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Kameron8
[3.01 v3] Bone Breaker

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[3.01 v3] Blood Flows Lik...

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Rendar
[3.00j] Kamiya Counterant

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Miller
This update is just.. kin...

Forum: Balance Fu
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Versatile

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Disastrophism 2 Mapping O...

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[3.01 v2] Godray Undertow

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[v3.00j] Eventmin Mob Too...

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[2.92b] Hotbar skills not...

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Yesterday, 03:22 PM
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  Pot of Tears
Posted by: Snake - 07-23-2017, 09:57 AM - Forum: Bug Reports - Replies (1)

[Image: XsqkCQpdT6mrZqvoS-kQdQ.png]

Upon closing and reconnecting to the game, some skills and spells will be automatically removed by this flag for 'skills/spells over the proper skill pool limit'.

This makes Spellthieving a giant nuisance, because you have to re-steal every magic you randomly lost due to this flag miscounting your real skill pool slots, just to lose it again once you log off and come back later.

If this flag was working as intended, it would only remove 1 skill, not 10 at once. (And I lost Malmelo and Astral Belt forever, those were the stolen spells.)

Total after equipping everything/Before Reconnect:
[Image: kM-K-zcURe6S-gE1SWg54Q.png]

Reconnect:
[Image: vmvVUCnbS9iYqxv5GDcc8Q.png]

The game insists that my total skill slots is 16, while it is truly 24. It is certainly not checking for equipment/classes's granted extra skill slots before the sudden removal.

And I think this could only apply when you move equipment around (which really seems to be the only way to cause the other post's exploit), instead of at every reconnection. Unless you can code some witchcraft that will make this stop checking for the base slots and go for the total slots.

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  Skills Slots and Where to Equip Them
Posted by: Grandpa - 07-22-2017, 09:29 PM - Forum: Suggestions - Replies (16)

It's becoming a bit of an issue to equip skills on many, many characters now. But this is something I've been thinking about for a long while. It's very difficult to equip all of your skills and be as stylish as you can be. So I'd like to discuss a few options to fix this.

One, make will increase skill slots by one for every 5 instead of every 10.

Two, make the base number of skill slots 10.

Or three, make it so you can increase your base skill slot cap through legend ink.

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  Melee weapons ending turn early
Posted by: kuraigu - 07-22-2017, 07:00 PM - Forum: Bug Reports - Replies (24)

When making a new character, I found that using a melee weapon appears to automatically end your turn as though you're out of stamina after moving. This was tested with a longsword and with bare fists, as well as with a tome to make sure it didn't apply to all weapons. It seems that regardless of class, skills, traits, stats, or anything else for that matter, using a melee weapon including your bare fists causes your turn to end after moving regardless of your remaining momentum. It doesn't apply to any other actions as far as i can tell, I was still able to attack and then choose to make other actions afterwards regardless of if I had the momentum to actually do anything else or not.

Something down the line must stop this bug from happening because I imagine it would have been identified as soon as it came to be otherwise. At the moment I have no idea what that is, all of this testing was done on a fresh character.

EDIT - The tactician trait seems to immediately fix this bug.

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  Grass Cutter Malfunctions
Posted by: Lonestar - 07-22-2017, 06:26 PM - Forum: Suggestions - Replies (6)

Sometimes in PvP, that series of dense bushes may or may not appear in the North or South of the map, leading to situations like this:
[Image: 2256f9414e.png]

This can be extremely unfair for slower chars, as it closes the gap between them and makes buttstabbing more possible.

Can the dense bushes spawn only at East/West, vertically? Or not spawn it at all?

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  KorkenzieeeEEEEEEEEE--!! *bling! gone!* [Korkenzieher line adjustment]
Posted by: Snake - 07-21-2017, 08:23 PM - Forum: Balance Fu - Replies (3)

Can Korkenzieher be an adjustable line like Chaser? ('Like Chaser', i.e the line can be reduced in size to the minimum range of 2 squares, and when you select the skill to target, the line always starts at maximum range.)

Sometimes (if not most of the times, due to battle doodads and how Schwarz Sturm builds up) it becomes impossible to use the skill because the last square is over something or even another enemy, and most importantly, you have no control on your Schwarz Sturm level, so once you go, let's say, beyond LV4, you will always end up way too distant from where you want to land, and the only way to reduce Schwarz Sturm is to either cancel it or use Orkam Drehen. Sooo...

I think the line should be resizeable because the skill is more a 'basic boxer skill' than anything, something you use just to reposition yourself after a combo, or to reach a far target fists first. Pretty much like Chaser is sometimes used to reposition yourself during a Reaver combo.

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  Pot of Greed
Posted by: Nytingale - 07-21-2017, 06:38 PM - Forum: Bug Reports - Replies (2)

There's an exploit where one could use equipment and enchants to push their Skill Stat Points just high enough to gain an extra Skill Equip Slot; equip the extra skill, then remove that piece of equipment to keep the skill equipped:

http://prntscr.com/fymkex

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  Silencing the Silence
Posted by: Sarah54321 - 07-21-2017, 02:45 PM - Forum: Bug Reports - Replies (1)

When using a Nightflower item, if you strangling etacof, then silence them again, it refreshes the silence to be only one duration.

Steps:

1. Silence using Nightflower
2. Strangling Etacof
3. Silence again

You now only have 1 round of Silence again.

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  Asura Cannon
Posted by: Autumn - 07-21-2017, 09:19 AM - Forum: Balance Fu - Replies (29)

Asura fist currently does way too much damage for a skill that scales heavily from a defensive stat, on top of this it also deals magic damage, is ranged and generates 2 sturm, its a bit too powerful just on its own and can destroy just about anyone while still being tanky.

Even though it does darkness damage, its scaling is on par with invocations.

I'd suggest that it start at 60% Dark ATK, going up by 10% Per rank, as the damage by asura fist is increased by sturm, as well as the fact it generates 2 sturm when you hit an enemy.

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  Weapon Attack Weapons
Posted by: Sawrock - 07-21-2017, 04:07 AM - Forum: Balance Fu - Replies (6)

Can the Weapon-Attack-stealing weapons have their weapon-attack-stealing effect be changed to using Aptitude for the respective element's scaling (as a passive)?
For example, the Wind Axe, if equipped, would use APT for Wind Attack (instead of the other effect).
A thing to note, it might could to have half effect if the weapon is used on the off-hand. And, if the same weapon was equipped in the off-hand as the main-hand, it would NOT stack.

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  Immobilize Immunity
Posted by: Slydria - 07-21-2017, 03:17 AM - Forum: Balance Fu - No Replies

Immobilize is now quite a potent status, while it needed the buff to be useful being able to spam Immobilize to keep someone locked down is downright unfair.

So I'd like to propose that any Immobilize caused by an enemy bestows a 2 Round Immunity to Immobilize after wearing off so as to prevent things like being able to continuously keep someone locked down with things like Thorn Shooter or Wild Grass.

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