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The Higher The Better |
Posted by: PantherPrincess - 02-26-2019, 12:10 AM - Forum: Suggestions
- Replies (11)
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So, I've been thinking Evoker can use some higher ranked invocations since they seem to be the staple invocation class (HSDW). These are all rank C invocations and would be powerful destructive spells as Evoker is known for causing natural disasters and they're all mapwide AOEs as they take longer to pull off.
Fire Branch
Meteor Storm
Your anger invokes the intensity of 1000 comets as you call them down to rain on your enemies, burning everyone alive. Deal fire magical damage map wide to all enemies on the field. If you are enchanted with nerhaven all enemies on the field have a chance to be inflicted with burn status for rank rounds as well as leaving random cinder tiles. If you are enchanted with Astral Belt the damage is split between fire and earth.
Rank 1: 6M, 60 FP, 100% FIRE ATK, 120% SCALED WEAPON ATK
Rank 2: 59 FP, 130% FIRE ATK, 140% SCALED WEAPON ATK
Rank 3: 58 FP, 150% FIRE ATK, 160% SCALED WEAPON ATK
Rank 4: 57 FP, 180% FIRE ATK, 180% SCALED WEAPON ATK
Rank 5: 56 FP, 200% FIRE ATK, 200% SCALED WEAPON ATK
Ice Branch
Deep Submerge
You channel the spirits of the ocean to cause a tsunami across the whole field, dealing water magical damage to all enemies. All enemies are now inflicted with muddy status for rank rounds as well as a chance of being silenced for 3 rounds. This spell cannot be affected by charge mind.
Rank 1: 6M, 60 FP, 90% WATER ATK, 100% SCALED WEAPON ATK
Rank 2: 59 FP, 100% WATER ATK, 120% SCALED WEAPON ATK
Rank 3: 58 FP, 130% WATER ATK, 140% SCALED WEAPON ATK
Rank 4: 57 FP, 150% WATER ATK, 160% SCALED WEAPON ATK
Rank 5: 56 FP, 180% WATER ATK, 180% SCALED WEAPON ATK
AND/OR
Wintry Squall
Your cold demeanor isn't the only icy thing about you. Call forth a hail storm of ice spikes upon your enemies dealing ice magical damage to all enemies on the field. If you are enchanted with kraken enemies have a chance of being inflicted with frostbite for rank rounds and leaving random ice tiles behind. If you have afflicted them with ice weakness they have a chance of being frozen instead for rank rounds.
Rank 1: 6M, 60 FP, 100% ICE ATK, 120% SCALED WEAPON ATK
Rank 2: 59 FP, 130% ICE ATK, 140% SCALED WEAPON ATK
Rank 3: 58 FP, 150% ICE ATK, 160% SCALED WEAPON ATK
Rank 4: 57 FP, 180% ICE ATK, 180% SCALED WEAPON ATK
Rank 5: 56 FP, 200% ICE ATK, 200% SCALED WEAPON ATK
Earth Branch
Magnetic Fissure
Bold and dense like the earth at your feet, your footsteps cause the ground to tremble, literally. Invoke an earthquake, dealing earth magical damage to all enemies on the field. If you are enchanted with galren all enemies are pushed back several tiles (1 + rank = 6 tiles max) instead of pulled in. If they are inflicted with magnetize they become knocked down as well. Special tile effects are also destroyed.
Rank 1: 6M, 60 FP, 100% EARTH ATK, 120% SCALED WEAPON ATK
Rank 2: 59 FP, 130% EARTH ATK, 140% SCALED WEAPON ATK
Rank 3: 58 FP, 150% EARTH ATK, 160% SCALED WEAPON ATK
Rank 4: 57 FP, 180% EARTH ATK, 180% SCALED WEAPON ATK
Rank 5: 56 FP, 200% EARTH ATK, 200% SCALED WEAPON ATK
Wind Branch
Breathless Whirlwind
Free spirited and child-like, you flow like the breeze. Create a typhoon that deals wind magical damage to all enemies on the field. If you are enchanted with talyvd all enemies are thrown to random tiles across the field and have a chance of being inflicted with lingering damage (slash) lvl equal to rank times 10 (5x10 = 50) for rank rounds. Furthermore this spell can interact with field hazards and objects.
