Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 223 online users. » 0 Member(s) | 220 Guest(s) Bing, Google, Yandex
|
|
|
Crafting experiance. |
Posted by: Lolzytripd - 06-14-2017, 05:02 PM - Forum: Suggestions
- Replies (18)
|
 |
Alchemists already have the easiest method of exp gain in the game (dormeho clinic)
My suggestion is that crafting in general should give experience and use up mental and physical stamina depending on the skill
Enchanting - Uses mental stamina equal to double the difficulty, gives Difficulty level % to next level
Woodworking/Metalworking- uses physical stamina equal to to the difficulty, gives 1/2 difficulty % to next level.
Tool crafting/alchemy- uses physical and mental equal to difficulty, gives difficulty % to next level.
|
|
|
Fan Tomes vs Desert Wind |
Posted by: MegaBlues - 06-14-2017, 03:45 PM - Forum: Balance Fu
- Replies (4)
|
 |
Recently posted a query about how the fan tomes work, but this is changing into an opinion so I'm making a different topic here.
So, yes. The Fan Tomes have a max power of 10 with Pristine Pages and forging, and a total weapon scaling of 150% across three stats. This means that casting an improper spell will only incur a penalty of -5 power (including the secondary element), and their weapon effect will give approximately +15 power to the spells affected.
The Desert Wind, as a ten star, has a max power of 23, but only has a weapon scaling of 105% across three stats. An improper spell will then subtract -11 power from their spell (including the secondary element), and their UL% effect will give about +24 power to the affected spells.
I think this comparison shows how underpowered the Desert Wind is compared to the regular Tome Fan set, especially as it scales off of WIL, CEL, and DEF, with CEL and DEF being two stats that don't go very well together. I would like to see at least one of the following happen;
*The Desert Wind's scaling increases to 50% WIL, CEL, and DEF (To put the weapon at an equal power to its lower-rarity cousins)
*The Sandstorm effect becomes 3*UL% of occuring (it's 24 Earth Damage to the map, affected by resistances. There's very little reason for it to have the same chance as the Tarnel, which you can try for multiple times in one round)
*The UL% Power to Sylphid/Isespian spells changed to UL% Damage to Sylphid/Isespian spells. (I.E. affected by Evocation, Elemental Attack, additional damage modifiers)
*The weapon counting as a proper casting tool for both Earth and Wind spells (I hate this penalty, but it's most likely here to stay, so let's make dual-type casting fans fulfill their purpose)
|
|
|
Death and You |
Posted by: Sarinpa1 - 06-14-2017, 10:24 AM - Forum: Suggestions
- Replies (22)
|
 |
Here we are, with yet another much needed suggestion that'll fall into the abyss of forgettance.
1b - Forcing death onto another person's character falls under the "no godmodding" rule. Only the person who's playing the character can ensure that the character is killed off.
In a scenario where we're interacting with people that roleplay their characters for them to accurately guide them through their (mis)fortunes in the fantasy land of Sigrogana, this rule doesn't come to play.
It's up to speculation why the rule exists in the first place, but that's not the subject of this topic.
Antagonism as a whole is something that heavily stimulates roleplay, livens it up, adds more realism, and actualy makes the combat system in place have a much bigger role in roleplay as a whole. Death is not necesairly the end-game of any kind of hostilities between players, yet it should be a real option.
It's not rare for people that're valued members of the community to hide behind the rule, voiding roleplays once the scales tip againts their favor. (Let's remember our ginger guard, for instance.) In the end, it doesn't hinder only people that'd kill left and right without a good reason just because they got a good hand of the combat system, ooc reasons, etcetera, but also people engaged in legitimate roleplays that'd end in death. A good roleplayer accepts their characters fate (Unless cases previously mentioned.) They risk their character, expecting the other roleplayer to do the same.
And then they win, wish to claim the fruit of their gamble and work...but suddenly
Local OOC Mcpussinson : no fuk u ---
1b - Forcing death onto another person's character falls under the "no godmodding" rule. Only the person who's playing the character can ensure that the character is killed off.
Mcpussinson falls down, wiping offf blood from his faec and runs for the hills after getting up
They could've died, lost the character, progress and such. Yet their opponent never had the intention of doing so.
The GMs are not allowed to override the rule either, so no matter how poor of an excuse people come up with for surviving the conflict, they can just scowl at them and that's about it. Repetitive offenders make no difference, effectively creating discepancies in roleplay, salt and well, generaly poor roleplaying enviroment.
Tl;dr
I propose a change to the rule.
If prior of the conflict both parties agree for the conflict to be severe consequences, be it crippling, disfiguring, or death, they're to go through with them upon loss.
Something something.
You get what i mean.
It will mean you're still protected from unfair deaths, from your favourite character dying if you ended up getting too attached, etcetera. But it will protect people that went into a roleplay, risking their character, without the other side doing the same.
|
|
|
Mental Issues |
Posted by: Snake - 06-13-2017, 11:45 PM - Forum: Suggestions
- Replies (7)
|
 |
Could Ill Will be an mental illness that becomes worse with time, like open wounds? I like the concept of having mental problems related to spirit, and would love to see it expanded a bit more. It's way better than just seeing those being tied to edgelords or whatever.
Ill Will:
-5% Willpower
You feel uneasy.
Upon Ill Will at 100%:
Paranoia:
-10% Willpower
-10% Faith
You feel stalked.
Upon Delusion at 100%:
Psychosis:
-15% to All Stats
You feel like you lost it.
And, while in Psychosis, this will cause random cases of Crippling Fever.
I expect it to become a risk, the whole tampering with spirits part. And Sigrogana Legends 2 could afford to become a bit more spookier, I guess. :V Yes, I know, it's unnecessary to implement all of those, and I suggest this one gets implemented in a day of free time, or maybe inspiration.
I couldn't think about anything else more simple or whatever, and added to that, those mental illnesses aren't mandatory to be directly related to combat, that's just an extra thought. Just the random emotes for flavor would make me satisfied.
|
|
|
Gentle Torrent too Gentle |
Posted by: Skimmy2 - 06-12-2017, 09:52 PM - Forum: Suggestions
- Replies (10)
|
 |
Can Gentle Torrent's damage be buffed from 128% Water Attack to 140% Water Attack?
reasoning, the Curate spell Kei already does 120% for far less FP cost, and the 140% will place Gentle Torrent in line with other Light based spells for the Priest's Arsenal.
|
|
|
Dual-Type Fan Casting Penalty |
Posted by: MegaBlues - 06-12-2017, 03:46 AM - Forum: Suggestions
- Replies (2)
|
 |
The Tome Fans, which give +10% Power to two element types, should be updated for the current state of magic. They currently lose half of their power for casting one of their two types due to the Casting Tool Penalty, which is unintuitive.
So I think they should have two domain types for their Casting Tool Penalty association.
|
|
|
Fan Tomes [QUE?] |
Posted by: MegaBlues - 06-12-2017, 03:14 AM - Forum: Bug Reports
- Replies (1)
|
 |
The Desert Wind fans seem to only be adding their +UL% Power to the Scaled Weapon Attack portion of the spell, rather than SWA + Elemental Attack. The tooltip claims
Quote:+UL% Power to Isespian Spells (Halved if not main weapon.)
+UL% Power to Sylphid Spells (Halved if not main weapon.)
and doesn't mention exactly that the 'Power' is. Is this intended?
|
|
|
|