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  Bloody Palms + Rampaging
Posted by: Akame - 09-30-2016, 03:37 AM - Forum: Bug Reports - Replies (1)

While using the Evil Club enchanted with rampaging, and using a 12 UL bloody palms in the off-hand, the rampaging effect isn't inflicted on the receiver on hit, only Hunted and Claret Call are. Perhaps it's being overwritten by Claret Call and Hunted being inflicted at the same time? Or is there a limit of On Hit effects able to be inflicted by a single attack?

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  Wild Grass
Posted by: Autumn - 09-29-2016, 08:38 PM - Forum: Balance Fu - Replies (1)

Straight up, due to the immobilzation buffs, this skill lasts a little bit too long for a status effect that is so powerful now, could it be possible to cap the duration of the immobilization to 3 rounds?(4 rounds if slower) and for the skill to have a 3 or 4 round cooldown to prevent permanent immobilization?

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  Ambidexterity and Mixed Martial Arts
Posted by: Trexmaster - 09-29-2016, 08:23 PM - Forum: Suggestions - No Replies

After testing and going over the wording of Mixed Martial Arts, it seems intentional that it doesn't function for universal skills like Repel, Hanging, etc, not letting you use Ambidexterity to use your Bare Fist weapon instead.

So, could Mixed Martial Arts allow you to use Bare Fists for skills that allow any weapon type as well?

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  Cold whirlwind cinders. [Cyclone Spear cinder bug]
Posted by: Snake - 09-29-2016, 12:57 AM - Forum: Bug Reports - Replies (3)

Moving on cinders (via KB):
[Image: 9d1c4c5dabea4a208c37a9c0f55a9594.png]
Standing on cinders:
[Image: 940227513b994a9e9fadd7978984de78.png]
Fire ATK:
[Image: 177c24cc4e194fe98070543051ecdf04.png]

Something wrong is not right with the Fire ATK% on Cyclone Spear's cinders, yes.

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  Thousand years of death.
Posted by: Snake - 09-28-2016, 11:34 PM - Forum: Balance Fu - No Replies

[Image: 43a64e67d351402fa2a3c69439ca2f68.png]

Any problems if it gets changed to this?

Quote:10 FP, 50% Scaled WPN ATK, 40% X ATK, 2 attacks.
11 FP, 60% Scaled WPN ATK, 45% X ATK, 3 attacks.
12 FP, 70% Scaled WPN ATK, 50% X ATK, 4 attacks.
13 FP, 80% Scaled WPN ATK, 55% X ATK, 5 attacks.
14 FP, 90% Scaled WPN ATK, 60% X ATK, 6 attacks.

X = Elemental Attack; Scaled STR is used if no elemental augments are equipped, by default. (I think.)

My opinion about it:
>We have enough counterplay for multi-hitting skills, such as Wraithguard/Evasion/Matador/Ensui. And they can stack with each other, making the counterplay even more counterplay-ey. (If this word ever exists, lol. But you get me. :U)
>The damage in the end gets a giant and significant fall-off because each hit checks the enemy's DEF.

So, why not a little bit of extra damage? And also make it look more like 'thousand stabs'-ish while at it? I remember Thousand Stabs being used more often pre-GR, nowadays it's just like the nerfed Madchop, forgotten and buried under low damage scalings.

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  Astral Millenia.
Posted by: Autumn - 09-28-2016, 07:28 PM - Forum: Balance Fu - Replies (7)

Astral belt lasts a very long time, Normally I have no problem with this, but for classes that don't have access to this skill and get it from a buddy or pre-belt themself, they'll keep it as well.

Is it possible for Astral Belt to expire at the first round if it isn't equipped in your skill pool?

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  Just shoot the lock.
Posted by: Raigen.Convict - 09-28-2016, 06:39 PM - Forum: Suggestions - Replies (7)

For locked treasure chests how about we have like, depending on your weapon and damage type, ways to break locks on chests without lockpicks? An imperfect method that risks durability (or in the case of bare hands, hp) for a chance at breaking the lock, but you can also mess it up and ruin some of the chest's contents?