Rank 1: 6M, 60 FP, 100% WIND ATK, 120% SCALED WEAPON ATK
Rank 2: 59 FP, 130% WIND ATK, 140% SCALED WEAPON ATK
Rank 3: 58 FP, 150% WIND ATK, 160% SCALED WEAPON ATK
Rank 4: 57 FP, 180% WIND ATK, 180% SCALED WEAPON ATK
Rank 5: 56 FP, 200% WIND ATK, 200% SCALED WEAPON ATK
Lightning Branch
Tesla Current
Eclectic and full of spark, you prefer to zap your enemies to a crisp. Generate enough energy to produce a localized lightning storm, dealing lightning magical damage to all enemies. If you are enchanted with redgull all enemies have a chance of being inflicted with interference however this spell cannot critically damage as you are focused on creating too many bolts. If an enemy is inflicted with interference already, there is a chance to rank times 5% (5x5 = 25%) you may stun them.
Rank 1: 6M, 60 FP, 100% LIGHTNING ATK, 120% SCALED WEAPON ATK
Rank 2: 59 FP, 130% LIGHTNING ATK, 140% SCALED WEAPON ATK
Rank 3: 58 FP, 150% LIGHTNING ATK, 160% SCALED WEAPON ATK
Rank 4: 57 FP, 180% LIGHTNING ATK, 180% SCALED WEAPON ATK
Rank 5: 56 FP, 200% LIGHTNING ATK, 200% SCALED WEAPON ATK
AND/OR
Roaring Thunderclap
Produce a high frequency destructive sound wave, dealing sound magical damage to all enemies on the field. All enemies have a chance of being inflicted with confusion for rank rounds. This spell will also deafen opponents for 3 rounds rendering every chat message they receive the same as having a ruptured eardrum. This spell cannot be affected by charge mind.
Rank 1: 6M, 60 FP, 90% SOUND ATK, 100% SCALED WEAPON ATK
Rank 2: 59 FP, 100% SOUND ATK, 120% SCALED WEAPON ATK
Rank 3: 58 FP, 130% SOUND ATK, 140% SCALED WEAPON ATK
Rank 4: 57 FP, 150% SOUND ATK, 160% SCALED WEAPON ATK
Rank 5: 56 FP, 180% SOUND ATK, 180% SCALED WEAPON ATK
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Boring Mutations |
Posted by: Lolzytripd - 02-25-2019, 12:53 PM - Forum: Suggestions
- Replies (3)
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When mutating weapons, currently if the weapon type is the same as the rarity it would mutate to, it mutates into nothing new.
My proposed change, if weapon is same type as it's rarity Odd will +1 and even will -1
in practice
a 1* fist will now become a dagger
a 2* dagger will become a fist
a 3* sword will become an axe
a 4* axe will become a sword
a 5* spear will become a tome
a 6* tome will become a spear
a 7* bow will become a gun
a 8* gun will become a bow
Or we could change the way mutations work entirely to instead shift the items type by the number of its rarity up the scale
a 1* dagger becomes a fist
a 7* dagger becomes a gun
The exception being that 8 would be shifted to being +1 instead of +8, heck we could then continue to allow 9* to be a +2 and 10* to be +3.
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Additive Damage Reduction |
Posted by: Kameron8 - 02-25-2019, 04:43 AM - Forum: Balance Fu
- Replies (11)
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I believe every single instance of additive damage reduction should be changed to multiplicative, to avoid exponential scaling of their bonuses from getting out of hand.
Context:
To help give some context on exactly what I mean, most damage reduction in the game currently functions multiplicatively. An example of this would be having 50 scaled defense, and the 30% reduction from Wraithguard. Because these are applied after the previous reduction, you do not get 80% reduction from this combination -- instead, you get 65%. (50% damage reduced from defense, then another 30% reduction of the remaining 50% damage)
Additive damage reduction, however, does not follow this pattern. It instead adds a flat number to the grand total at the end of calculations, which provides exponentially more value the higher the base DR is. To exemplify this, imagine a world where your character has 100 health and 98% damage reduction. If something struck you for 100 damage, it would deal 2 damage (and thus take 50 attacks to kill you). Imagine, then, you gain a 1% additive DR, putting you at 99%. Now it takes 100 attacks to kill you, doubling your durability with only a 1% bonus.
