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  Limit your what?
Posted by: Grandpa - 01-06-2019, 01:29 AM - Forum: Bug Reports - No Replies

Limit potential on the Hisen currently does not do anything. As in, it remains 25 FP and gives the damage% up still.

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  Ranged Skills
Posted by: renowner - 01-05-2019, 09:02 AM - Forum: Bug Reports - Replies (3)

Ranged skills that travel in a line such as Titan gale and Izabe's Fairy Lance all appear to still travel one more tile than they should, and damage outside of their effective range. All manage to strike 1 tile past where the blue ends in the combat preview.

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  Magic Stones
Posted by: renowner - 01-05-2019, 08:35 AM - Forum: Bug Reports - Replies (1)

So magic stones are still not working. They're unselectable in the item menu. I haven't tested all the stones since I don't have the necessary funds, but from what I've heard, they all probably don't work. Definitely aeriolite.
[Image: 4b35d3fe8e.jpg]
(I was even next to someone, and it was still unselectable. I also waited a few rounds, still unselectable. And it was in my item belt, and I had 6 of them. So i hadn't run out or anything.)

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  Sheath sword quality of life
Posted by: Lolzytripd - 01-04-2019, 06:47 AM - Forum: Suggestions - Replies (2)

I've suggested this before but I feel honestly two things could be added to sheathsword to make it more strategic.

1) changed to consume 1-3m with scaling effects based on momentum used, 1m=just hidden cuts, 2m = hit bonus to next attack, 3= quickdraw readied

2) It no longer ends your turn if you have momentum left over.

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  Scrolling Through Skills/Magic Lists
Posted by: Kameron8 - 01-04-2019, 03:46 AM - Forum: Suggestions - Replies (2)

Can we have the menu for skills and spells scroll down when you exceed a certain number of them? For people with a ton of skills or magic, there can be up to a dozen abilities you can't see on the list. You can scroll down to access them, but, you can't bind them to the hotbar. More importantly, skills like Ambidexterity, Tekagen, Flottement, and other toggles cannot have their current status checked. Since you also can't bind them to a bar, you're left guessing on some things that can easily dictate the outcome of a battle.

A clear example can be seen here.

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  Black Knight Complaint 2: Shut Up Edition
Posted by: Hippie - 01-04-2019, 02:46 AM - Forum: Balance Fu - Replies (9)

Black Knight Buff
Shut Up Edition

(I'm dumb, so I'm moving it here instead.)

Kept you waiting, huh?

I made a thread complaining about Black Knight's helplessness about Magic Gunners (and specially so the ice shell) a few months back or so, now. I've been familiarizing myself more with the class now the more I play it, and I've taken notice of a core flaw that is really, really troubling and very much worth mentioning.

Silence.

I'm aware that Dev mentioned he's planning to buff Black Knights soon-ish or so, and that's exactly why I'm posting this. Silence is a core aspect the class needs and desperately so. Destiny Soldier has no means to stop magic in the slightest. Soldier, Demon Hunter, Black Knight and Tactician have no way to stop a mage.

The closest you can come to stopping a mage is with Knockdown and trying to run off, but that's not exactly going to work out if you have no means to kite. Unless you've taken Cobra, you're absolutely doomed no matter what you try to do. If you Knockdown an invocating mage, you're left in their proximity to be nuked regardless. If you try to run, they can easily catch up to you by Blinking alone. There is nothing you can really do to take a ridiculous amount of damage whatsoever.

Not to mention, Evokers have the ability to inflict Knockdown on you if you're sitting nearby and they're casting an invocation. Meaning, there's really no way out. You don't have Kip Up to get out of there quick. You're doomed one way or another.

Black Knight is also a physical defense class, not a magic one. Unless you're willing to swap out your entire build for the simple goal of being able to resist magic, you're not going to go far when there's a mage in front of you. Magical damage is the go-to choice and with no way to resist it whatsoever, any class with good Magical damage (i.e. Kadouha from Monk), is going to absolutely demolish you no matter what you try to do.

Silence is a must. Without it, there's little chance for a Black Knight to stand a chance. My hope is that Dev adds it with the planned Black Knight buff. Without it, Black Knight will just be refrained to be a 'some bonus phys res and some utilities' class. At least with Silence, it can stand a chance.

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  Trait Suggestion: Tail Whip
Posted by: Ryuzaki - 01-03-2019, 05:51 PM - Forum: Suggestions - Replies (1)

So, I don't play Nagas. I dislike their lore, I dislike their general anatomy, I just dislike Nagas.
But, it seems they got gimped by not receiving a kick skill, when everyone else got it mandatory. So, I pose a suggestion, to at least give them one (of sorts).

Tail Whip (Requires 20 base str)

Perform a basic hit, swinging your tail at an enemy within 3 range, dealing slash damage with a +Scaled STR bonus to damage, this attack also knocks the enemy back 1 tile, 3 tiles on a critical hit. The attack as treated as being bare-handed.

If someone who does, or has played Nagas has any ideas regarding this, feel free to weigh your disgusting snakey self's opinion in.

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  Forever Muddled
Posted by: Kameron8 - 01-03-2019, 09:53 AM - Forum: Bug Reports - Replies (3)

The potential skill for Hikage and Tsukikage, Muddle, seems to ignore the effects of Limit Potential. As a result, the damage type of Hikage and Tsukikage will ALWAYS be piercing, once you've unlocked the potential for both of them.

To replicate, do the following:

1. Equip a Hikage and Tsukikage.
2. Unlock the potential for both Hikage and Tsukikage.
3. Attack an enemy with Limit Potential disabled. This will correctly deal piercing damage.
4. Attack an enemy with Limit Potential enabled. This will incorrectly deal piercing damage.

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  Subattack Always Deals Magic Damage
Posted by: Kameron8 - 01-03-2019, 09:50 AM - Forum: Bug Reports - Replies (1)

As far as I can tell, the sub-attack skill always deals magic damage to the target, regardless of the weapon being used. To test, I equipped a Hikage, Tsukikage, Vorpal Fang, and Seiryuu Tessen in my off-hand, then Sub-Attacked a creature. Each time, it dealt magic damage, per the combat log. These weapons did not deal magic damage when they were moved to the main hand, or when they were used with an ability in the off-hand with Ambidexterity.

Critical Hit! Hirota Nobuhisa attacks Kinu with Seiryuu Tessen and hits them!
Kinu takes 214 Pierce magical damage. (Seiryuu Tessen)
Kinu takes 25 Lightning magical damage. (Seiryuu Tessen)
Kinu takes 34 Wind magical damage. (Seiryuu Tessen)
Hirota Nobuhisa recovered 2 FP.
Hirota Nobuhisa recovered 5 FP.

This is potentially related to this thread.

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  Nonexistent Resonance
Posted by: Chaos - 01-03-2019, 03:47 AM - Forum: Bug Reports - Replies (1)

Bear in mind, this is just from one battle, but:

During a fight against a Fangs, I summoned roughly 6-7 Youkai around the boss, then proceeded to Chain Unsummon them. I had Impact Dismiss both with at least 1 Skill Point and in my Skill Slots, while Dimension Resonance (the skill that allowed Impact Dismiss' damage to become multiplied, but made the damage resistable) not only wasn't equipped, but had no skill points in it.

The damage that occurred afterwards was (roughly) this:
Fangs takes 60 Light Damage!
Fangs takes 120 Wind Damage!
Fangs takes 180 Darkness Damage!

At this point, Fangs' HP went below 0, and the 3-4 remaining Youkai simply dealt 180 damage to it per pop.

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