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  Medical Emergency
Posted by: Rendar - 08-22-2017, 01:03 PM - Forum: Bug Reports - Replies (1)

You cannot trade crafted Parasite Removal Kits, nor Bandages that have been crafted.

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  Just Tooling Around
Posted by: Shade Genkai - 08-22-2017, 07:30 AM - Forum: Bug Reports - Replies (2)

The tool belt is able to be toggled on and off in the middle of a battle if the command for toggling it is typed into the command bar or a macro containing said command is used.

[Image: adbf18d14f8da0e88d10fd504f52635f.png]

Not really much else to say here. Though using a shovel should probably have a higher FP cost.

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  Prinny 2
Posted by: Rendar - 08-21-2017, 02:01 AM - Forum: Suggestions - Replies (1)

Prinny, as is, only has 300 HP. Which makes it hard to test some bugs/numbers.

Would it be possible to have a version of Prinny (or just standard Prinny) have 1000 HP, and players having the option to LEAVE BATTLE ?

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  The Fall of Icarus
Posted by: Kameron8 - 08-20-2017, 11:44 PM - Forum: Balance Fu - Replies (12)

There have been many threads on this before, but none with any opinion one way or another from Dev. In light of our current spawning positions, I believe it's significant enough to bring this up again. Winged Serpent should not be free to use unless the airborne effect is caused by Leaping Lizard.

For a more detailed discussion on the implications this has on spawn positions, this already covered a lot of it. The summary is that it's extremely easy to rush people down with damage or crowd control, when everyone is so close to one another.

It should be no surprise, then, that an 8 tile long, adjustable, 0-1 momentum movement ability is too powerful. When compared to Jetpack or Backflip, Winged Serpent has more range, no cooldown, and conditionally less of a momentum cost. In exchange, Jetpack has the ability for diagonal movement. These are so grossly disproportional that Winged Serpent is almost objectively better in every situation you need it for.

For example:

[Image: ngUIArl.gif]

This kind of freedom of movement is unheard of anywhere else in the game. I understand Cobra is 'the' kiting class, but there needs to be a clearly defined window of power beside 'always'. Anyone who has ever tried to touch a Demon Hunter using 1m airborne and Winged Serpent knows how frustrating it can get. Here's an example, without any ranged weapons or crowd control that usually accompanies this kind of behavior:

[Image: qGV6qQr.gif]

Being able to jump out of harm's way for free when someone is engaged to you is already extremely powerful in its own right; extending this capability to freely navigate the entire battlefield for one momentum is far too much.

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  Basic Attack Followup: Multihit Guns
Posted by: Kameron8 - 08-20-2017, 10:48 PM - Forum: Balance Fu - Replies (10)

A branching topic from this thread. I and many other people believe that guns, as a weapon type, should once again gain the static power bonus to each shot. To avoid sounding like I'm just restarting the same thread all over again, I'll try to be concise and emphasize why guns in particular are different from the other weapons in the game.

First and foremost, as was adequately covered in the linked thread, multhits lost a disproportionate amount of power when compared to the rest of the weapons in the game. This has nothing to do with autohits versus basic attacks, but has everything to do with a multhit weapon doing less damage than almost every sword, axe, dagger, etc, in the game. This was stressed sufficiently enough in the other thread that I won't flood this post with math unless requested to do so.

Secondly, Magic Gunner and guns in general were designed with this old system in mind -- Akimbo used to drop the skill scaling from weapons, and then the stat scaling when GR came. Now, all it does is shoot a bullet that has no weapon power scaling, no stat scaling, and always does 1 damage.

[Image: 7GBtadq.png]

Firing off bullets that always do a single point of damage does not seem like the intended vision of Akimbo. Riposte was a heated conversation point when its interaction with guns came up. It was decided that there was no reason for it to give the gun any scaling when it occurred. Now? Riposte will do zero damage, as there will be no scaling, and no power. There is no pity rounding error to give it 1 damage this time.

[Image: 7gcAtQj.png]

All of this can change depending on what modifiers are being stacked for on-hit or on-crit effects, but should every person using a multihit gun really do less damage than fists, bows, and swords when they open themselves up to the biggest hard counters in the game? No Quickdraw in existence now can do more damage than a tank's Bellplate can. Please consider specifically designating guns as weapons that gain power per shot.

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  Void Assassin skill suggestions
Posted by: Snake - 08-20-2017, 10:45 PM - Forum: Suggestions - Replies (2)

NEW! Chain Reaction
- Skill.
- 4 round cooldown.
- Uses 3M
- Costs 55 FP (-4 per Rank)
- Requires Detogate Rank 3
- **80% SWA (+8% per Rank)
- Coat your dagger with Void Energy and nimbly stab an enemy within 1 range, dealing pierce magic damage**. After that, it will release a chaotic shockwave that detonates all Voidgates within 3 + (1*Rank) range.

