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[v3.01f] Mid-Battle Crash...

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Nekojinn
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Forum: Quality-of-Life (QoL)
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who
[3.03c] Icon offset when ...

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Bring Seiryuu Back

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[v3.03c] Summon Drizzle

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Trexmaster
The Economy and You

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09-17-2025, 04:46 PM
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Autumn
Blotch Evasion

Forum: Balance Fu
Last Post: Autumn
09-17-2025, 03:40 PM
» Replies: 2
» Views: 285

 
  The lightning hits for a fatal blow!
Posted by: Autumn - 10-10-2017, 04:58 AM - Forum: Balance Fu - Replies (81)

Lightning crits on skills seem to do way too much damage, they scale harder than basic attack crits most of the time due to all the modifiers they receive.


In perspective, lightning criticals start at 1.25x (With respective talents spent) before your GUI, meaning with 50 GUI you can deal 1.75x damage, not a lot of weapons other than axes and daggers can do this, its especially abusive with Crystal Rose and Crescent Rook, both scale tremendously well.


And because these are autohits they only need to go through the critical check, so I think that first off, swift effects for lightning criticals should scale half of your GUI to start off, this will help set them in line.

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  Banqhit
Posted by: Inconspicuous Kitty - 10-10-2017, 01:29 AM - Forum: Bug Reports - Replies (4)

Banquet does not display a hit check.

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  Battle under the Bonesaw
Posted by: Inconspicuous Kitty - 10-10-2017, 12:36 AM - Forum: Suggestions - Replies (2)

Can battle indicators overlap remains? Currently, remains go -over- the battle indicators, meaning you need a bonesaw to so much as observe them.

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  We did it bois
Posted by: Snake - 10-08-2017, 11:41 PM - Forum: General Discussion - Replies (7)

[Image: fJ3Qsic2QcO5aFViror9yA.png]

What happens when Martial Artist go vs a Priest. (We almost crashed the server) Now nerf Graft/Second Chance.

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  let me fight Professor pink
Posted by: Skullcatrons - 10-07-2017, 08:21 PM - Forum: General Discussion - Replies (22)

I kept finding myself in her damn room 4th time this year.

she's stealing me from my home, man.

[Image: 4f697c10ce4e0d791f45c0a2e3ae4ccb.png]

I'm level 60. I should whoop her for just doing this to me.

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  Amazing Mortissimo Scaling
Posted by: K Peculier - 10-07-2017, 03:55 PM - Forum: Balance Fu - Replies (6)

The scaling of san and str for the Mortissimo should be switched around. It is currently the best fist weapon in the game because san is more beneficial than str.

Most people will ignore str in favor of san and get 100 scaled weapon attack with a mortissimo because the scaling is that good. Imagine a fist that scaled 85% skill, cel or def. Well the mortissimo does that for san.

A Mortissimo is also considered a fist weapon so it is not affected by eviter or stalemate, and it gets amazing bonuses from martial artist.

Dev has made a very unique effect for the UL, but in reality then scaling is what this weapon is used for. I believe people should commit to using the 10* effect of this weapon to its full potential rather than using it for defensive stat scaling.

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  Make stylish fighting great again. [Reaver Stance's underpowered state]
Posted by: Snake - 10-07-2017, 02:47 AM - Forum: Balance Fu - Replies (5)

So yeah, Reaver Stance is terrible right now after Evasion was implemented. Each Evasion proc immediately leads to the enemy either sapping your FP away (Greenscale Tunic) or an insane critical damage comeback with Voltiger Sidecut/Sillcut (Duelist). Now let's look at Reaver. A stance that's made more to score style points than actually do damage.

It doesn't even have a proper post-round utility like the others, it's quite sad. Especially when you NEED to be a Destiny Demon Hunter to make any good use of the class, due to the lack of Skill Points to cover at least more than two stances. (You may quote me on this, I still think it's impossible to be a 'real' Demon Hunter without being Destiny. So it limits you, by a SHARP LOT.)

Yet another problem is Reaver Stance giving no benefits or bonuses for being a stance to end your round on or as, compared to Matador, which grants a '-20 flat physical damage reduction', Cobra, which grants '2 flawless damage avoidances', and Desperado, with their 'nullify one gun attack instance'.

The damage from Reaver is way too low, to the point it becomes more worth just spam Crystal Rose, which costs 12-15 FP and do 200+ damage in an AoE, than perform a full Reaver combo, using up 60-80 FP (sometimes twice the amount if the enemy is wearing a Greenscale Tunic) to do less than 120 damage on someone who didn't even bother to invest in DEF due to Evasion, or tickle the ones who are armored up.

The time the stance's offensive skills got nerfed, we didn't had Evasion for everyone. Evasion is sure doing its job right, but completely destroying the damage of certain skills that don't have a scaling higher than 130%. Just this small fact already begs for a change.

-

So yeah, keeping this short, hoping I made my point here, I'd like to suggest a few changes to Reaver Stance, to at least bring back some of it's former power it had. The goal being making it do more damage worth its costs, and a new, extra gimmick for people who risk their defenses by staying in Reaver Stance and ending their turn:

Quote:[strike]Reaver Stance - At Rank 3, Combination Fighter's duration will be refreshed at the end of the round, if Reaver Stance is active.[/strike]

Combination Fighter - -15% damage, -1M, -25% FP cost per LV. Stacks up to LV2.
- At Rank 2: Applies a debuff on the enemy, which reduces their Armor and Magic Armor's effectiveness by (25 * LV)%

Chaser/Rising Tide/Elemental Rave - 90% SWA (+10% per Rank).

And this will probably be my last Balance-Fu ever for the rest of this year. Promise. And for everyone else, feel free to discuss about my last post ever™.

Also yeah, buff Kinu, Kinu shouldn't be weaker than Ashe. Viva anarchy!

EDIT: Probably should reduce or remove the Evasion part, as Flatfoot exists and there is now the possibility of using it in the middle of a combo, if the Reaver retains Combination Fighter.

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  You Shall Go No Further
Posted by: Inconspicuous Kitty - 10-05-2017, 09:47 PM - Forum: Bug Reports - Replies (1)

I know this is a recurring issue, but it is still happening.

[Image: 850d3b1b575d22db306a8cb49d8b1c39.png]

No doors allow me to go deeper. This is the fourth level of a standard level fifty crypt, with no modifiers.

I've posted a suggestion that may alleviate this issue to some degree.

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  TeleTrap Crafting
Posted by: Inconspicuous Kitty - 10-05-2017, 09:44 PM - Forum: Suggestions - Replies (6)

So sometimes the dungeon generation goes awry and leaves you in situations like this:
[Image: 850d3b1b575d22db306a8cb49d8b1c39.png]

Worth a bug report. I know. But I have something that I believe could be considered worth a solution, after seeing a party before me utilize a teleport trap to go deeper, and it's just that - the ability to create, and place teleport traps what launch you randomly among the floor in the dungeon, and perhaps a right-click teleport your whole party tool that's craftable with it.

Just an idea.

A bug report is going along with this, yes.

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  Prinny Heads
Posted by: Inconspicuous Kitty - 10-05-2017, 06:39 PM - Forum: Bug Reports - Replies (1)

Prinnie's dont have a head. Considering it's a debug mob, this might not be a bug in of itself, but for the purposes of headshot testing I'm quite sure it's worth adding to them.

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