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  All muscles, no show (STR discussion)
Posted by: Detective100 - 05-30-2019, 08:47 PM - Forum: Balance Fu - Replies (6)

At the moment, there are mainly four stats that are used as the main scaling for most weapons: Will (Tomes, the "magical" weapons), skill (Guns, most bows), guile (daggers), and str (spears, axes, fists, and swords).

Naturally, that is simply a rough generalization of the scaling, and there are different weapons on each category that scale differently. (most notably daggers). However, those stats are usually the main ones for those weapon categories.

Out of all those stats, though, str is the one that gives the least amount of usage in combat. The best way to show it is to write down what each stat does (ignoring specific elemental boosts):

Will:
5 FP per 1 point, +1 skill pool per 10 points, +1 in all elemental per 4 points.

Skill:
+2 hit, 0.5 crit,+2% status infliction per +1 point, +1 skill pool per 5 points.

Guile: +1 flank, +1% crit damage per point, +1 skill pool per 5 points.

STR:
+1 Max battle weight, +1 max encumbrance per point.

With those comparison, a problem can be spotted: While str only serves at most to increase one's battleweight to use heavier equipment, the other stats give out more in favor of the weapons, and possibly the classes that fit them- High will gives a good sum of FP to spend on spells, as well as an added extra to skill pools and elemental damages.

Skill outright helps people in landing their basic attacks/ignore evasion, and with a good enough skill, only then need to spend in one other stat, luck to reach a good hit chance. (Builds that need str, for comparison, are forced to spend in both). Also, pointing out the added skill pools, which always help.

Guile, I'll admit, would be the "2nd" least useful cmopared to the other two. Yet, it still has its niche- It helps in increasing one's crit damage for crit builds. Gives flank to increase one's hit when not in the front, and again, gives skill pool.

Now, looking into STR, the only in combat benefit it really gives is BW, which can allow someone to use heavy armor. I won't say that battle weight is useless- It can allow someone to use the heavier materials for their armor and weapon, and also lets someone use heavier weapon compoments, if needed.

That said, I do not think just BW is a good enough bonus for str, when compared to the other two:
1)There are talents that are here to help people in increasing their total BW, as well as lowering their weapon's BW. Using one of my characters, as an example, all I needed was 5 str points at most to both the armor with the material I wanted, and the gun. Of course, this can differ depending on what adjustments I'll make to the build, but the point stands.

2)When it comes to weapon compoments, most of them are either +power, +hit, or +crit. Naturally, though, investing into skill will at most of the times, give a lot more hit, and crit, than the weapon compoments.
I am not saying this is a bad thing- Weapon compoments should be that, compoments that help further boost one's build, and not be a replacement for stats. However, I hope this will help in showing that the usage of heavier weapon compoments, by themselves, aren't a strong enough reason to let STR stay as is.

3)While I spoke of the heavier materials and compoments, I should note that one can use the less heavy materials and compoments, and still generally good benefits for their weapons.

Thus, as it stands, str ends up mostly used for fire/cinder gimmicks, since the +fire damage is really the only bonus one can take advantage out of str, if they use str-based weapons.

So, with those points brought out, I would like to have a possible disccussion on how to buff str- Or at least, make the stat a bit more alluring for people.

I'll bring one option out for now:
STR granting HP:
Either a +2, or +3 per point in str. The reasoning is simple: A man with a lot of muscles should have a lot of endurance. As someone pointed out, "think barbarian from 5e". This should also help the physical fighters that rely on str to have a bit more HP, to help stay in the fray a longer time than those who don't.

Well, this is it from me for now, what are your guys' thoughts?

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  Sound Tomes should count as Instruments
Posted by: DoctorMad - 05-30-2019, 04:50 AM - Forum: Suggestions - Replies (1)

As the title says, Tomes that deal sound damage should count as Instruments.
This will affect the Screamer and the Vorso Verso, and I think builds with the latter may end up being interesting.

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  Galaxy Mind
Posted by: Autumn - 05-28-2019, 10:14 PM - Forum: Bug Reports - Replies (1)

Steel Mind seems to be cleansing quite literally any negative status right now, this includes Acidity/Soaked/Buster Cannon etc.

This has rose to light a few statuses that we originally thought were intended to be cleansed since they made sense so I'd be happy if the following statuses could be considered mental and thus stay as clean-sable by the skill, so that it can be good still:

-Kensei Passives (Which I believe are intended as you've noted before)
-Hexer Curse effects (Fellel's Fumble/Famine/Muysig etc.)
-Confusion
-Pacified

But I understand that the bug should be fixed foremost.

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  Change to rush down strategies
Posted by: Autumn - 05-28-2019, 07:25 AM - Forum: Balance Fu - Replies (30)

Rush down strategies when involving a lot of DPS and team wide crowd control (IE Knockdowns) can get very oppressive very quickly when people with stupid high initiative are taken into play, and can easily decide a 4v4 in a matter of round 0 due to AoE and massive momentum control.

