Welcome, Guest |
You have to register before you can post on our site.
|
Forum Statistics |
» Members: 835
» Latest member: AnhitaM
» Forum threads: 11,776
» Forum posts: 58,619
Full Statistics
|
Online Users |
There are currently 165 online users. » 0 Member(s) | 163 Guest(s) Bing, Google
|
Latest Threads |
Bows
Forum: Balance Fu
Last Post: Raigen.Convict
1 hour ago
» Replies: 2
» Views: 162
|
[Korvara] Jun Zhang - Spe...
Forum: Character Applications
Last Post: Lonestar
Yesterday, 06:57 PM
» Replies: 0
» Views: 29
|
[v.3.03c] Dark Shield Ene...
Forum: Bug Reports
Last Post: Latto
Yesterday, 08:49 AM
» Replies: 0
» Views: 23
|
The Typo Thread
Forum: Bug Reports
Last Post: who
Yesterday, 07:49 AM
» Replies: 92
» Views: 109,264
|
[v3.03c] Engineer MAP
Forum: Bug Reports
Last Post: AkaInuHime
Yesterday, 01:59 AM
» Replies: 1
» Views: 51
|
Pocket Sand (Rogue)
Forum: Balance Fu
Last Post: Poruku
09-20-2025, 07:02 PM
» Replies: 6
» Views: 822
|
Bring Seiryuu Back
Forum: Balance Fu
Last Post: K Peculier
09-20-2025, 10:31 AM
» Replies: 4
» Views: 477
|
Pickaxe Selection
Forum: Quality-of-Life (QoL)
Last Post: AkaInuHime
09-19-2025, 07:52 PM
» Replies: 4
» Views: 755
|
[v3.01f] Mid-Battle Crash...
Forum: Bug Reports
Last Post: Fern
09-19-2025, 06:52 AM
» Replies: 4
» Views: 835
|
[v3.03c] Work Work
Forum: Bug Reports
Last Post: Autumn
09-19-2025, 06:39 AM
» Replies: 0
» Views: 281
|
|
|
Spo's exotic weapon trait suggestions. |
Posted by: Autumn - 12-26-2018, 11:46 AM - Forum: Suggestions
- Replies (8)
|
 |
I'll split it up into two parts, the talents thread and the actual trait thread, here's the talents thread, I tried my very best to not make them mandatory, however fighting with 'specialized' weapons such as these tends to give some leeway.
================================
Bushido - Requires Chivalry rank 5, you took a code when you took up the katana, this sense of fulfillment gives you extra bonuses when fighting with the perfect weapon for a kensei, or samurai, every talent requires a katana to be used.
Grants access to the Bushido talent tree
(2 SP per rank)
Sub Ranks:
Yu (1 SR): Being nearby an enemy grants you increasing DR, you gain 2% to Physical and Magical DR when you end your turn within 3 range of an enemy, if you end your turn outside of this range all bonuses are lost. (Stacks up to 10% max)
Jin (3 SR): Compassion drives you to help your fellow man, after doing a 'good deed' you feel more relieved, which grants you a status that gives 2 + SR*1 FP Regen for SR*10 rounds. (Good deeds would include: Cleaning black beast scars, clearing the core of a BDP, helping a patient at the clinic, clearing a quest.)
Rei (5 SR): A true warrior knows restraint, and power is not to be shown until it is deemed necessary, sitting above 80% HP Reduces critical hit rate by SR*5, this debuff is removed when you are below 80% health, upon reaching critical health (25%) you gain a boost to critical hit rate, equal to SR*5.
Makoto (2 SR): Your cuts are clean and strong so long as your determination is, basic attacking an enemy from the front inflicts a lingering damage debuff, starting at LV10 and gaining SR*1 LV per basic attack (Lasts only 2 rounds.
==================================
Vanguard - Requires 15 DEF - A member of the elite, the frontline of any respected military, you stand at the forefront for your team and are granted access to talents more suited to your role, shields are required for (most) of these abilities.
Vanguard (2 SP Per Rank)
Monster Magnet (5 SR) - Any monster within SR*1 Range is much more likely to attack you instead of your allies. (Does not require a shield, think the opposite of Incognito.)
Steeled Resolve (2 SR) - Enemies within 3 range of yourself passively increase Armor and Magic Armor by SR*1, this stacks per enemy, and is doubled versus monsters. (Requires a shield)
Cover (3 SR) - Grants access to a special skill, which can only be used once per battle, you tether yourself to a target until your next turn, (SR*20)% of the damage they take will instead be transfered to you instead, damage transfered to you ignores resistances and deals akashic damage. (Requires a shield)
==============================
Greatsword Master - Requires 15 STR - An unyielding knight trained with the most unwieldy of weapons, not many are prepared for the true power of a greatsword, but it takes a special skill set to master.