Real Examples:
As it stands, physical DR has reached a point where, with additive DR, it can be pushed to very nearly 100%. The following is an example setup that is currently run, and even still there is room to take it to an even more egregious extreme.
![[Image: 7TZ57Zt.png]](https://i.imgur.com/7TZ57Zt.png)
With 65% reduction from Defense, a tiny bit of extra mileage can be gained from Weathered Body -- which puts the end resulting DR at 68.5%. Then, additive DR can be piled on to achieve a far, far greater effect:
- Blessing of Old One-Eyed: 5%
- Weir Konnen: (51.04 * .2 ) = 10.208%
- Golden Glow: 10%
The end result is a baseline 93.708% physical damage reduction, which can be further amplified by resists such as Sayakana. As previously stated, this example isn't the theoretical maximum.
Conclusion:
We're one additional additive DR away from people walking around with over 100% resistance to physical damage. These bonuses clash with the current system, overly reward people who have already invested in reduction, and are going to be a nightmare to balance so long as they remain different from all of their DR counterparts.
No additional additive DR should be added to the game. The following abilities are currently additive bonuses, and should be made multiplicative:
- Blessing of Old One-Eyed
- Weir Konnen
- Golden Glow
- Stand off
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Brokenhorns |
Posted by: PantherPrincess - 02-25-2019, 04:15 AM - Forum: Balance Fu
- Replies (3)
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The new jammer skill that gives 10% phys def/magic def on top of their newly buffed armor has made it really hard to start the game as a new character/player. Jammers can take you down to low HP within 2-3 rounds if you aren't carrying a tank mage, already LE'd, and really good equipment. Physical damage basically does nothing to them ranging from 0-10 damage.This mostly applies to characters freshly off the boat on the route to lvl 60 ranging from lvl 45 and up, as it makes getting to 60 incredibly difficult. We already learned what happens with percentage values with old Kensei innates and it wasn't fun at all. I suggest making it a flat 10 instead of 10% as their armor already does the job extremely well for them, currently they become as tanky as most player characters as soon as they put it up. They're supposed to be the trademark beginner mob and have become quite the opposite. I'm sure it's easy for the people in the back saying that they're not that difficult but it's easy to say that once you've legend extended a lot of times and have all your perfect gear and class setup. With that keep in mind this is strictly for new characters and players.
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On its last crutch. (Physical VA tweaks) |
Posted by: Autumn - 02-24-2019, 04:43 PM - Forum: Balance Fu
- Replies (6)
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Daggers grow into an increasingly worrying position, most of their viability relies on fleur and duelist heavily, which CAN be fine, as a lot of games tend to allow branching out into a more duelist-y feeling path with daggers. (Being able to fight alongside swinging daggers rapidly, parrying attacks etc.)
But this reliance on duelist has grown too much and has started to shunt them into an unfavorable position when it comes to exactly what classes are viable with them, one could argue that dagger dance would normally allow them to critically hit twice and still perform another action, thus giving them usefulness with every class, but I fail to see this as ever the case, simply put you gain too much mileage from carrying One Versus One, Eviter and Fleur, combined with possibly pairing a dagger with a sword for mobility sake. (Sidecut with flottement is one huge example.)
Now I will not deny that VA has received some tools that helped its physical counterpart quite a lot, both in viability and synergy, void flight has quite a few interesting combos you can do, extend void can have some fun interactions with certain buffs, and vanishing strike definitely helped it immensely in setting up a kill, I'd wager it competes as one of the best skills in the game.
Shooting now to the point of the thread after hopefully conveying my thoughts on the position of daggers properly, I'd like to see a buff to their damage somewhat, not very huge damage changes but enough to start causing daggers to actually be set into a comparable position versus a Duelist's damage, daggers actually can't gain a lot of SWA comparatively to a sword or an axe or a spear, which is why they fall off really hard in comparison, so much so that a vorpal fang or dancing shiv built with 50 or 60 GUI in mind can end up dealing only marginally less or more damage than a sword can.
