, it should probably have about the cost of it.
21/22/23/24/25FP -> 11/12/13/14/15FP

While I'd say these Axe Kick and Face Stomp are probably the ones that need the cost reduction the least since they're fairly good at what they do, I think in the spirit of keeping Verglas' overall costs down a slight reduction is in order.
Axe Kick and Face Stomp: 21/22/23/24/25FP -> 16/17/18/19/20FP

While Ice Point Guard is not an offensive skill, it should probably be in line with Ice Point Greaves since the DEF/RES buff was halved and it'll at least reduce the Icicle Spear synergy cost by another 10FP.
20FP -> 10FP

- Change Ice Point, Ice Point Guard and Ice Point Greaves to 2M skills.
This would allow you to get the functional benefits from Ice Point Guard and Greaves without burning two turns worth of actions. It also reduces the effective Momentum Cost of Icicle Spear from 9M to 7M. As well as synergizing well with Chimera Style since that also causes other skills to be 2M, meaning you could fit in an Ice Point or buff between a combo. (e.g. Crawling Spikes -> Ice Point Greaves -> Rapid Kick)

- Buff Icicle Spear.
Lower the FP costs (as above): 50/48/46/44/42 -> 28/27/26/25/24FP
Ice Point and Ice Point Guard reduced to 2M skills (as above).
Make it so Icicle Spear can be used without Ice Point Guard.
Icicle Spear now (normally) has a range of 8 tiles.
Icicle Spear still consumes Ice Point Guard if available, instead this will allow it to have map-wide range as it now does, increase it's damage by 50% and apply Frozen (LV = Rank*20) for 3 Rounds.

Icicle Spear is currently the most expensive skill in Verglas' arsenal (since you need 10FP for the Ice Point, 20FP for the Ice Point Guard and 42FP for Icicle Spear, for a total of 72FP for one attack), it also has the Momentum Cost of having to set up those three skills but doesn't offer enough to justify the costs.

Since it doesn't do more damage then most 3M offensive skills and the Frostbite it causes is only Level 20, it's only notable redeeming quality is that it can travel across the entire map and while that is a nice perk, there's some skills that can also effectively do that without such a high cost or investment: Ghost Arrow, Shinken and Heaven Kick (which is something Verglas has access to) are ones that immediately come to mind.

I feel without Ice Point Guard though, the map-wide coverage innately might be a little much so I left that as a feature of the combination rather than a given.

Since Frozen is a more recent addition, Verglas didn't get it at the time of being released... however, I think out of all classes, Verglas is certainly most fitting for it and it's a suitably powerful effect for Icicle Spear synergy since it has the set-up requirements to not be too overbearing, so I think it's an ideal bonus.


- Make the Duration of Ice Points increased by the Freeze sub-talent, just like Ice Sheets and classify Ice Point Guard and Ice Point Greaves as Enchant skills, so they are able to have their duration increased by the Prolong sub-talent.
- Change or remove Permafrost.

Permafrost is a bit of a relic. As of the Talent rework, you can get increased Ice Sheet duration without this perk. So I think tying these effects to talents is overall a better step to take, considering this class is already pretty SP starved and this can sometimes feel like a mandatory pick up if you want to use the Ice Point buffs, which I feel they should just be lengthy enough without it.

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  [v2.13b] Sentimental Exception
Posted by: Autumn - 11-14-2019, 07:51 PM - Forum: Bug Reports - No Replies

Sentimentality's additional power to a weapon doesn't boost up rampaging's level at all, I thought this might be a bug since Sentimentality adds to the weapon's power seemingly on the weapon's info itself.

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  [v2.13b] Black Spirits and Bonus Damage
Posted by: Lewdcifer - 11-14-2019, 01:07 AM - Forum: Bug Reports - Replies (3)

Black Spirits do not seem to be providing bonus damage. This was tested on a PvP fight, comparing the damages dealt when hitting someone without spirits versus hitting someone with spirits. The results were the following:

This was a Redgull Critical Hirazuki before spirits:
[Image: unknown.png]
[Image: unknown.png]

This was a Redgull Critical Hirazuki after spirits:
[Image: unknown.png]
[Image: unknown.png]

This was a Critical Hit Sidecut before spirits:
[Image: unknown.png]
[Image: unknown.png]

This was a Critical Hit Sidecut after spirits:
[Image: unknown.png]
[Image: unknown.png]

There does not seem to be much difference in the debug info, for some reason.
Other than the hit. I lost Amiras's prayer halfway through. Hopefully that doesn't matter much.

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  Abandonment Issues (Shared Pain balance)
Posted by: Autumn - 11-12-2019, 09:00 PM - Forum: Balance Fu - Replies (4)

Currently one of the most ridiculous things you can do with Bonder is being able to massively benefit from Shared Pain on a single bonded youkai by having it run to the far reaches of the very corner of any fight, your opponent would need to waste so much time attempting to deal with it or face what is essentially a permanent 600 HP Buffer.

Due to Shared Pain being able to trigger anywhere it is often a much much more unfair and better strategy to have the youkai be as far away from the Bonder as possible and serve as nothing more than a moveable, more powerful wraithguard with the momentum to spare on an attack if it really must. While the Bonder does all the damage for it.

Considering this goes against the theme of Bonder (Fighting alongside your youkai in a joined effort) and is becoming a more common and common strategy, I decided to finally put up a thread on this hoping it would be changed to have a range limit on it so that at least you do have to stay somewhat nearby the youkai.

Having it be limited to a 10 range diamond, the same as Conduct skills would be a good start I believe, its not only a large balance issue when Drowned Woman still limits your momentum when being hit on the other side of the map, but it just goes against the very theme of the class to be quite honest.

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  Sentimentality (Expansion)
Posted by: Noxid - 11-12-2019, 06:09 PM - Forum: Suggestions - No Replies

I like the sentimentality (weapon) trait. I think it'd be great if similar traits were made for other equips maybe even classes. Bonuses would be minor of course but hopefully enough to discourage people meta swapping stuff.

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  [v2.13b] Snake Dancer
Posted by: Autumn - 11-11-2019, 08:48 PM - Forum: Bug Reports - Replies (1)

Despite being evasion ignoring skills, the combo effect for Kensei's "Kagekiri" and Firebird's "Falcon Strike" do not ignore Snake Dancer currently. The Cobra user will dodge as normal.

Kagekiri will always be dodged too since it attacks the center.

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  Guns, Guns, Guns!
Posted by: Raigen.Convict - 11-11-2019, 07:53 PM - Forum: Balance Fu - Replies (14)

So, I had a thought... What if we remove MG's 25% will scale, but add 25% total to all guns total scaling as a balance so guns don't get just tossed into the dumpster if you aren't using MG with them... So we can see unique set-ups... Beyond Desperado.

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