Greatsword Mastery (1 SP Per Rank)
Dead Angle (5 SR) - Grants an SR*20% Chance of ignoring parry attempts when attacking with a greatsword class weapon.
True Stance (1 SR) - Grants you the True Stance skill, which costs 1m but empowers your greatsword's scaled weapon attack by 25% for your next attack (and only your next attack)
==============================
Fan Dancer - An extravagent figure with a fan in each hand, they are not just for show however, they can be quite versatile in the right person's hands.
Grants access to Fan Mastery, which promotes using fan weapons, and is further augmented by dual wielding them.
Fan Mastery (1.5 SP Per Rank)
Wind Dancer (5 SR) - You gain SR*1 Evade when wielding a fan weapon, this effect stacks when dual wielding.
Alluring Air (5 SR) - Attempting to inflict charm raises infliction rate by SR*2 when using a fan weapon, this effect stacks when dual wielding
To-and-flow (5 SR) - Attacking with 1 fan increases the hit rate for any other fan weapon by SR*2.
|
|
|
Razor's Round of Suggestions |
Posted by: Victorious Razor - 12-26-2018, 03:31 AM - Forum: Suggestions
- Replies (6)
|
 |
So, I see a bunch of people throwing their ideas in for traits and whatnot. I wanna do the same!
So, lets do this.
[Teamwork: Outflank]
When you AND an ally, who also has this trait, are on opposing sides of an enemy, you both gain +10 critical and +10 hit.
Edit: If two enemies are also on opposing sides of you, you are denied the bonus from this trait. Additionally,
[Juggler]
Allows you to start a fight while juggling weapons. It uses the first weapon on your item belt, and reduces the momentum cost to swap to that weapon to 0. However, upon taking damage, you have a SKI/LUC-based chance to drop the additional weapon. You have to spent 3m to pick it back up from the tile it fell in.
[Eye In The Sky]
While airborne, you have better vision of your enemies, allowing you to relay critical information to your team. +15 hit for allies only.
Edit: However, your eyes have adjusted to spotting details from far away, up in the sky, making it harder for them to do the same for circumstances on the ground. -15 hit when attacking within 3 range.
[Leverage]
If you make a melee attack while airborne and your target is not, you deal 1.10x damage. [Applies on Heaven's Kick]
[Near-Death Perception - Oracle only]
As a diviner of future events, your powers of seeing the unknown become more clear as you come closer towards death's door.
-2% of hit/dodge for every 10% of HP over 70%, but +2% of hit/dodge for every 10% under 70%.
[Gold Gambler - Redtail only]
You gain a skill called "Gold Coin". On heads, you gain 10% SWA. On tails, you lose 10% SWA. 5 turn CD.
[Black Gold Gambler - Redtail only]
You gain a skill called "Black Coin". You have to be within 5 tiles of your target. On heads, your target gains 10% SWA. On tails, your target loses 10% SWA. 5 turn CD.
[Big Gold Gambler - Redtail only]
Prerequisite: Gold Gambler
You gain a skill called "Big Coin". On heads, your team gains 10% SWA. On tails, your team loses 10% SWA.
[Big Black Gold Gambler - Redtail only]
Prerequisite: Black Gold Gambler
You gain a skill called "Big Black Coin". On heads, your team gains 10% SWA. On tails, your team loses 10% SWA.
[Dagger Toss]
You gain the ability to throw your dagger. The dagger has a SKI/LUC based chance to lodge itself in the enemy, becoming stuck and causing bleeding damage. The range of your dagger is scaled SKI/10, in a cardinal line. The dagger thrown cannot be used until retrieved. If it misses, you have to travel to the end tile to pick it up. If it's parried, then it will end up to the left or right tile of the enemy.
[Strangle]
Prerequisite: Grapple skill
Requires a target to be grappled, and the target of the skill has to be under the grappled condition.
You begin to choke-out your grappled target, having a chance to inflict fear and silence on them.
Additionally, you deal damage equal to 100% of your scaled STR, plus 50% of your SWA if your weapon is a fist weapon.
While strangling, grapple becomes a 0M skill.
[Takedown]
Prerequisite: Grapple skill
Requires a target to be grappled, and the target of the skill has to be under the grappled condition.
