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who
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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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  Silence and Non-Verbal Spells
Posted by: Slydria - 07-21-2017, 03:03 AM - Forum: Balance Fu - Replies (9)

Silence has always been a pretty deliberating status that renders most magicians useless, it's one of the few statuses that can potentially shut out a character entirely. While there are means to cure it, it's still quite nasty to be hit with.

So to alleviate that issue, I'd like to propose we reintroduce an idea from SL1, the idea of verbal and non-verbal spells. You could probably tell the difference by an icon. (Like the ones that determine things like targeting, spell school, etc.)

Naturally, non-verbal spells would be ones you could cast despite being Silenced. Though, this would be limited and most of the non-verbal spells would be basic. Things like healing spells, Invocations or particularly potent ones would be considered Verbal so Silence still remains as a counter to powerful spells.

I'm going to list what spells I think should be considered eligible to be non-verbal. Feel free to suggest others that could be considered.


Suggestions for Non-Verbal Spells:

Mage: Fir, Miu, Vyd, Isendo, Rye
Curate: Kel, Holy Arrow, Quickness, Invigoration, Brighten
Bonder: Riagri
Lantern Bearer: Focused Beam

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  Low Speed Divine Server
Posted by: Autumn - 07-21-2017, 02:02 AM - Forum: Bug Reports - Replies (6)

Ever since the last update, divine shower when used noticably makes everything on the server just insanely slow, especially when you're divine showering large groups of monsters, I think the process of the multi hit just kicks the server's ass.

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  [WIP] Cellsvich Revamp
Posted by: LatentSparrow - 07-20-2017, 12:55 AM - Forum: Mapping - Replies (44)

Before I show anything, I would like to let you all know that it's okay to throw in ideas and or ask for any changes to some of the stuff I already put down on the map. Feedback is greatly appreciated.

Once again, thanks to Shujin for helping make this possible.

Some of the things I would like to do:
•Cellsvich Exterior
•Park for Cellvich
•New Fortified Entrance
•Revamp Interiors possibly
•Housing Districts? (The tricky part is that I do this, all the houses will lose it's owners.. so..)

Here is what I've worked on so far:

Cellsvich Park: 70-100% Done
[Image: wquixx.png]

Entrance of Cellsvich (Fortified) 100% Done
[Image: 24xj3h0.png]
With the request of MakeShiftWalrus, I did my best to attempt to make a sturdy and guarded entrance. I will also probably try to expand this heading south of the entrance.

Pink's Pub 90-100% Done

Cellsvich Inn 90-100% Done

Zeo's Pawn Shop 90-100% Done

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  Enchant Creation
Posted by: Grandpa - 07-18-2017, 06:34 PM - Forum: Suggestions - Replies (12)

I like the fact that we can make enchants. It's very nice. But, there's a small issue. No one does it. In all my time I've played, I can't recall anyone actually doing so. It's all about finding the enchant on an item and breaking it down or just buying it from the arena. Personally, I forget we can even do it until I go to look at my alchemy station and pass through them. I think this is because of their lofty 5 spatial core price. I think this would be better if it was changed to require magical mud instead. Maybe 20 or so for every enchant. It would make getting enchants much less of a pain and the ability to make them actually used for a change.

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  Map Issues
Posted by: Yashatari - 07-18-2017, 08:41 AM - Forum: Bug Reports - Replies (3)

http://prntscr.com/fx2ooe

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