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  Autumn's Icons
Posted by: Autumn - 09-28-2016, 11:02 AM - Forum: Submissions - Replies (7)

For the two lantern flames mentioned earlier in a lore questions thread.

[Image: 3c91213e67.png] [Image: 857a45c00f.png]

For the lightning pseudo-elemental.
Possible eternal flame stats: LUC, SKI, GUI

[Image: f019ecb92a.png] [Image: dcdad859f9.png]

For the water pseudo-elemental.
Possible eternal flame stats: VIT, RES, WIL



Attached Files
.rar   Birbs.rar (Size: 827 bytes / Downloads: 116)
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  The (Much?) Wanted Dragoon Class.
Posted by: Vyktoryah - 09-28-2016, 05:13 AM - Forum: Suggestions - No Replies

Hello friends. This is Tori here with a lovely suggestion that I am sure many people would like to see. Duelist is able to use pole-arms,but lacks a pole-arm using (without talents, traits, otherclasses---etc.) promotion. There is infact, a really noticable lack in Light-Armor focused and polearm focused classes, so I decided to design a Duelist Promotion with specialization in both of these factors.

I think it's lacking a few skills here and there, but it's a nice base outline, enough that people can hopefully get the general idea of the class.

PROS
Master of Polearms and Light Armor
Great range, Hit-rate and critical rate
Versatility in being either a heavy hitter, tank; or dodge-machine.
Makes running CEL and DEF in the same build, viable.
Doesn't really get as crippled as other melee fighters by immobilize, due to range of polearms.
Synergy with either a more evasive or defensive class.

CONS
Most it's skills have an evasion-check, and lacks any real autohits save for support skills.
Have to manage Fluidity as an extra resource to maximize the effects of several skills.
To get the most out of the class, you're stuck using polearms and Light armor, as well as having the manage your stats strictly.
Most of it's defensive utility gets shut-down by AOEs.
High FP cost for melee skills.
Probably not a good class to run with Magic.

UNLOCK METHOD(s)

Quote:Duelist-based class equipped, Light Armor and Polearm in main hand, and inflict acid or poison damage upon your opponent.

STAT BONUSES
Quote:+2SKI
+2CEL
+2DEF
+2GUI

OFFENSIVE SKILLS
Quote:Dragon Lunge
Expends all your remaining Momentum
Target an enemy in range and jump into the sky; increasing attack range by your Movement--- only to come down on your enemy at the beginning of next turn from behind, with an increase to damage, crit and hit by 5%* The Momentum used. If already airborne, Guardbreaks your opponent.
If the attack misses, you take 30% of the Damage intended for your opponent, Your Polearm weapon is also logged into the ground, immobilizing and disarming your mainhand for two turns. If your subhand is also a Polearm, you will not be immobilized.

Fang Rush
Attacks twice for 70% normal damage, and -25 hit. If attacking from the front, and both hits land, deals A third strike that knock-backs 1 tile, two tiles if it crits.

Vaulting Strike
Use your Polearm as leverage to jump forward, striking your opponent. If your target is 3 tiles away, you'll vault behind them(or sides, if rear is not open) face them, and the skill's momentum will be reduced by 1.

Pogo-stick
Attack in rapid succession by bouncing on your spear above your enemy(doing reduced damage with each strike). Each attack has a chance of dealing either Hesitation, Fear, Lingering or immobilize for 1 round. Amount of hits is equal to RANK+1. If a status is already inflicted, randomly picks one of the other status. Requires 2 Fluidity for each attack.

SUPPORT SKILLS
Quote:Drive Thrust
After being triggered, all polearm attacks and skills used will have their range increased by 1, causing you to charge forward when using them. The range is increased by an additional 1 if your armor type is Light Armor. Costs 5 Fluidity to use.