Pictured here is a high SWA duelist versus a high crit damage VA, both have comparable offensive stats (50 STR vs 50 GUI, 144 SWA vs 97 SWA),the sword ends up dealing very comparable damage despite the sword duelist only having 15 GUI, the damage of other weapons has gotten so conventionally high that the niche of using daggers has been erased almost entirely, not to mention daggers end up having a very poor hit rate for some reason or another, I can't exactly tell why.
![[Image: gWVx38t.png]](https://i.imgur.com/gWVx38t.png)
![[Image: VjGbTYV.png]](https://i.imgur.com/VjGbTYV.png)
I hate to go into such a long winded explanation for actually just minor number adjustments, and I actually apologize for it, but I felt I sort of needed to in order to make a point, nevertheless, here are the changes I propose finally: (Explanations in spoilers)
Rogue Changes -
Dagger Dance changed from 20% damage on secondary hit to 30% damage on secondary hit.
VA Changes -
Deadly Arms now provides a Rank * 4 hit bonus to dagger type weapons as well.
Backstab changed from Rank * 2 bonus damage on backstabs to Rank * 4
Spellthief Changes
Mystic Dagger - Now deals magic damage instead of physical damage.
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Unlimited Youkai Works (2.00.6b) |
Posted by: Trexmaster - 02-24-2019, 04:05 PM - Forum: Bug Reports
- No Replies
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http://www.neus-projects.net/viewtopic.p...amp;t=6519
Zhoxn post_id=33842 time=1539200714 user_id=1539 Wrote:After the bug that reduced the youkai momentum cost to 0 has been fixed, I noticed something else that seems to be a bug as well.
When you summon using impact call along with ripple dimension, ripple dimension decreases the momentum cost of the first summoning skill you use as well, allowing up to 6 youkai to be summoned per turn.
Let me give an example.
Suppose you were going to summon for the first time, the summoning cost should be 3M, but if you use impact call+ripple dimension when doing this, that cost goes down to 2M, instead of only decreasing the next youkai summon.
So instead of the momentum cost for summoning every youkai looking like this:
3>2>1>1
It looks like this:
2>1>1>1>1>1
Since the prior thread was initially about Ripple Dimension causing Summon to cost 0m, I figured a new thread for the new issue would appropriate.
The quote above explains the problem--Ripple Dimensions causes the first summon to cost 2m if it procs, then every additional summon will only cost 1m. Thus allowing for far more summons than anyone should really be able to get in one round.
It is still an issue as of the most recent version as of this thread (2.00.6b).
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Infinity Black Bolt + Hexer Exodia |
Posted by: K Peculier - 02-23-2019, 08:16 AM - Forum: Balance Fu
- Replies (17)
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Okay so, in my opinion the strongest build in the game right now is Hexer in combination with Void Assassin.
Why? Because of the exodia combos they have at their disposal.
By revile fraying one voidgate the Hexer/VA now has access to infinite void energy which equates to infinite sustain in both HP and FP thanks to black elixir and absorb veil making the combo extremely oppressive and basically on a very short timer before getting exodia'd combo'ed.
The combo is essentially setting up a mini voidgate base at round start, fraying one without the use of a dagger but having good dark attack and abusing refraction to recharge void energy to maximum charge every turn, repeat until you literally have 8 of the things around you which can also refract projectiles, the most disgusting being fleeing spectres which is 8 projectiles on a multiplying damage scheme thanks to voidgates.
And if the enemy decides that they want to rush down the Void Assassin/Hexer they can easily just black bolt every turn since it has NO COOLDOWN for such a debilitating spell and zero consequences to the Void Assassin mage themselves.
I'll admit I wanted to refrain from making this thread due to the bias of me using this build as well of a glykin of all things, but now that it's getting more popular and easy to do, it's a big problem.
SOLUTIONS:
Fleeing Spectres can no longer be refracted like acid shuriken's acid flower potential.