You slam your target to the ground, inflicting knockdown and dealing damage based on 75% scaled STR, 25% SWA and the battle weight of your target.
Another round will come, once I think of more stuff.
Edit: I made some changes.
|
|
|
Juggling! [More Common Traits & Lich] |
Posted by: Snake - 12-26-2018, 02:57 AM - Forum: Suggestions
- No Replies
|
 |
Weapon Juggler
(Requires 20 base SKI and 20 base GUI)
At some point in life you felt like wielding only one weapon is much more efficient than two. This trait will make it so that sub-weapons cannot be equipped, but it will reduce Momentum cost for swapping weapons from the Item Belt by 2.
Duality (Gun-Kata)
(Requires Weapon Juggler)
Juggler Trait. What goes nice with a gun? A sword. And what goes nice with a sword? Pizza! This trait makes it so that you can item belt swap between a sword and a gun for no Momentum cost, but you can only equip 'Sword' or 'Gun' types of weapon in your main hand/item belt. (Only one Juggler trait can be equipped.)
Duality (Tactical)
(Requires Weapon Juggler)
Juggler Trait. Knife...? Gun...? Knifegun! This stance gives obvious tactical advantage when wielding both. This trait reduces the item belt swap between a Dagger and a Gun to 0M, but you can only equip 'Dagger' and 'Gun' types of weapon in your main hand/item belt. (Only one Juggler trait can be equipped.)
Duality (Blossom)
(Requires Weapon Juggler)
Juggler Trait. Versatility has its own name in Gold, and it comes in the shape of wielding a Bow and a Blade. This trait reduces the item belt swap between a Sword and a Bow to 0M, but you can only equip 'Sword' and 'Bow' types of weapon in your main hand/item belt. (Only one Juggler trait can be equipped.)
Arcane Tattoo (Void)
(Requires race with skin)
You have inscribed an advanced, forbidden Void magic in your skin that connects your Focus to the Void itself. Upon using Magic of any type, you will take 5% of your maximum HP as unresistable Null damage, and randomly spawn a Voidgate in an unoccupied tile. This tattoo buff lasts for 8 rounds, and disappears if you take Light damage.
Arcane Tattoo (Flames)
(Requires race with skin)
You have inscribed an advanced Nerhaven magic in your skin that connects your Focus to the Salamander System. Upon using Magic of any type, you will take 25 unresistable/non-absorbable Fire damage, and randomly spawn a LV200 Cinder in an unoccupied tile. This tattoo buff lasts for 8 rounds, and disappears if you take Water damage.
Arcane Tattoo (Frozen)
(Requires race with skin)
You have inscribed an advanced Aquarian magic in your skin that connects your Focus to the landscapes of Lordwain. Upon using Magic of any type, you will take 25 unresistable/non-absorbable Ice damage, and randomly spawn an Ice tile in an unoccupied tile. If it spawns on a tile that has an enemy on it, the enemy is Frozen LV200. This tattoo buff lasts for 8 rounds, and disappears if you take Wind damage.
Magical Ultimatum
(Requires Lich, Requires Essence Blast)
This trait changes Essence Blast. Instead of shooting a projectile, the skill will consume 15% of your current Focus Points and grant a buff named 'Ultimatum' for 3 rounds, with LV equal to the amount of Focus consumed. (The LV can be empowered by multiple uses.) Once the buff's duration expires or before you are defeated, you will detonate all the accumulated energy along, dealing Akashic magic damage in a 5 range circle to enemies and then yourself.
|
|
|
Masterwork Traits [General Trait(s) Suggestion] |
Posted by: renowner - 12-25-2018, 10:13 PM - Forum: Suggestions
- Replies (6)
|
 |
I sort of miss the uniqueness that the old history traits used to provide. Now, they all just give three stat points. Which is roughly what they gave before, but back before the great reckoning, they affected growth rates. Which made the different history traits feel like they had real weight to them. Now, I feel like you're fine picking any of them. However, I still really like the concept of a powerful trait you can only choose one of from a list. So my suggestion is this:
Masterwork traits!
Each of these traits will have a large requirement to obtain, take three trait points to purchase, and lock the buyer out from any of the other masterwork traits. (Unless they use a fruit of blandness or extend their legends and such.)
This list will have the trait's name, followed by the requirement below it, followed by its effects below that.
Herculean Physique :
50 base Strength.
Effect: You definitely didn't skip leg day. Your muscles are gorgeous. And due to their well kept shape, you've begun to reap the benefits of your immense strength! Your maximum battle weight increases by 50, your max encumbrance by 75, and basic attacks with fist weapons will knock your opponents back three tiles. If your grapple talent is at SR 5, the chance to apply the effect is also 100%.
