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  RE: Spirit Trip
Posted by: Joseph Jostar - 06-29-2018, 01:47 AM - Forum: Bug Reports - Replies (1)

Spirit Trip, the potential skill of the tome Rexys, states that all enemies in its line of effect will be targetted by the skill. However, the projectile is destroyed upon its first collision with an enemy (dealing damage).

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  Pitch for Boxer to punch more and Geist less
Posted by: Snake - 06-26-2018, 11:09 PM - Forum: Balance Fu - Replies (2)

So, here's a small proposal to finally debunk Boxer out of Balance-Fu:

Quote:> Change Muuden to steal 5% of enemy's FP, if Geist Schritt activates. Remove the auto-skip part on it.

> Change Geist Schritt (Eins) and Geist Schritt (Zwei) to grant a buff that reduces the next Boxer offensive skill's Momentum cost by 2 and ignore enemy Evasion/Evasive Skills, if it procs from being targeted. Remove the Momentum refund part on it.

> Geist Schritt (Drei) becomes a two-use skill. First use dashes forward, the second use costs no momentum, and makes you dash towards the closest enemy, granting 1 Schwarz Sturm. (Technically, make the 'dash towards if not targeted by anything' part be manual.)

And finally, since Boxer won't be able to tamper with Momentum anymore:
Quote:> Korkenzieher, Sturm Shreik and Grandupper's scalings become 90% (+ 10% per rank level) SWA.
> Swaying grants 1 Schwarz Sturm per 3M it uses.
> Scharfe's duration, and bonuses are equal to (amount) your Schwars Sturm LV * 2. It also resets Schwarz Sturm to 0.

And then finally leave the class alone forever, moving over to Dragoons, Dark Bard or Necromancer, who are way more interesting to think about than this balance-bullied class.
Any questions of why I chose this, type away. I'll be willing to answer why I think this is the best way to make Boxer less annoying to fight against, or as. But it doesn't take much brain to notice that unfair mechanics are what often bring salt to combat-oriented environments.

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  Shoot you until you're dead (Again)
Posted by: Autumn - 06-26-2018, 10:47 AM - Forum: Bug Reports - Replies (6)

Wild ride seems to be bugged extremely heavily, its not exactly shooting people until they're dead but its doing way more damage than intended I bet.

With 1 wild ride I Was able to to do 408 damage to a single target, but faced against multiple targets my damage was fine.

This is where I think that having 1 or 2 targets during wild ride makes it shoot the gun's rounds per tile traveled, which can rack up a lot of damage insanely quickly.

[Image: FGiOTaS.png]


This is the damage during wild ride, by the way , wild ride's damage is supposed to be 25% of your SWA taken into account.

[Image: a8n2iLs.png]

I actually do 1 more damage per shot during wild ride than I do normally.

Here's the debug info, ftr I was using a gun in my main hand, not my off hand.

Code:
Debug: Wild Ride - /obj/skill/wild_ride
Debug: Checking cost negation effects.
Debug: Before Use Skill called. Steamy Sabateur, Daring Desperado, Wild Ride, 1
Debug: Raven's Revolver; rounds = 4, rounds_over = 1, bonus_dmgs = 25.25, bonus_dmg_over = 25.25
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Raven's Revolver; rounds = 4, rounds_over = 1, bonus_dmgs = 25.25, bonus_dmg_over = 25.25
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Raven's Revolver; rounds = 4, rounds_over = 1, bonus_dmgs = 25.25, bonus_dmg_over = 25.25
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Raven's Revolver; rounds = 4, rounds_over = 1, bonus_dmgs = 25.25, bonus_dmg_over = 25.25
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Raven's Revolver; rounds = 4, rounds_over = 1, bonus_dmgs = 25.25, bonus_dmg_over = 25.25
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Raven's Revolver; rounds = 4, rounds_over = 1, bonus_dmgs = 25.25, bonus_dmg_over = 25.25
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 25.25
Debug: Basic Attack - Weapon Raven's Revolver; 0
Debug: Total Power for Raven's Revolver / Raven's Revolver was 18.
Debug: no_armor was in flags
Debug: projectile was in flags

Whichever of these isn't intended should be fixed probably, if I had to wager, the damage cut isn't working properly.

