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Nekojinn
Glancing Retaliate

Forum: Balance Fu
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38 minutes ago
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Nekojinn
Rematch RSVP

Forum: Quality-of-Life (QoL)
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the REAL Minos Prime
[v2.97b] Critter Packing ...

Forum: Bug Reports
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Autumn
[v2.97b] Forgot the seatb...

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Raigen.Convict
Ancient Quality Remover

Forum: Suggestions
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Raigen.Convict
Field Effects Stacking (v...

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Poruku
Donation Item Suggestions

Forum: Suggestions
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Rendar
[2.97b] Idol Step's Charm

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Maya
Liesls' Monkey's Paw

Forum: Character Applications
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zericosmic
Mechanation Application B...

Forum: Denied Applications
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  [v2.96d] Unable to Act
Posted by: Dezark - 03-11-2025, 03:29 AM - Forum: Bug Reports - Replies (1)

If you end up d/c'ing while in a fight it appears to break any ability to act for choosing stuff or anything and causes the item belt outside the fight to disappear. I believe it can be fixed by relogging outside of a fight but if with a group that pulls you into another it leaves you unable to do anything completely leaving to either wasting turns or closing out the client and letting the party leader control you via total control or auto ending turn if it's off.

Not sure of the exact cause for it, had my client disconnect briefly and than I wasn't able to choose anything with mouse click or keyboard, the confirm & cancel keys didn't get any response either.

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  Mechanation Racial Parts
Posted by: Toffee - 03-10-2025, 05:53 AM - Forum: Submissions - No Replies

A collection of icons made for Mechanations to have as racial icon parts. Also includes Cable Hair and a Mecha Dress which could be hair/clothing parts respectively.



Attached Files
.zip   Mechanation Racial Parts Collection.zip (Size: 16.47 KB / Downloads: 35)
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  [Version 2.96d] Firthrower Twin Strike??
Posted by: Flun - 03-09-2025, 01:37 PM - Forum: Bug Reports - Replies (5)

Im not actually sure if this is a bug or not, but firthrower DOES work with twin strike, but ONLY if one enemy gets hit, meaning its actually unbenificial to try and get people in its aoe due to not getting the crit momentum from the second shot.

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  [v.2.94d] Aposemagican't
Posted by: AkaInuHime - 03-09-2025, 08:01 AM - Forum: Bug Reports - Replies (1)

Aposemagika's level and spell power bonus is less than the skill description says it should be.

[Image: xt8ii0.png]
[Image: t7iemf.png]
[Image: ksjqef.png]

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  (Farming) Minerals
Posted by: Icraft343 - 03-09-2025, 12:25 AM - Forum: Quality-of-Life (QoL) - Replies (4)

The irony of posting a suggestion that makes life harder instead of easier in a QOL section! Anyways, the idea...

Details
Making it so that every area of farmable land has a fixed(unless changed by dev and RP?) but different amount of 'mineral' resource, which decreases every time a plant is harvested, planted, and/or for every certain amount of in-game time the plant is there for. Once that amount is depleted, it'll cause a cooldown on that area so that any seed planted there will not grow and wither, while any existing plants will wither faster than normal.

Once that cooldown finishes, it'll refresh the mineral resource back to normal for that area.


Significance
This is more of a Korvara suggestion than mainland suggestion. Although I'm not suggesting to make it harder for people to find free space to farm that isn't already occupied by a single person taking a ton of plot of land. But it feels like it'll give significance, demand and need for nations to connect with others who'd have more expertise and more fertile land than the rest. Like Telegrad is a farm(?)-based nation and Duyuei's nature-caring nature gives more fertile lands in exchange too.


Do I think this should be implemented?
Maybe? Maybe not? Just thought it'll be an interesting mechanic to suggest. So take it as serious or not as you'd like.

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  Animals when
Posted by: Raigen.Convict - 03-07-2025, 05:36 PM - Forum: Suggestions - No Replies

I was just reminded our poultry meat, beef, and eggs all come from chests... Let's change that up... we need farms with animals you collect from! Of course a mini game of raisimg it to either produce what you need or kill it for meat is needed! Give us farming and I guarantee people will do it in all 4 cities in different ways.

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  [v2.96d] Sharen-can't
Posted by: Autumn - 03-06-2025, 11:59 PM - Forum: Bug Reports - Replies (1)

Sharenzan does not apply Kenki to additional targets hit by the combo effect where you spin an enemy around you. Only the main target is affected.