Overwhelming Focus:
50 base Will.
Effect: Through some means, you have obtained an incredibly potent pool of focus to draw from. Increases max FP by 50, FP regeneration by 5, and spell power by 3. Any Zeran who starts a battle with somebody who has the Overwhelming Focus trait will be notified of it, due to their horns' affinity for detecting focus. (Much like the spiritually sensitive trait.)
Masterful Talent:
50 base Skill
Effect: Through incredible mastery of many things, the owner of this trait receives a passive +10 to hit, critical, status infliction, and +3 skill slots. They also have an increased talent for picking locks, making the job 15% easier.
Uncanny Dodge:
50 base Celerity
Effect: Through rigorous training, you've learned to avoid attacks like never before! Attacks you apply Evasion against will do 40% less damage instead of 30% less damage.
Immovable Aegis:
50 base Defense
Effect: You are a bastion of durability. While you are wearing heavy armor, you ignore knockback effects, and obtain +5 armor. (I was thinking 10, but armor can be very powerful, and might become too strong if stacked with artificial hair, or the mechenation bonus armor trait.)
Spellbreaker:
50 base Resistance
Effect: The path to mastering the art of defense against magic is not an easy one. It takes many trials, tribulations, and a whole lot of being hit by every element imaginable. Through your training, you've obtained +5% resistance against all basic magical elements! (Fire, Ice, Lightning, Earth, Wind, Light, Water, Acid, Sound and Dark.)
(Very strong, but only generally affects magical weapons, or magical attacks. Still leaves you just as vulnerable as ever to physical damage. And there's always null shell!)
Tremendous Stamina:
50 base Vitality
Effect: You're not like most. You can run for hours without breaking a sweat. Your incredible stamina has allowed you to ignore movement penalties for equipping heavy and light armor. (They no longer restrict movement like before.) Additionally, you obtain 50 health and physical stamina.
Unwavering Faith:
50 base Faith
Effect: Your piety has no equal. The effects of your holy and blessed weapons are now 25% more effective. Your stern belief in your god of choice also helps protect you in ways you might not expect. The chance of the intervention talent triggering raises by 5%. (The Devotion sub-talent that lowers damage by scaled faith. This would bump it up to a 10% chance at max SR.)
Lucky Find:
50 base Luck
Effect: You are extremely lucky! The drop rate of enemies you battle is increased by 30%. Additionally, you tend to find more money than usual. Giving you 25% more Murai from every completed battle.
Cunning Blow:
50 base Guile
Effect: You have a sharp eye. Ready to pounce in on any weakness your opponents might have. If they drop their guard for even a second, you'll know about it! Increases your critical rate, and critical multiplier by 10% each, as well as the chance of obtaining a vorpal strike by 5%.
(This effect is a bit stronger than the rest in my opinion, due to the fact that obtaining a lot of guile is generally less useful than obtaining a lot of skill, or will. Due to the fact that the flanking bonus caps at 15. My only real fear is vorapal fang might make that too strong, but that still requires a back attack. And a lot of guile. Additionally, the bonus critical multiplier is going to be extremely negligible. as with that much guile, it'll be the difference between a 200% multiplier and a 210% multiplier.)
Sanctified Body:
50 base Sanctity
Effect: Your body is a temple! And you take great strides towards making sure it remains as pristine as possible. Gives the holder of this trait +10 health, +10 focus, and +10% status resistance.
(Another stat that isn't quite as useful as most others, however i'm a bit wary of making the trait too strong, as the only real counter to healing magic is status infliction. and tanks with massive sanctity are already hard to deal with.)
Prodigious Talent:
50 base Aptitude
Effect: You were born special. Naturally talented at everything, you won't have to work as hard as the others to realize your potential. Gives you +3 to every base stat. (A very large boost to be sure, but the only reason people would ever have 50 aptitude anyway is pretty much just for this talent. So let them have it, I say! Overload will still put them in their place.)
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
And now, for the crafting Masterworks! You can still only take one masterwork trait, so you'll have to choose how your character spends his time learning or growing stronger.
Master Smith:
Level 5 at Smithing
Effect: Any weapon you make obtains +1 power, +5 hit, critical and durability due to the flawless nature of your design. Any armor you create obtains +1 armor, Magical armor, and +3 evasion.
Master Tailor:
Level 5 at Tailoring
Effect: Any armor you make obtains +2 magical armor, +5 evasion, and -3 weight due to the flawless nature of your design.