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  Dangerous Dunce
Posted by: Nekomancer - 06-26-2018, 04:02 AM - Forum: Balance Fu - Replies (5)

Dangerous Dip gives 3 void energy when going through a voidgate, which is great. But if you use Blind Spot and teleport to an out-of-sight voidgate, you take unresistable damage and immediately lose sneak. Is there a chance of changing that, if it was intended? The only advantage to using Dangerous Dip is gaining 3 void energy, but by doing so you're sacrificing a potential +40% damage/insta-kill chance with Eliminate in addition to the null damage.

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  Muuden
Posted by: Autumn - 06-25-2018, 07:06 PM - Forum: Balance Fu - Replies (4)

Muuden should probably not work on the first round, accompanying skip rules.

On top of this, it probably shouldn't be able to skip when skip is on cooldown, as you can literally force double turns with it now that everyone else has skip on cooldown.

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  RE: Charge Mind + Vydel
Posted by: Joseph Jostar - 06-25-2018, 03:15 PM - Forum: Bug Reports - Replies (7)

Since the recent update, Vydel's damage is no longer affected by Charge Mind and it does not consume the Charge Mind status. This occurs regardless of whether the Vydel is cast through Tarnada (as intended) or manually by an Evoker (probably not).

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  Dungeon Generation (levels)
Posted by: Trexmaster - 06-23-2018, 09:22 PM - Forum: Suggestions - Replies (7)

With the new update taking into account the lower and upper levels of characters currently online...this has had the adverse effect of making it so that a dungeon of level 61 or higher is impossible now. Aside from the pre-generated statics, of course.

If this new system is going to stick, could it generate 61+ as normal if '60' is the upper limit? I'd say just add 10 to the upper limit but IDK how it's laid out, since I don't want to remove 1-9 from the possible rolls either.

As it stands it's no longer possible to have a 'pure' dungeon since that only occurs in dungeons that are higher than level 61, and 60 is the current limit due to the recent change capping it out by the higher level player in the game. So if it could be adjusted to allow this again, that'd be nice.

p.s. I dunno if I'd call this a bug or not, so I'm putting it here as a suggestion.

t-this isn't a prelude to a level 70 cap is it

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  Healing misscharge
Posted by: Autumn - 06-23-2018, 10:19 AM - Forum: Balance Fu - Replies (3)

Is it possible to have it so that healing discharge can be cast with any weapon so long as a bonded youkai is summoned? Its currently very limiting and requires a tome for a class that really tries to promote using general weaponry along with youkai.


The reasoning is that Bonder really needs a lot of work done on it, but this much would at least help the class stand on its own feet for now.

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  Bang, bang, bang?
Posted by: Snake - 06-22-2018, 03:53 AM - Forum: Suggestions - Replies (5)

Pull my devil trigger!

Can Demon Hunter have access to Darkness Flame? My ideas about how it would work are quite simple:

Effects:
- It grants you the effects of Charred Void. So cinder tiles become dark cinders.
- It increases all stats by 5+Rank LV.
- It reduces momentum costs for Demon Hunter skills to 1M while Darkness Flame is active.

Drawbacks:
- It consumes FP by 5%, doubling the amount per round elapsed. Kind of like Ki Awoken, but consuming FP instead. If you run out of FP, Darkness Flame will slowly start to drain away HP instead.
- It reduces the user's HP/FP healing while Darkness Flame is active by 95%. (To prevent Dullahan getting chain stunned.)
- It has a 3 round cooldown, which means, you can't turn it off on a whim, different from Ki Awoken.

Does it have counterplay?:
- Hexer's Strangling Etacof.
- Spellthief's Focus Steal.
- Greenscale Tunic.
- Healing.

The reason is that frustration is getting bigger, at how Monk is the only class that gets Shonen love. I want to have my 'It's time to let er' rip', but with the most stylish class in the game. Maybe stack Darkness Flame over Ki Awoken and become the embodiment of a living time bomb? It sure would be fun to play as that. Other ideas are welcome, though.

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  Trap Disarming
Posted by: Trexmaster - 06-21-2018, 09:13 PM - Forum: Suggestions - No Replies

As it stands, to disarm a trap you're given either a d20,40,60,80,100,or 120 with max Disarm AND the trait, and you need to roll higher than the trap's level*10.

