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  Arbarista
Posted by: Rendar - 08-04-2017, 10:52 AM - Forum: Balance Fu - Replies (7)

Right now, Arbalest is kind of in a bad spot (outside of the cinder/oil chain push/pull strats of murdering literally everything that moves in your general vicinity). The new Stun mechanic has gimped the only thing Arbalest was really known for (which was fuck you and your whole turn). It's a very interesting class, but the fact that Archer hasn't really got good main class skills and the fact that it's so SP thirsty adds up really, really quick for why it's kind-of a bad class.

I've a few ideas that might make the archer route a bit more bearable, for right now, at least.

1) Combine Snipe and Keyshot. There's no real reason for these to be split up. Archers already take a -40 to their hit rate if they want to hit MA, and get DR if they want to hit a Duelist/MA. Just combining these two will save 3-4 SP and allow the archer to have some wiggle room.

2) Figure out a better main-class skill for it. Marked Target isn't that good, due to (still) how good and how overbearing movement skills are considering they (still) don't trigger traps. That, or just give them something like +15% damage on enemies at range or something. Since Duelists get 10% DR and 10% Damage boost, MA gets 10% DR (with a shitton of restrictions) etc etc.

3) Change the arrow types to be either 1M (for more fluidity in swapping), or make them cost 3 SP to get the same effect they have at 5 SP.

4) Add an actual gun path for this fucking class. Right now it gets +15 hit, fortune wind, a trap, and warning shot. That's it. Why the fuck does Magic Gunner build off of a base class that has almost nothing to do with guns.

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  New Feature: Axe Duelist
Posted by: Rendar - 08-04-2017, 10:01 AM - Forum: Suggestions - Replies (9)

Would it be possible for us to, later down the road, see an ax tree pop up in Duelist?

Ghost builds off of the concept of using Axes, but axes as a whole just really aren't supported in the slightest by Duelist. You get +CRIT, fleur, etc etc, but that's about it. Those benefits, alone, can't even be attributed to sword/spear/axe, due to the fact that anyone who is a duelist can get such a boon (though that is probably a balance fu thread waiting to happen).

I really have no idea what the skills would entail, but just some more support going to Ghost (and a berserker class in the future maybe) would be lovely to stack up with the berserker shell, etc.

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  Terra Strike animation
Posted by: Snake - 08-04-2017, 09:42 AM - Forum: Suggestions - Replies (6)

Quote:Can Terra Strike's ranged animation be changed from an 'Earth Dragon' to something akin to Verglas's Crawling Spikes, but made of dirt instead of ice?

It has been something that's irking me constantly whenever I see the skill being used repetitively. A dragon spawns out of nowhere from the ground as you punch it, and proceeds to headbutt the enemy several times, and somehow breaks the tile under them in the process.

This just feels... Wrong. Unfitting from an IC perspective. And I personally think it doesn't quite fit the theme of 'a heavy Ki strike to the ground that breaks everything on its way apart'. Besides, the 'Dragon' aesthetic already belongs to Dragon Gale, and a Mage's spell, Mud Dragon.

Setting Sun has an amazing animation that fits the thematic of a 'setting sun', Dragon Gale is super fitting due to what the skill was before and became post-update, a gut punch and a roundhouse that summoned the fury of a dragon... SO, why would a 'ground strike' also be a dragon? This needs to be re-evaluated on free time, Dev.

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  Visible Armor values
Posted by: Autumn - 08-04-2017, 02:33 AM - Forum: Suggestions - No Replies

Is it possible we can see our armor and magic armor values in character screen?

[Image: 174083bd9d.png]

I'd say right below Phys.DEF and Mag.DEF, there's enough room I think.

Also just to make sure, racials such as Zeran's crown of heaven bonus armor/magic armor should also be visible in the character stat screen.

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  Home and Back Again
Posted by: Nanovelich - 08-04-2017, 01:44 AM - Forum: Bug Reports - Replies (3)

Leaving a house too quickly after claiming it from an empty lot will cause the player to be warped into black space, unable to see see anything but the hud. Upon reconnecting and loading, they will be sent to the spawn area.

[Image: 84eba3b07da023f685a36830d7b4ec40.png]

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  [QUE] Giant Gene
Posted by: MegaBlues - 08-03-2017, 11:30 PM - Forum: Bug Reports - Replies (4)

What forms of HP are meant to be taken into account for Giant Gene's multiplication? Just for ease, I'll note the ones that I can remember.