Master Woodworker:
Level 5 at woodworking
Effect: Any weapon you make obtains +1 power, +5 hit, critical and durability due to the flawless nature of your design.
(These will allow crafted weapons and armor to be slightly stronger than the naturally found variants, allowing them to sell their wares and generally be proud of their craft, should they use their masterwork trait towards it.)
Master Alchemist:
Level 5 at Alchemy
Effect: Your skill at alchemy is flawless, giving you a twenty percent higher chance of obtaining a flawless creation and obtaining an extra sample of whatever potion you were brewing.
Master enchanter:
Level 5 at Enchanting
Effect: Due to your skills with manipulating magic in weapons and armor, you obtain double the chance of obtaining enchantment catalysts upon breaking down items.
Five star Chef:
Level 5 at Cooking
Effect: Due to your passion and mastery of the culinary arts, food you create will be 5 star superb and filling! Granting +10 to both health and focus regeneration for any food you create. (A throwback to the old cooking talent back in the day. I actually still have a few five star filling swordfish steak in a crate somewhere!)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
And finally, the Destiny masterworks. Should your character devote all their time into mastering a single aspect of fighting, this is another possible reward they might obtain!
(All of these following traits will be automatically removed should they undo their destiny at any point)
Master Magician:
Level 50 Mage
Effect: Due to your obsessive study of magic, you've obtained access to the epitome of incantation! You learn the spell, "Omnibolt" A rank B invocation that deals 200% SWA + 100% of elemental attack to a single target within 20 range, split over five attacks. Each one using the full elemental attack of the required element. (Fire, Wind, Lightning, Earth, Ice) In that order. It also obtains a different effect based on if you are enchanted or not. Redgull: The spell can critically hit for 150% damage. Galren: The spell will knock down the target. Nerhaven: The spell will have a chance to inflict a level 60 burn. Kraken: The foe will have a chance to be inflicted by frostbite level 50. Talvyd: The foe will have a chance to receive lingering damage level 50 with a 3 turn duration.) Upon successfully using the technique, every other creature, foe, and ally in the battle are silenced for 2 rounds due to feeling imasculated by seeing the ultimate spellcasting ability. (But lets be real, a Rank b invocation takes I Think 4 turns to cast, and there's no way it'd actually get used in PVP without you being silenced or knocked down first. Unless it was mabye a group fight. But hey, its still flashy and cool! Maybe even a rank C invocation to be honest.)
Master Curate:
Level 50 Curate
Effect: Your love for supporting others has driven you towards mastery of holy magic. Damage dealt to undead enemies is increased by 50%. Half as much to possessed enemies or enemies utilizing spirits. Additionally, your positive enchantment effects apply for an extra turn on all allies, and your Pray will have more powerful random occurances. (3 shine knights instead of 1, 200 light damage to all enemies, a max sized sanctuary, -2 to all bad effects for your party, 150 health healed to all party members.)
Master Soldier:
Level 50 Soldier
Effect: You've learned that nothing beats experience in combat. And you have that in spades. Execute no longer requires the foe to be knocked down to use, but if used on a foe who isn't knocked down, goes on a five turn cooldown. Flatfoot also has a 20% chance times skill level to knockdown.
Master Summoner:
Level 50 Summoner
Effect: Your bond with your Youkai breaks the boundaries of what was considered possible before, Granting you the ability to bond with any number of youkai. Additionally, your skill in summoning has given all of your youkai 100 extra maximum health, and a 100 hp heal upon summoning them. (This will help many of the weaker youkai who spawn in with 200-400 health. And if it didn't also heal them, they'd spawn in below the max health, like all youkai who are summoned with synchro summon are.)
(A reason to finally go destiny summoner, and not be a bit gimicky!)
Master Duelist:
Level 50 Duelist
Effect: Your mastery of the dueling art of Vent Petale rivals that of the great masters of old. If you are wielding a Sword in your main hand and a Spear in your off hand, you are able to apply the Two hand talent to both.
Master Archer:
Level 50 Archer
Effect: Your skill with archery has given you such speed in reloading, many can't even tell you've done so! Passively makes your arrow skills cost 0m to use, effectively giving you an endless supply of the arrow of choice, as well as the ability to change the arrow based on the situation at hand. Your archery skills have also allowed you to ignore the penalty to hit within melee range.
Master Rogue:
Level 50 Rogue
Effect: You've learned to squeeze every little bit of potential out of the daggers you use in combat. Your mastery of the art thus, has granted you +10 power to any dagger weapon you use. Additionally, your skills in stealth and sabotage have allowed you to activate the sneak sub-talent of concealment against player character battles as well.