So with the absolute highest die (d120) you can get, your odds of disarming traps are...

Code:
Level 1: 92.5%
Level 2: 84.2%
Level 3: 75.8%
Level 4: 66.6%
Level 5: 58.8%
Level 6: 50%
Level 7: 41.7%

And with the die just about anyone will normally have (only r5 Disarm, d100)

Code:
Level 1: 91%
Level 2: 81%
Level 3: 71%
Level 4: 61%
Level 5: 50%
Level 6: 41%
Level 7: 31%

Meanwhile, with a r7 lockpick and all 10 ranks in Knowledge, you can only start failing lockpicking past level 70 dungeon floors. With the proper traits no lock exists in the game that you cannot always pick.

This is due in part to how different lock and trap rolls are made. Locks require you to roll UNDER the DC given, and your bonuses work to increase the DC, and you always roll a d100, as far as I'm aware. For Traps, the DC is always Trap Level * 10, and you're given a die based on the bonuses you have, anywhere from a d20 to a d120, in increments of 20. This makes Locks insanely easy and nearly always a guarantee with the proper investment, while traps will never see the same level of assured success.

Thus people have taken to preferring to slam their faces into traps rather than invest into any skills to safely handle them, considering the investment required to handle them. When presented with having to decide between faster lockpicking, or picking up Failsafe (to make trap disarming actually worth it considering your very, very good odds of failure no matter what), most people will lean toward ignoring trap disarming all together. Not to mention the Scout talent required to spot them in the first place, without using your face as a trap-checker.

So there's several ways to go about fixing this.

Altering how trap disarming works. Have Disarm ranks and other bonuses to trap disarming instead grant modifiers to your roll and increase the DC for traps across the board to compensate for this. I.E. have level 1 traps start at say, DC 70 or 80, then go up in a similar fashion to before from there, whilst having players roll a d100 as per the norm. Though now Disarm just adds a flat +20 per rank to your roll, and Trap Dismantler another +20. This would still offer a chance for failure at higher levels, but remove the odds of failure entirely for lower ones.

Make traps worse. The option no one probably wants, but would offer more incentive to prefer disarming traps as opposed to disarming them with your face. This could either just be making the current traps far more annoying/lethal, or implementing new ones to make everyone's lives more miserable. Something like spike traps dealing far more damage, or having a chance to inflict wounds at a much higher rate--or even automatically inflicting Fever at higher levels. Or Teleport traps just sending you straight out of the dungeon. As for new trap suggestions, I'll put those in a spoiler beneath this.
Mimic: When activated, throws players into a Back-Attack fight with monsters appropriate to the dungeon floor, or even a new unique monster (see: a Mimic), but that'd require even more work to be done. Oh wait...

Poison Gas: When activated, inflicts a Pathogen type wound that lowers stats, only Glykins and races immune to pathogens ignore this.

Self-Destruct: Destroys the trapped chest when activated and deals damage to the party at a higher rate than Spike Traps.

(If new, worse traps are introduced, I'd suggest perhaps tuning the chest rewards to compensate for the difficulty hike.)

TL;DR

The verdict is that traps are just too much of a pain in the ass to bother handling properly and reward you very little for actually investing in the ability to do so, while lockpicking is simplistic, highly rewarding and absolutely necessary to proceed in dungeons or even have the chance at getting loot. So either tune traps to be more reliably dealt with for those who actually invest in the skills to do so, or make traps that give incentive to be dealt with properly.

One last point--with Failsafe's existence, so long as your die is big enough to have an above 0 chance of success, it doesn't matter how many times you fail. If traps do get reworked, I feel that the 'reduce odds of trap activation' effects should start to decay as you rack up failures on the same trap. Either something simple like '10% higher chance to activate per failure' or something based on trap level like 'trap level*2 higher chance to activate per failure', with each rank in Failsafe being worth -20%, and Trap Dismantler being worth -50%, for a grand maximum total of -150% chance to activate, giving a healthy amount of leeway for someone totally decked out on -activation chances. (instead of Failsafe making Trap Dismantler absolutely worthless in terms of its activation chance reduction).

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