NEW! Shifting Edge
- Skill.
- 1 round cooldown.
- Uses 3M
- Costs 30 FP (-3 per Rank),
- Requires Fray Rank 3
- **100% SWA (+10% per Rank)
- Targets one enemy under the effect of Fray within 5 range, you teleport behind them and deal slash magic damage**. After damaging them, you will also teleport to another enemy who is inflicted with Fray, but do 10% reduced damage to the next target (min. 50%). This will repeat until you've hit all enemies who have Fray inflicted by you. Can only happen once per enemy.

NEW! Wretched Paradise
- Magic.
- Uses 6M
- Costs 60 FP (-4 per Rank)
- Requires a D Rank Invocation
"Consume, dissolve, corrode and destroy..."
- For (Rank) rounds, a Voidgate and 3x3 circle tiles of Void Pollution will appear randomly in the battlefield, with duration equal to (Rank + 2)

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  MEDIC
Posted by: Rendar - 08-20-2017, 07:51 PM - Forum: Bug Reports - Replies (4)

Treatment Skills ((Cool Burns, strong legs, etc) say that they are supposed to be 1 range, UNLESS your weapon is a staff weapon.

This seems to just happen whenever. I've had it work with a tome fan so...

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  STR! Hoo! Yeah! What is it good for?
Posted by: Nanovelich - 08-20-2017, 11:23 AM - Forum: Suggestions - Replies (5)

While trying to think of how to reply to the whole thread on the Basic Attack fix, I eventually gave up. I could make a rant about Vorpal existing, but that's a borderline case that should probably be knocked down a peg so it doesn't prevent the rest of basic attacks from being lifted back up.

That's beside the point.


A major problem I've found with basic attack builds that -aren't- relying on Vorpal to process and score them an upwards of 500 damage on someone regardless of how tanky they are: STR.

A very large majority of weapons scale off of it, but it provides very little otherwise. You get additional BW, which is only important to heavy builds since they want that extra weight, whereas anyone else reduces their gear's weight to fit what they already accommodate rather than opting for more STR, unless they're going for Two Hand... in which case they're still grabbing the talent to reduce the effective weight of their weapon in the end.

It provides Fire ATK, sure, but that's not very relevant to the basic attack builder either unless they include a reason for it.

And it provides Encumbrance, which is simply a dungeon-delving luxury and completely irrelevant in battle unless you've managed to Overencumber yourself before the fight.


So, what is STR good for? Weapon scaling, because so many melee weapons scale off of it.

This is in comparison to everyone else getting weapons that scale off of stats that also provide them other significant benefits. Ranged weapons? Scaling off SKI, which they needed to hit anyway. Daggers? Scaling off GUI and LUC if they're good ones Vorpal Fang, which they wanted for criticals COUGH FOR VORPAL COUGH anyway. Tomes? Whatever stats they need for their main magic and WIL, which again, they wanted anyway.



So a random thought. What if we looked back a bit on old formulas and made STR add additional numbers to the SWA for basic attacks only, rather than roll back to a bug?

This gives more incentive to build STR and use STR scaling weapons rather than everyone jumping to the same handful of weapons that don't rely on STR like they do now, and it gives people what they want in getting basic attacks back up a bit in the game.


Because let's be honest, a very large majority of the weapons in game are completely ignored because they scale off of STR, and unless you're a Reaper/Apertaurus looking to throw some Dragon Remains on them for a casting tool, you don't want to use them. And if it's not an Axe or a Spear, it's almost useless altogether. Why invest in STR to match one weapon's scaling when you could find a different weapon that doesn't make you? If you're MA? Better run HoTG for +12 STR, because STR is absolutely necessary for your classes, and not getting that +12 will kill your stat allocation otherwise.


So that was the random thought I had. Is it good? Is it bad? I don't really know; you tell me. Just thought I'd put it out here and see what other people thought. I don't even know what numbers I'd suggest this go off of if not simply "+STR damage to basic attacks." Because I feel like that would be too high, but I also feel like STR/2 would be too low. Difficult to say.

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  Deadissimo
Posted by: Snake - 08-20-2017, 01:15 AM - Forum: Balance Fu - No Replies

Can Mortissimo's on-fear on-hit effect be changed to magic damage equal to UL*3% Sound ATK? Not a lot of things scale from Sound ATK anyway.

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  Soul Chain Youkai interaction
Posted by: Shujin - 08-19-2017, 04:34 PM - Forum: Suggestions - Replies (11)

Soul chain currently does only make the person be treated like someone with a youkai installed which is usually a set up for Judgement blade.

But it would be cooler if it would also make the person actually be installed with that youkais Strength and weakness. This would allow more stategies like applying a Fire weakness youkai on someone and instead of using Judgement blade you just start to burn them down with firebreath or something.

Aka make it so that the Person that get Soul chained obtains the innate skill of the youkai used for it aswell. Currently you can use whatever youkai and it makes no differnce.

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