It involves mostly strategies that make use of team wide crowd control as I mentioned, which includes some major problem cases like:
-Quaking Heaven Kick
-Sonic Shell Overcharge
-Vydel from Tarnada (This is a luck based chance thankfully)
-Lead Storm
-Especially Lead Storm with Ryesers while utilizing and overcharged sonic shell.

So here's what I think should happen, round 0 shouldn't be so influential as to how the match plays out, it shouldn't be a clean sweep based on who has the fastest magic gunner on your team, so I'd like for the following proposals to be considered:

Quote:Changes to momentum loss and rush down:

-Momentum can no longer go below 3 when reduced. (This prevents the use of various strategies that sort of lead to mini stuns, like Book Smack > Knockdown, or Ryeser + Knockdown)

-Battle positions at the start of a team match are altered dramatically (See: Picture below.)

-Knockdown cannot be inflicted Round 0

[Image: jNY7Cfh.png]

(Context, yellow denotes what 1v1s would appear like (unchanged) and Blue denotes what team fights would be using.)

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  Rainbow Reticence
Posted by: Grandpa - 05-28-2019, 04:36 AM - Forum: Bug Reports - Replies (1)

Rainbow Rose and Rainbow Note have to be turned off then back on between logging the character in and out. It's a minor inconvenience, of course, but for a donation item it kind of takes away some of the worth of the item.

As a side, the Rainbow Note's colors can't be changed at all. Swapping around around the colors or choosing a custom color does nothing.

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  Reaper Scythe [v2.04]
Posted by: Miller - 05-27-2019, 10:10 PM - Forum: Bug Reports - Replies (3)

Currently Reaper Scythe does not benefit from the bonus damage granted by Claret Call. I believe this interaction is caused by it's secondary effect existing despite the fact it should only occur while a target is guarding.

I've tested on a dummy and saw no increases in damage after applying claret.

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  My body as a shield (True Sacrifice) Trait suggestion
Posted by: GenixSS113 - 05-27-2019, 12:48 AM - Forum: Suggestions - Replies (9)

I think it'd be cool to have a trait where you could use the soldier ability protection without the need for a shield. Using their own body to block the blow.

Requirement to unlock: Chivalry talent with 5 points or more.

That's honestly about it, you can use protect without a shield present in your hand slot. Knights are altruistic in a way, so it'd make sense that they'd be willing to block someone near them with their own body.

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  [v.2.04] Kip upping dullahans
Posted by: Autumn - 05-26-2019, 12:03 PM - Forum: Bug Reports - Replies (1)

It seems that the racial for Dullahans does not work on Kip Up currently, Kip up states that it cannot be used in heavy armor, but a dullahan wearing Unarmored or Light armor can use it just fine, despite their passive implying it would not:

[Image: HkxOHLm.png]

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  Alternative Castle Boss (Show Mirror Knight some love)
Posted by: EenKogNeeto - 05-26-2019, 10:09 AM - Forum: Suggestions - Replies (3)

Current Abilities:
Far off Shine
Summons the appearance of a random person as a Mirror Soldier who aids the Mirror Knight in battle.
Vanity
A true mirror's reflection copies every detail. Upon use, the user gains a copy of positive status(es) all enemies have, including the LV, duration, etc.
Mirror Armor
Grants a percentage of automatic retaliation of magic damage, based on level (max: 20%). Physical damage will shatter the mirrors for the rest of the round, preventing the retaliation effect, but will reduce the LUC the damager for the rest of the battle, as breaking mirrors is unlucky. - Bugged currently so physical damage doesn't prevent retaliation at all.

These are all kinda cool, though you only see this enemy in two places currently. With a bit of tweaking, it could be made a formidable boss in its own right and a good alternative to Ravenlord.

Non stat related changes suggested:

First: At the start of combat, has Spirit Mirror active and summons four reflection copies (Or just has them out at the start)

Second: Use far of shine more often (Currently summoned once over the course of a 40 round battle) - This should probably mostly behave however the crow lords does.

Third: Give it an alternative attack besides basic attacks to prevent cheese, shine ray would be fitting and already exists for an example. Perhaps it could attack with magic when its mirrors are up, and basic when they are broken or something similar to how the ravenlord spams magic attacks until it transforms, then starts mixing in basic attacks.

Obviously, it would need its stats buffed up to a point befitting a boss monster.

-Potential 10*: Mirror Plate, heavy armor which conveys the effect of Mirror Armor for UL/3 attacks (Retaliation for magical, LUC reduction for physical)

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  Vocal Bork [Old Sing Verb]
Posted by: MakeshiftWalrus - 05-26-2019, 12:02 AM - Forum: Suggestions - Replies (7)

With the addition of the new 'Sing' verb, we lost access to one of the little bubble emotes that used the same verb.

I personally used it a ton, so I'd like it back if at all possible. Would it be feasible to change the old one to a different name?

Something like 'Tune' or 'Cheer' or 'Hum'.

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