Poison Point
Applies an acid tip to your Spear, making your basic Polearm attacks inflict GUI/2 Poison for 2 turns and deals GUI/2 Acid damage. If your attacks crit, the Poison is increased to Scaled GUI and lasts for 3 turns. Your spear loses 0.5 extra Durability with each attack. Expends 5 Fluidity to use.

Wyvern's Breath
Spray Acid in a cone shape before you, dealing Acid damage and knocking back your opponent.
If you have at least 10 Fluidity---Opponents weapons take an additional RANK*0.1 damage to their durability when used, and their Armor and Magic Armor is reduced by RANK*2(Will not reduce armor ratings into the negatives). This status lasts for 3 rounds. expends 10 Fluidity to use.

Round-the-World
Spin your polearm around the knees of your enemies, deal moderate AoE damage within 1 range of you.
If you have at least 10 Fluidity; all targets with less Scaled DEF than you have Scaled CEL will be knocked down. Heavy Armor users will be also be immobilized. 10 Fluidity is used.

Second Wind
Expend all your remaining momentum and Fluidity to restore FP. You gain 130% Your Fluidity back in FP; plus an additional 10% For each Momentum used. (For a Maximum of 200% Fluidity)

PASSIVE SKILLS
Quote:Whiff-Reflex
Toggleable
While wearing Light armor, Scaled LUC% Chance that you will sidestep. Your scaled CEL to be added to your Physical and Magical Def% When taking damage. Cannot be triggered if attacked from behind. Causes the user to move to the left or right of their original position(will move back if left and right is occupied). Cannot be triggered if the user cannot move left, right, or down. Does not work if tiles they would move to would be hit as well. Gains 1 Fluidity when triggered.

Boldheart
Toggleable
Scaled DEF% Chance that when evading an attack and wearing Light Armor that you move one tile closer to your attacker breaking any special tiles you would move on, and gaining 1 Fluidity. If you are face to face with your attacker and this triggers, you will deal Blunt damage equal to your scaled DEF.

INNATE SKILLS
Quote:Extended Reach
All Polearm skills and attacks have their range extended by 2 if Dragoon is your main class. This bonus is halved if it is your subclass. If you're dual-wielding a non-polearm weapon, this bonus is again reduced by half.(Duel-wielding with a non-polearm and having this class as a sub-class will nullify this bonus completely.)

Venom Touch
When dealing Acid damage, you inflict Venom Touch. Venom Touch Increases by GUI/4 every time you do acid damage, for a maximum of Scaled GUI*1.5. Poison damage and acid damage caused by you is increased by Venom Touch's level. The status lasts for 2 turns.

Scaled Warrior
Light Armor gives optimal protection for optimal mobility. Lancers excel at showing this; evasive skills' effectiveness and parrying skills ' success rate are increased by 10% with this active so long as your main-hand is a pole-arm and your armor is Light Armor type. All Parrying and evasive skills can be triggered to their maximum effectiveness so long as your armor type is Light Armor and your weapon is a Polearm.

Fluidity
A Polearm master knows how to strike with rapid, fluid movements. Increases HIT by Fluidity and Crit by half as much. certain skills will expend these charges, increasing their damage by Fluidity%. All Spear attacks increase Fluidity by 1, Critical damage increases it by 2. Fluidity will cap at 7*RANK, and persist through battles as a status effect.

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  Detonate it!
Posted by: Autumn - 09-27-2016, 05:44 PM - Forum: Suggestions - Replies (4)

Is it possible for grenades shot from grenade launcher to be able to be detonated with hand trigger? Similar to how traps work.

Reasoning: Engineers, being a rogue subclass, generally like to build speed, but if you're faster in CEL order than someone and want to throw down a grenade or bomb on them, they can simply walk out of range if they're slower than you (Which is common when playing a rogue subclass)

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