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Pocket Sand (Rogue)

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  Skipping the fat
Posted by: Autumn - 06-20-2019, 04:03 PM - Forum: Balance Fu - Replies (16)

Quite frequently a strategy used to get around "Until next turn" effects and their entirety is to currently use skip to remove them from play entirely, making it so using those skills as a slower person is nigh useless (Painproof, Geist Schritt and Unmoving are good examples of this) because they'll simply just be removed using skip and forced to be re-applied which is incredibly momentum inefficient on the user.


A VERY unfair strategy utilizing this is knocking a slower target down, and then next turn skipping to force them to either counter-skip or take their turn, only to be knocked down again immediately after because Knockdown Immunity is ALSO an until next turn effect, its incredibly frustrating to play against this strategy in particular because there's no counterplay involved in it, it is an assured thing the opponent can use to skew the match entirely in their favor.

I propose that until next turn effects shouldn't go away when skip is used, if this is even possible, as this would be incredibly more fair on a lot more skills and effects like knockdown/frozen immunity etc.

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  Vorpal Strike idea.
Posted by: Swiftkusura - 06-20-2019, 03:48 PM - Forum: Suggestions - Replies (1)

So it's no secret that there's been talk about changing how Vorpal works due to certain opinions and I had an idea for it that could maybe alleviate this.

What if it was +10 crit and an increase to crit damage of the weapon, and instead of a chance to cut through DR, it has a 100% chance to just inflict, And say make 10% of that damage go unresisted much like lethality in league of legends (less RNG but much less powerful depending on what it's made to be *Like 10% more crit damage, or something*)

And with THAT part in mind, we'd have to change vorpal fang too, and I figure that would be easy where it would add UL (Or UL/2) Crit damage, and at the same time UL (Or UL/2) unresisted damage on hit.

This would keep vorpal strong without making it utterly one shot a tank, while at the same time making it reliable without being entirely broken.

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  Noble Axe, no power gain
Posted by: Swiftkusura - 06-20-2019, 02:25 PM - Forum: Bug Reports - Replies (1)

So it's come to my attention through feeling as though my damage was not where it should be with my Noble Axe that it may or may not be working, through testing I have rather indisputable evidence that it in fact is -not- working to its capacity. Below are a composition of the tests I conducted with two different noble axes from different angles. And the stats of both axes.

http://prntscr.com/o4f7rh
This axe is both fully upgraded and firebloods making it 36 power

http://prntscr.com/o4f7yr
This axe is fresh out of Fortunes Favor, unupgraded and still insect remains giving it 20 power

Visual stats of the calculation:
http://prntscr.com/o4f857
Front attack.
http://prntscr.com/o4f89v
Side attack

Damage output of the two axes back to back no crit:
http://prntscr.com/o4f8fi
Once again in this case the insect one is the weaker, while rockdirt is actually firebloods and fully upgraded and should be doing 28 more

Damage output of both axes, first hit was a front side crit, second hit was a side shot non-crit, third hit was a side shot crit:
http://prntscr.com/o4f8na
The 24 UL axe
http://prntscr.com/o4f8rv
The 0 UL axe

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  Quality of Life changes to Performance
Posted by: Snake - 06-19-2019, 09:08 PM - Forum: Suggestions - No Replies

A few things I've noticed while using this new implementation were the big lack of control we have over what we do...

I found myself in a situation ICly where I was trying to use my bard to play a comforting song for some worker so he could feel better after working, but ended up buffing them with Fearless, instead of Recovery. That was well... Quite funny, but a bit sad as the mechanics didn't match with the IC.

So! I'd like to propose/request a couple of things:

Could we have each buff be specific of an instrument? A Violin for Fearless, a Guitar for Motivate and an Harp for Recovery. Otherwise, atleast get a prompt before the performance starts, that asks what type of song we are playing?

And could performances last until you run out of Mental Stamina or stop them manually? This is so passer-bys who were not there for the start can atleast benefit from the middle-to-end, and again, give a bit more control over for the bard.

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  [Board] Astral Archipelago
Posted by: Dystopia - 06-19-2019, 01:07 AM - Forum: Sigrogana - No Replies

A poster's been slapped on the board, a message written neatly below it.

[Image: spacebeachfin.png]

Chill with us in the warm embrace of BOILING HOT MAGMA!
Bring a friend, bring your dog, bring your mom, who cares.
Just don't bring any fire, please!


(Time Zone Reference)

PST: 4 PM - 7 PM
EST: 7 PM - 10 PM
GMT: 12 AM - 3 AM
GMT+1: 1 AM - 4 AM

Some kind soul has tacked on a little map with directions on how to get to Captive Moon's headquarters in Dormeho.
[Image: Captive-moon.png]

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  Possible Cinder Abuse Nerf Idea
Posted by: Bryce_Hego - 06-18-2019, 11:54 PM - Forum: Balance Fu - Replies (15)

This is not to nerf cinder tiles as a whole, nor is it to make frequently using them completely obsolete, but after watching a couple spars with heavy cinder usage with lots of knockback/pull effects, I get the feeling that it might be giving too much damage for the cost it takes.

My idea should be able to be easily tweaked, but what if there was diminishing returns on the damage of cinders? now hear me out, I don't mean over the course of the entire battle, just a per round thing.