(Which would let elimination deal 30% more damage, and spelltheif's +10% to all damage while sneaking for the first three turns of combat which otherwise often goes unused.)
Master Martial Artist:
Level 50 Martial Artist
Effect: Your skill with unarmed combat is legendary. Your body a weapon. Your soul, a shield. Max Ki becomes 40. Fist weapons can now apply two hand as if it were a spear, sword, or axe. (You still require a hand slot item that isn't a shield or weapon. Don't ask why!) And your schwartz sturm now caps at 10!
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
And that's my contribution for the day. If nothing more, I hope you enjoyed the read, or could at least laugh at it!
The intent here is twofold. One, grant characters the ability to choose a defining trait that sets them apart from those who might otherwise have similar builds. And two, to add more traits to the pool of available ones so that we can work towards making those 21 trait points actually all usable!
(Another reason I think these would cost 3 trait points, besides just their general power.)
|
|
|
Plus Ultra!! [Boxer Changes] |
Posted by: Lonestar - 12-25-2018, 09:57 PM - Forum: Balance Fu
- Replies (11)
|
 |
It's been a while since people have been discussing Boxer's changes, mostly around Geist Schritt's mechanic. Most of the people stopped using the class for what it offers, which is the technique of playing and RPing as a skilled close-ranged fist fighter, that relies in nothing but their fists, unlike the other two Martial Artist classes.
But this relying on Geist Schritt only for the sake of a 50/50 gambling game, which rewards you with +3 momentum on win, but no reward for the opponent. Boxer's other problem, which is the extensive number of skills and the Skill Points management, and also some skills that doesn't seem to fit the class at all, or should have their mechanic changed. With that in mind, I'll place my suggestions below:
Geist Schritt (Eins/Zwei/Drei)
-Instead of total negation of the skill used, the skill should provide with a nifty DR bonus if successful, something akin to Stalemate's damage reduction.
-Should not give 3M momentum to Boxer if successful.
The bane of Boxer and what made the class so famous during launch, and also what's holding the class from being buffed. Gaining momentum in any sort of way in this game is extremely game-changing and can be abusable to provide with certain settings.
Scharfe
-Change the skill completly, from giving Hit/Crit to provide a boost Boxer's Skill power to 5*Schwarz Strum level, to a maximum of 40%.
-Give the skill a cooldown after the buff ends, around 3 or 4 turns, so it's prevented from being spammed.
-Increase the FP cost to 20 or 25.
Remember where the other 40% is, after Schwarz Strum was nerfed from 5% per level? Well, here it is. Scharfe currently adds nothing to the Boxer setting, as the class is entirely auto-hits, meaning no crits or necessity for hit. Sure, it could help against Evasion, or even combo with a Duelist class, but Duelists tend to not have a high FP pool, and the whole setting to increase your Strum requires much time that they don't have, making it not worth it. This change will give the skill more light to Boxer users, without being super oppressive, as the scaling on their skill aren't as high as let's say, Demon Hunter's Reaver. Evasion users can still mitigate this, and doomwalls too.
Schwarz Strum
-Change the innate to a one skill point requirement only, with the maximum Strum still being 8.
Once again, one of Boxer's worst things is their skill point management, as great part of it, everything seems to be really good. A few passives being changed to a one-point requirement would actually aid the class on that aspect, as they already suffer enough with Skill Pools if you don't focus on SKI or aren't Destiny. Even as Destiny, you would find yourself sweating.
Nachbeben
-Change the passive to a one skill point requirement only.
-The max range of the winds would be half of the previous maxed one, in this case, 3.
Same thing as above, but it's something people have been placing at least only one point for the sake of the extra AoE damage. Said AoE doesn't apply (as far as I know) to the target, so why not make it permanently a three range instead for one point? It looks way better of a deal to me.
|
|
|
Snaaaake Eaterrr! [Serpentkin Common Traits] |
Posted by: Snake - 12-25-2018, 07:51 PM - Forum: Suggestions
- No Replies
|
 |
Serpentine Affinity
(Requires 20 Base SAN, Naga/Glykin/Hyattr/Wyverntouched)
Your affinity to your serpentine side is more notable than the others, which may allow your body to develop unique traits shared in common by the patron gods of the Serpentkin. This grants a 15% Fire Resistance and -15% Ice Resistance.