Stat Point Allocation
Base VIT
Base SAN
Bonus VIT (EX Equipment and Traits)
Bonus SAN from all-around stat buffs (EX Ki Awoken)
HP Bonuses from Equipment (Gloves, Tarrasque Shell)
HP Bonuses from Classes (Hexer's Endurance, Soldier's Tenacity, Ghost's Afflicted Spectre)
Exceptional Health

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  Time to go easy on you... [Tekagen usage buff]
Posted by: Snake - 08-03-2017, 11:13 PM - Forum: Balance Fu - Replies (15)

[Image: 758TSYvQRm6VlabXGCcFJQ.png]

Can Tekagen use WILLPOWER, for the most of the things it does? So:

Quote:Tekagen:
- Reduces all of your stats by (Scaled WIL)%, except VIT, SAN, APT and WIL.
- Grants 5 + (Scaled WIL * 2) HP/FP recovery.

(optional)
- Increases Evade by (Scaled WIL * 2)/Grants 'Lesser Evasion'. (LV = Scaled WIL, max. LV25).

You're holding back, but what for anyway? Buying time? It should have a benefit behind it. And by 'holding back', Tekagen makes it seem like the Kensei is calming down and meditating in the middle of the fight, fighting with their eyes closed and a peaceful smile as their spiritual energy overflows, or something fancy like that, so that's why I thought 'WIL' could determine most of what's happening.

That aside, Kensei don't have reasons to build WIL anyway, so this might give them one.

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  The Hexing: Back with a Vengeance
Posted by: Rendar - 08-03-2017, 06:22 PM - Forum: Bug Reports - Replies (2)

Hexer spells do not suffer from the weapon casting tool penalty.

As in, a 40 power spelledge sword will still get it's 40 power, instead of half of it's power (20).

Tested with a spelledge sword with 40 power and a blacksand with 5 power, and 72 dark/earth attack
The sword has 139 SWA, the blacksand has 110.

Using Isendo as a basis...
The sword does 191 damage (should be 211)
The Blacksand does 182 damage

Using Wretched OIl as a basis
The sword does 194 (97 / 97)
The Blacksand does 166 (83 / 83)

with 40% of 72 being 28.8 (rounded down to 28)... that leaves us with everything adding up (with 1 point lost in calculations for the sword due to it being an odd number).


Iiiii really don't think this is working as intended, though maybe it is since hexer spells are weakish due to the dual type

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  Summoner Hell
Posted by: Rendar - 08-03-2017, 05:41 AM - Forum: Balance Fu - Replies (21)

Summoners have to deal with the day-in-day-out bullshit of having to level summons.

Which, while powerful, are usually not really worth the effort to actually summon in a fight since they die in about 1.5 hits (or a well placed AoE).

Now, I don't bother to actually write about that, but instead I write to lower the amount of bullshit grinding that is needed to get these little shits to be actually worthwhile.

They take forever, can only gain 1 level at a time, scale at the same XP rate that normal players do, and do not get XP for being in your back party. Only if they are actively summoned.


Can we get something about this to change?

A) Lower the XP needed to go from 1 > 60 on them
B) Allow the little mongrels to get multiple levels at once. There is zero reason they shouldn't do this right now anyways, since you aren't rolling for stats each level now.
C) Give us an XP share function so that you can toggle it on and say.. the first 3 youkai in your list gain XP. Or just a toggle for 1-3, incase you don't want XP for some of them, but want it for 1.

Any combination of these 3 changes would be very welcome, but having at least B would save us so much god damn time, infact I would love just B if literally nothing else changes.

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  Sore Throat Medicine
Posted by: Snake - 08-03-2017, 02:23 AM - Forum: Balance Fu - Replies (22)

Can Throatopener grant a 2 round immunity to silence on use?

Since you can't infinitely use it anymore and the ways to silence someone are sometimes way more stacked on the opponent's direction, (Cutthroat knocks down, Absolute Fear can re-apply it infinitely, Rebia and Sturm Shriek can refresh it infinitely and comes with a good damage, etc etc.) just to make every use a bit more fair for Mages in this gut punching meta.

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