Black Bolt now has a 2 round cooldown for such a powerful spell needs to have strategic consequences/uses.
You no longer gain energy from refracted fray projectiles.
EVIL SOLUTION:
Make the usage of void energy cause an injury in any type of combat. Perhaps some sort of cursed wound with the more void energy used the higher the level.
As nobody seems to enjoy roleplaying 'in character' injuries, this is probably the best way to show people that abusing the void is a /bad/ thing.
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SL2 Version 2.00.06 Update Notes |
Posted by: Neus - 02-23-2019, 06:05 AM - Forum: Announcements
- No Replies
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[smcf=body]Skill Quotes - You can now use the win quotes page to add quotes that will be displayed when you use skills.
- Each quote has a Skill Name and a Skill Tag; Skill Name should be the same as the skill you want it to display for. Skill Tag should be blank unless the skill has special quote timings.
- You can use multiple quotes for the same skill.
- Conditions (except Blowout) for quotes will be taken into account.
- Quotes that have a Skill Name specified will not be used as actual win quotes.
Damage Number Display
![[Image: ad071b2c1a.gif]](https://puu.sh/CNGby/ad071b2c1a.gif) - Now displays above the target briefly after taking damage per instance.
- Element is displayed within a border.
- The border's colored is determined by the target's resistance; grey for neutral, red for weak, green for resist. (Note: As in, if they trigger weak/resist bonuses/penalties.)
New Mirror Shards- Courtesy of Zeke. 5 total.
- Crusader Helm (1) & (2), Knight Helmet, Crusader Tabard, Grey Tabard
New Talent Subpaths
Two-Hand- Steady - While you do not have a Shield or Sub-Weapon equipped: increases Hit of Gun weapons by SR * 2. Doubled for Rifle weapons.
Chivalry- Protector - Keeping the weak safe is a knight's duty. When you trigger the Protect skill, gain SR * 1 Armor and Magic Armor until your next turn.
Talent Changes
Detainment- Grapple now has a 1 round cooldown.
Class Changes
Kensei- Sakki - Max rank changed to 1. Effect changed; When applied by Kagekiri or Hirazuki, it reduces the target's Critical Evade versus you by 15 for 3 rounds.
- Touki - Max rank changed to 1. Effect changed; When applied by Toiken and Raijinken, it reduces the target's Evade versus you by 15 for 3 rounds.
- Kenki - Max rank changed to 1. Effect changed; When applied by Sharenzan or Wazabane, it reduces the target's Hit versus you by 15 for 3 rounds.
- Channel Spirit - Max rank changed to 3. FP Recovery is now equal to 3 + Rank.
- Yomidori - Hit penalty changed to Rank * 5 (from Rank * 10).
- Katana Master - Max rank changed to 1. Effect changed; At the start of battle: If you only have Katana weapons equipped, gain a permanent status that boosts the Power of your Katana weapons, Yomidori, Sakki, Touki, and Kenki. This boost is lost if you swap weapons.
- Absolute Death - Max rank changed to 3. 2 round CD. Effect changed; Can only target an enemy affected by your Sakki. Carry the absolute will of death against them. By targetting 1 enemy within 3 Range, they gain Marked for Death LV X (X = Half of Sakki LV, plus 3*Rank) for Y rounds (Y = 1 + Sakki's remaining duration). (Marked for Death increases physical damage taken by the inflictor by LV%.)
- Absolute Pace - Max rank changed to 3. 2 round CD. Effect changed; Can only target an enemy affected by your Touki. The Kensei subtlely draws one enemy within X Range (based on Rank) into their pace, baiting their attacks intentionally for Y (Y = Touki's Remaining Duration + Touki's LV/10) Rounds. During that time, if the target attacks the Kensei and the Kensei evades it, then they gain Battle Flow for 2 rounds. (Battle Flow causes the next Kensei active skill to gain bonus damage equal to 100% of your Scaled STR and always trigger its combo effect).