Cold Blooded
(Requires Serpentine Affinity)
Serpent Trait. Due to your affinity to your serpentine side, warmer environments increases your metabolism, and colder environments slow it down. Taking Fire Damage will increase your Momentum by 1, but taking Ice Damage will reduce your Momentum by 2. (Will only happen once per turn. And only one 'Serpent Trait' can be picked.)
Harder Scales
(Requires Serpentine Affinity)
Serpent Trait. Your scales are more noticeable and serve as a way to deny sundering damage being done to you. Increases Slash Resistance by 15%, but reduces Blunt Resistance by 15%. (Only one 'Serpent Trait' can be picked.)
Snake Eyes
(Requires Serpentine Affinity)
Serpent Trait. Your pupils and irises can shift colors and allow you to have a limited infrared heat-sensing sight. Passively increases Hit by +5, reduces Light Resistance by -10%. Attacks done against enemies who are inflicted with Burn will have a bonus 40 Hit. Enemies inflicted with Frozen/Celsius/Frostbite will be almost invisible though, making you unable to target them. (Only one 'Serpent Trait' can be picked.)
Venom Spitter
(Requires Serpentine Affinity and Wyverntouched)
Serpent Trait. Some Wyverns tend to save their precious time and effort with biting by just spitting their venom at their prey. Your mouth and fangs have adapted to do so. Increases Poison Bite's range by 5 and changes the damage from Pierce to Poison and becomes unresistable. But it cannot be used on enemies within 2 range, as it will automatically miss. (Only one 'Serpent Trait' can be picked.)
Furnace Chomp
(Requires Serpentine Affinity and Hyattr)
Serpent Trait. What do you have again? Iron gut? You could call it a pool of lava. Your stomach can turn anything into ashes within seconds, so why not have a snack in the meantime? Grants you a skill 'Furnace Chomp', which allows you to bite a chunk off from your enemy, it deals STR pierce damage and has a chance to inflict Burn. If this skill defeats a non-Boss, non-Player enemy, your HP will be restored by 15%. (Only one 'Serpent Trait' can be picked.)
Viper's Kiss
(Requires Serpentine Affinity and Naga)
Serpent Trait. Your affinity to your snake side caused your lower body to start producing toxins on its own, which makes you able to harness it partially with some backlash. Grants a skill named 'Viper's Kiss', a bite that deals STR pierce damage, which may inflict Confusion and Poison LV(SAN/2) to an adjacent enemy after a stat-check, but deals 20 unresistable Poison damage to you. The skill gains a bonus 50% chance of success if your target is restrained or immobilized. (Only one 'Serpent Trait' can be picked.)
Divine Scales
(Requires Serpentine Affinity and Glykin)
Serpent Trait. Thanks to your heightened affinity to your serpent side, you're able to do similar boons like Glykon once did by sharing their power. Grants a skill named 'Divine Scales', which cleanses Poison and grants Poison Immunity to an ally within 4 range for 3 rounds. But you'll also receive Interference for 3 rounds, as this is taxing on the body of the user. (Only one 'Serpent Trait' can be picked.)
|
|
|
One-Trick Pony [General Trait suggestion] |
Posted by: Snake - 12-25-2018, 06:51 PM - Forum: Suggestions
- Replies (1)
|
 |
Inaptitude
(Requires Base APT at 0)
- You're not really fit for combat at all, but you have a strong belief that you can be as good as one even with no fitness at all. This trait reduces your Skill Slots to 4, and negates Skill Slot bonuses granted by SKI/WIL/GUI. (Those are treated as 'One-Trick Pony' abilities while this trait is equipped. When equipped, this trait will also remove all of your skills equipped. 'One-Trick Pony' abilities have their FP cost reduced by 25%)
Simple Tactics
(Requires Inaptitude)
- Unlike other combatants, you're obviously not versatile with what you do, but you're pretty well-used to doing one or three things. This further reduces the FP cost of all 'One-Trick Pony' skills/spells by an extra 25%, but reduces your Skill Slots to 3. (When equipped, it will remove all of your skills equipped.)
Skill Addiction
(Requires Inaptitude, Simple Tactics)
- Your lack of versatility is slowly devolving into some sort of fanaticism by now, to the point of becoming a sworn oath that you will do nothing but use it in combat. Once you use any One-Trick Pony skills over 10000 times in combat, this Trait will grant a passive bonus of +3 to all of their Rank LV. (Finishing combat without this Trait will RESET your progress to 0.)