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  It's Always 48 Scaled APT
Posted by: Poruku - 03-06-2025, 05:33 AM - Forum: General Discussion - Replies (7)

Please guys, stop building 42 aptitude. I'm going to quickly break down the math.

36 aptitude is obviously the minimum that is reasonable. 6 points for 10 stats. Great.

42 scaled aptitude requires you to go up to 43.
7 points for 10 stats is a good deal.

48 aptitude requires... 50 points.
That's another 7 more points for 10 stats.

So why do so many people seem to be building 42 aptitude?... I don't understand, you're just sitting at a middle ground for no reason!

Now that being said, I'm gonna enter into my second point: 48 Scaled APT is (almost) always worth it!!!

Point 1: Experience Bonus!
In the vast majority of cases, if you're playing the game, you want experience. It just so happens that APT gives 1% experience bonus per point. That's 12% more with 48 than 36.

Unless you're some kind of sweaty pvp player, I don't see how this could be seen as worthwhile to drop. Why would you deprive yourself of experience in a game where most of the gameplay is about getting xp and then going back to level 1 and doing it again?... If you have a full LE book, then sure. Disregard this. But most people aren't that.

Point 2: Most people actually want 7+ stats
The main argument against 48 APT is that "my build only needs 6 stats". But in many cases, you actually do want more. Here are the situations I'm talking about:

- you want to hit a SAN threshold for elemental resists (and the hp/fp is nice) or it's useful for racials (kaelensia get better blind resist, etc)
- you want to hit a guile threshold for skill pool
- you want to hit a WIL threshold for skill pool (and the fp is nice)
- you could use a bit of extra strength for BW as a mage, etc, thus saving you a talent point

And sometimes, people actually have 7+ stats they want, and STILL don't go for 48 apt... I mean come on. Why?? If you're non-evade, there's a pretty high chance you actually want 7 stats. str/def/res/vit/ski/luc/gui users I'm looking at you.

Point 3: "Useless" stats add up when you get 4 for 1
Here we reach the crux of the debate. Many people, when looking at the stats screen, only think they want specific stats, and don't care about useless stats. But here are the bonuses you get for each stats even when they are not a core part of your build:

- STR: battle weight
- WIL: FP and elemental atk, as well as skill pool size
- CEL: Actually useless
- DEF/RES: If you're a dodge build and you scoff at 0.9% damage reduction across the board, that's just being silly. You really think going from 7% DR to 9% doesn't matter? Come on! 2% more effective hp is obviously useful to you.
- FAI: Crit evade is always useful. You also get FP and Status Res, the latter of which is fairly useless.
- LUC: Crit evade
- GUI: you can go for a skill pool slot. Many races can benefit from reaching for that 10 guile, or sometimes 15.
- SAN: A bit of FP/HP, Status Res, and elemental resistances. The status res, combined with faith, gives you 6% more SR. When facing non-will status inflictors, they routinely have about 120 at best. And you can get like 26. That's a chance to avoid a status. Sounds insane until it happens.

Now you might look at these and say "big whoop, I don't need it". But keep in mind... It costs you A SINGLE POINT to get ALL OF THEM. These may be small, but they add up. They make you a more well-rounded build. 2 CE, 6% SR, 4 hp, 16 fp. All for 2 points? Please think about it.

Not to mention crit chance, ele atk from each stat, and other situational bonuses might be useful to your build.

Conclusion

48 scaled aptitude is the safe choice for every single build. There are cases where 36 is fine, like when you really wanna pump CEL/SKI/WIL on something specific, but that's only going to be a good move if you're finished with grinding altogether. But in the vast majority of cases, 48 scaled APT will serve you much better, and it makes it a no-brainer to start off your char the right way every time.

Going 36 is a risky move, and it sucks for grind. 48 is always good, it's reliable, it's well-rounded. It just makes sense.

Thanks

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  [2.96d] Glancing Crumbling
Posted by: Rendar - 03-06-2025, 03:31 AM - Forum: Bug Reports - Replies (1)

Geo of Crumbling, on a Critical Hit (Glancing) still gives the Damage Over Time effect.

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  [2.96d] Mob Size Issues
Posted by: Rendar - 03-05-2025, 06:04 PM - Forum: Bug Reports - Replies (1)

Towering Enemies do not become Towering in statue.
Training Dummies are massive, rather than their normal size.

Send help.

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