- Absolute Fear - Max rank changed to 3. 2 round CD. Effect changed; Can only target an enemy affected by your Kenki. The Kensei shines an intimidating, intense gaze towards one enemy, instilling their Kenki deep in the mind of the victim. Inflicts Fear and Hesitation (LV = Rank*2 + Kenki's LV) to the target. If Kenki's LV is at least 20, it also inflicts Silence. Fear duration is X + 1, Hesitation duration is X, Silence duration is X - 1. (X = Kenki's remaining duration, min. 1 round).
- Quick Draw - Applies Touki to the enemy when it's triggered.
- Sacred Art - If you have a Starsign, its element is used where applicable.
- Combo Effect: Kensei offensive skills have a special effect that activates in the following conditions:
1) The skill has not been used this round.
2A) At least one Kensei offensive skill has been used this round.
OR
2B) Battle Flow's effect is applying to this skill.
- Kagekiri - Combo Effect: Ignores evasion. After the dash, you turn around towards the way you came.
- Toiken - Combo Effect: Affected tiles that have field objects are blown away 3 tiles away from you.
- Hirazuki - Combo Effect: Skewer the target several times, inflicting Fray LV X (X = Rank * 3) on them until your next turn, before damage is dealt.
- Raijinken - Combo Effect: All enemies within 3 Range of the target are also hit by the skill.
- Sharenzan - Combo Effect: The target is swung around, hitting all enemies within 1 Range for half damage and knockback, then the normal skill effect takes place.
- Wazabane - Bonus Hit/Critical reduced to 2 * Rank. Can now gain Battle Flow's effect. Combo Effect: Gains Guard Break properties.
Demon Hunter- Nitrogen Drop - Damage multiplier increased to 4 + 1 per Rank (from 2 + 1 per Rank).
- Goring Horns - Cursed Wound duration changed to 1 * Rank (from 1 + 1 * Rank).
- Bellowing Stag - Now requires at least 10 Rage Energy. Now has a 1 round cooldown.
- Know No Pain - Does not trigger versus damage which ignores armor or protection.
Hexer- Curse Skills - Curse skills can now target any allied unit within 3 Range (instead of just yourself).
- Black Bubble - Dark Water created by this skill changed to Puddling Dark Water. (Puddling Dark Water is functionally identical to normal Dark Water, but it will not activate until the start of a new round.)
- Dark Invasion - Main class only. Status infliction bonus changed to 1*Rank% (from 2*Rank%). Still doubled by Cursed/Doomed.
- Payback - Status resist penalty changed to 5*Rank% (from 5% + 10% per Rank). Now only lasts for one status infliction attempt.
Magic Gunner- Akimbo - Damage dealt per shot is now equal to the Gun's Power.
Item Changes- Yin & Yang - Now have the Muddle potential skill.
- Yin & Yang (Double Dao) - Now costs 3 Momentum. FP cost increased to 30. Now has a 3 round cooldown. When used, both guns gain 2 additional rounds for 2 rounds.
- Tamaki Shuriken (Acid Flower) - No longer performs an attack on a target if the projectile is refracted.
ETC
- Added staircases facing south, east, and west to the basic house tile list.
- Feast Tables can now be set up in player houses. They can be destroyed by anyone with Editor permissions (Shift+Click). They despawn when the house unloads, so be careful.
- Narrate button added to house controls.
- Basic attack effects that have Guard Break properties now ignore parries.
- Skip can no longer have its duration increased by Meditate/etc.
[/smcf]
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Too Gentle Torrent |
Posted by: PantherPrincess - 02-23-2019, 01:26 AM - Forum: Balance Fu
- Replies (5)
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Gentle Torrent is in dire need of a buff it is the least used priest skill because it not only has a 3 round cooldown but it basically does the same amount of damage as Kel. It's literally an 8% difference in scaling which is funny for a promo class skill to do as much damage as a base class skill, cost more, and have a heavy CD for a very situational effect that is only used in team battles and can't even affect your own self. Shorten the cooldown to 1 round and buff the scaling by a little, I'd say about 135% or 140%. I'd also maybe suggest changing it's singular straight line to a 3 tile line like magaisendo to give it a wave-like effect instead of just another bubble skill or just make it affect you as well.
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