Example: You get slapped through like 5 Cinder tiles in a single attack, each burns you for 50 damage and you just took 250 damage on top of the slap that probably did about 100+ for probably not that much cost, but wait, they hit you with a pulling ability, and you slide through for another 250 damage, looks like this isn't going in your favor, huh? Should of built fire resistance I guess.

Well let's say hypothetically, after each instance of damage from a cinder (for that round), the damage is decreased by 10%, which stacks to a maximum of 50%, again, these numbers could be changed around in your own head to be more balanced. So in that same instance from before, the person slapped through 5 cinder tiles would instead take 50 + 45 + 40 + 35 + 30 damage, meaning the cinders only 200 damage, not too much of a nerf, you're still getting some hefty damage.

Now for the pull effect, it would consistently be 25 damage after hitting the damage reduction cap for that round, meaning getting pulled through them after a hard slap through the cinders only does 125 damage, which would discourage the person that is heavily using the cinder tiles to deal their damage for them. This way they wouldn't be oppressing little jimmy and his lack of spiked treads and lack of fire-walk. Saying it once more for good measure, the numbers I gave can be switched out for your own, they were purely ones I thought up off the top of my head, and in hindsight might be too much.

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  [v2.05b] Militia overqualified
Posted by: Lokus - 06-18-2019, 11:51 PM - Forum: Bug Reports - Replies (2)

When entering someone's battle against the boss and you've been tagged for a fullclear, the militia will gain the EXP provided by the full clear, but will be permanently bugged at lvl1 and will continue to gain EXP. The only way to fix the bug would be to release all militia members you've picked up as a result. (Even the ones you didn't have battle space for.)

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  The Divine Eyes of Elimination overhaul
Posted by: Snake - 06-18-2019, 01:30 PM - Forum: Balance Fu - Replies (3)

Long story short, I believe a lot of people agree that it's not really fair to have humans being able to be so significant in PvP, which is already a damage race, and deal up to 300 free, unresistable damage just because they're sacrificing 10% of their HP and a measible 25 HP. That's 3 "Health Bars" erased by just not lagging in some mini-game.

There's also an exploit with it, that you can quickly swap with a throwaway Shuriken so you can use the skill instantly without having to pay 3M on the swap. Which further makes SWA not really matter at 'all' on the skill's execution. And that's sad. But either way, I have come with a solution to that, it shouldn't be hard to implement, given Goring Horns exist, so:

Quote:Eyes of Elimination - Traces a single 'Akashic Leyline'. On success, you will attempt a basic attack. The attack will gain 50 Critical (-10 per mistake), and have a 75% chance to become a Vorpal hit (-15% per mistake).
- On a perfect tracing of a line, you will also inflict (or power up) Cursed Wounds LV on the target equal to 50% of the damage done (100% if the attack is a Critical Hit) for 5 rounds.

Quote:Divine Eyes - Traces a row of three 'Akashic Leylines'. For each line you trace, you will attempt a basic attack. The attack will gain 50 Critical (-10 per mistake), and have a 75% chance to become a Vorpal hit (-15% per mistake).
- On a perfect tracing of a line, you will also inflict (or power up) Cursed Wounds LV on the target equal to 50% of the damage done (100% if the attack is a Critical Hit) for 5 rounds.
- If used on a non-player, non-Youkai and non-Boss monster. It has a chance to instantly kill them.

This way, it's not "Free Damage", and the Cursed Wounds make it trying to heal through this, something that cost you a reasonable amount of max HP% and HP to use/have a bit more fair versus people who abuse healing to hecc.

You'll need to build for your dagger's SWA. You'll need to build LUC to Critically Hit. You'll need to build for SKI to hit the enemy. You can't cheese this by quick-swapping into a Shuriken that has 0 Power, 0 SWA to deal a random whooping 300 blow.

And on the other side of the spectrum? The enemy can dodge, the enemy can build critical evade, the enemy can even try and just tank through the damage like Roa or Nrvnqsr Chaos on crack. There's sweet counterplay here.

More ideas are very welcome.

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  High level Black Doors are way too long.
Posted by: DoctorMad - 06-18-2019, 11:19 AM - Forum: Suggestions - Replies (7)

Just like this title.

Can we adjust black door size so we don't have those that that take upwards of a hour of clearing monsters to complete, because each room has 7+ monster groups and there are way too many floors? It just becomes mind numbing at that point, unless you grab a half-cleared BPD.

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  Immobilize itself
Posted by: Raigen.Convict - 06-18-2019, 12:37 AM - Forum: Balance Fu - Replies (1)

So, keeping this short and sweet. Immobilize should get a status immunity round like other super gimp status effects. I've tested against numerous beings, monster and player alike.

The almighty immobilize on crit of the thorn shooter shuts anything it contacts down just as bad as back in the day when lucky shell could stack up infinitely, except this one is more based on out-ranging your opponent 9/10 and making them unable to move if they are not a Bonder, Mage, or some other class with a magic based teleport.

Granted sure, black knights counter this with crit evade but, this isn't a viable fix to something this strong when archers already get crit buffs in their base class as well to balance out the crit evade of a black knight.

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