Art of Choptaro
(Requires Inaptitude, Simple Tactics and LV10000+ Skill Addiction)
- You've became nothing but a maniac who can only use one skill in combat, following the legendary martial art of Choptaro. Increases the 'One-Trick Pony' skill's Range by 3 (if base Range > 1), Hit and Critical by 50 and Rank LV by an extra 3. Furthermore, any cooldowns that would apply to those skills will be removed. (It will not affect skills that 'can only be used once per round'.)
|
|
|
Appo's Trait Suggestions |
Posted by: WaifuApple - 12-25-2018, 05:44 PM - Forum: Suggestions
- Replies (2)
|
 |
Considering people are suggesting new traits now, I wanted to suggest my own idea for a few traits I'd like to say.
Underdog
Req: None.
You perform best when outnumbered, and can pull through even when the odds are against you. When there are more enemies than allies, you gain +5 to Weapon Power.
No Surrender
Req: None.
No matter what the world brings your way, you will fight on til the very end, whether you think you can succeed or not. Reduces chance of fleeing to 0, rendering you incapable of running, but boosts Weapon Power by +10.
[Odd Strength
Req: Not taking any of the even traits.
You perform better when things feel odd. On odd numbered turns, you gain +5 weapon power, but -5 power on even turns.
Odd Speed
Req: Not taking any of the even traits.
You move faster when things feel odd. On odd numbered turns you gain 5 initiative (or cel, whichever works), but on even numbered turns you lose 5 initiative instead.] These two would be good with an even variant. You'd be unable to take odd and even traits together, though.
Martyrdom
Req: Die Hard
Even when you're down, you won't accept it without trying to take someone down with you. When you activate Die Hard, you gain a buff called "Matyr", giving +10 to your initiative for that turn, but locking you out of skills and magic for the length of it. Once your turn next ends, or you are killed, the Matyr ability will activate, reducing your health and FP to 0 (if they are not already), and deals damage equal to the drained FP to any enemy within 3 range of you. You cannot proc die hard more than once in a single battle with this trait.
|
|
|
FPS drop (Artificial lag) |
Posted by: renowner - 12-25-2018, 12:55 PM - Forum: Bug Reports
- Replies (1)
|
 |
I've been experiencing a slow and progressing drop in FPS ever since the newest update launched, on my newest character. People on OOC seem to be having a similar issue. And although I can't say for CERTAIN what is the culprit, I think it might be the divine eye traits humans now possess.
What I know:
After playing the game for about half an hour or more, the game suddenly slows to about half normal speed.
Upon relogging or reconnecting, all lag vanishes.
I use the eye techniques quite a bit.
Clicking people and objects becomes impossible after using an eye technique sometimes. (You can only click the edges, the middle is blocked by something invisible.)
Maybe the lines are staying, invisible, over your character when you use the technique? I can't be totally certain, I Just know that i'm not the only one having the issue. And it seems to be based on your own character, not the server. Since a relog fixes the issue temporarilly.
How to replicate:
Play a human and spam your eye techniques for 10-30 minutes until your game starts running at half speed. At least I presume the eye techniques are the cause, they seem to be.
|
|
|
Onwards, unto victory! [Trait suggestion] |
Posted by: GSM - 12-25-2018, 08:23 AM - Forum: Suggestions
- Replies (2)
|
 |
With the first batch of traits finally released and the rework coming soon, I'd like to suggest something to help develop a line that I think really deserves its own development in the future.
Quote:Charismatic
Req: 20 Will
Your forceful personality is great at motivating people. Grants a special skill in battle called Motivate (Charisma). (Boosts Critical for all allies by Scaled WIL - 10 until your next turn. 3 round cooldown.)
Charismatic is one of my favorite traits as of now, mostly for roleplay and thematic character building. I already have a character with this trait, and it's hard to not like the trait.
That being said, I'd personally like to see it have some higher-tier traits, locked behind the Charismatic line.
Here's my idea:
Quote:Inspiring Figure
Req: 20 Will, Charismatic
You've learned to rally others in order to keep their morale and willpower high. Grants a special skill in battle called Motivate (Inspiration). (Boosts Hit and Evade for all allies by Scaled WIL - 15 until your next turn. 3 round cooldown.)
Quote:Natural Leader
Req: 20 Will, Inspiring Figure
Through whatever means, you've become a respected leader, able to decide a fight with the bonds of kinship between you and your allies. Grants a special skill in battle called Motivate (Rally). (Boosts Move and Weapon Power for all allies by Scaled WIL / 10 until your next turn. 3 round cooldown.)
These are just my thoughts, and everything can be changed or adjusted accordingly. Open to suggestions, and want to see if this'll go smoothly!
|
|
|
|