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  Speed and Fast
Posted by: Trexmaster - 03-10-2017, 09:45 PM - Forum: Bug Reports - Replies (1)

Quickness still grants 6 Move at rank 5, instead of 2 Move regardless of rank, so I assume it's still going off the old bonuses.

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  Interferencing weapons. [Staff of Forging bug]
Posted by: Snake - 03-10-2017, 04:11 PM - Forum: Bug Reports - Replies (1)

[Image: 9e4d4e56e429402593f958f9b637fe6b.png]
[Image: b567e308a8e24a77a21d82e5f51f5e16.png]

The staff of forging does not repair durability at all (or rather say 'function', judging by the way the target doesn't appear on the battle logs upon usage), be it on yourself or your allies, the other staves seems to be okay and functional, though.

(Side note: No, this is nothing related to Interference, just a fancy title for the thread.)

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  Firthrower Accuracy
Posted by: KhalidtheGrey - 03-10-2017, 12:13 PM - Forum: Suggestions - No Replies

Can the Firthrower get changed to target in a line like Arbalest cannon skills and the Lava Spear from the Razing Salamander? It's almost a melee weapon as it stands due to having only cardinal direction targeting.

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  Not-so-cheap spirits.
Posted by: KhalidtheGrey - 03-10-2017, 09:13 AM - Forum: Balance Fu - No Replies

I did some dinking around with spirit jars since they got nerfed, asked around looked at how much it gave back for people at various maximums. I think the nerf to effectiveness on top of the momentum cost increase (1 to 3) was overkill considering it's devoting a 10* and an accessory slot to a one-off heal in combat that is comparable to curry when it's topped off. I'm leaning toward simply reverting the reduction to it's effectiveness back to how it was prior. The 3m cost is just fine.

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  [Que] Schwarzsturm calculations
Posted by: Shujin - 03-10-2017, 03:00 AM - Forum: General Discussion - Replies (4)

Simple question. Is Schwarzsturm calculated in a Chain or is the bonus flat added to the respective Skill?

Example:
Level 8 SS= 80% Felhook rank 5
A)
100 SWA*1.40*1.80=252

or

B)
100 SWA*(1.40+0.80)=220

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  Dull Zombie Teeth [Sliding Zombie bug]
Posted by: Snake - 03-09-2017, 11:47 PM - Forum: Bug Reports - Replies (1)

[Image: 57052ba3e2f0429099b4b18d6b119d78.png]

Sliding Zombie's basic attack, Ankle Bite, does Blunt damage instead of Pierce. In addition, it (probably) doesn't inflict Bite wounds.

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  Arena Reputation
Posted by: Exxy - 03-09-2017, 08:45 PM - Forum: Suggestions - Replies (6)

Could we possibly see the Badlands Arena added to the Reputation List (with it's own ways of being increased)?

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  Have Permission'd Characters Count for House Visits
Posted by: Exxy - 03-09-2017, 08:40 PM - Forum: Suggestions - Replies (10)

Although this may be in-part due to the fact due to the fact the group I'm a part of was OOCly evicted from a hard-to-get-back plot, I feel like characters with Housing Permissions (Bouncer, Builder, Farmer) should count towards the required "monthly" visit(s).

My reasoning being that a character with Permissions most likely has some substantial tie to the house/area and is invested enough to visit even if the House Owner is on break. Perhaps maybe having all (or 2-3+) of the non-House Owner characters with Permissions count as a House Owner Visit if it seems just giving them a 1:1 seems too far-fetched.


I apologize if this is a rehash of an old suggestion; I have a feeling it's been brought up before, at least.

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  Class-Based Softcap adjustments.
Posted by: Ranylyn - 03-09-2017, 05:03 PM - Forum: Balance Fu - Replies (8)

... so. Let's talk for a moment about how a pure mage can be every bit as tanky as a renowned Black Knight of Chaturanga, minus the now-nerfed indomitable. Except, if the caster happens to have a single class with a healing spell (Bonder, Curate/Priest/LB, etc) it's actually even tankier.

Except let's not. You know what I mean.

Right now, Softcaps are a basic 40 + Racial. And that's fine to an extent. It means a race not intended to be proficient in magic, like Lupines, will not easily surpass a mage-centered race, and so on. But... they all get pretty darn close, don't they?

My proposal: Each class gets a series of bonuses and negatives applied directly to the softcaps - totalling zero (Such as +5, +5, -10, for a simple example.) Halved for subclasses, both are applied. This means that if you use a dedicated Priest/Evoker, for example, you might be looking at a base (before racials) softcap of 25-30 defense but 47-55 will.

"But Ran, my earth attack-!"

If using your defenses as offenses is so crucial to peoples' builds, we can discuss adjustments. However, it seems this is something people would rather have adjusted, given the changes to weapon scalings so people can't just pump defensive stats and get ample attack for it. Worst case scenario, as this would impact mages/evokers the hardest (Hexers actually want to get hit, for curses and payback and such) we could see about giving evokers some passive earth attack, if needed.

"What about my existing builds? this is way too big an overhaul, and it'd render me useless!"

Simple solution: A laplace gift of one fruit of fluidity per character. It's been done before with skill points and big class reworks.


Pros to this:
- Basically shuts down omniclassing for good, except within very similar classes.
- Potentially some much needed appeal to overlooked classes and potentially gives pause to considering the popular ones.
- Encourages more diversity in builds, as this would force changes.

Cons to this:
- Could potentially ruin roleplay for characters built around being durable sustain tanks. (This is the biggest one, by far.)
- Inactive players could miss the fluidity gift - as each new gift replaces the last.
- Could potentially be overbearing, if people specialize and stack like-bonuses that they can exploit.


Anyways, just throwing this out there. Thoughts?

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  I've been gypped by that armorsmith!
Posted by: KhalidtheGrey - 03-09-2017, 05:26 AM - Forum: Balance Fu - No Replies

I went and did some testing to see just how guns works with defenses since we had some confusion on what did or did not work. We confirmed that guns ignore armor but not defense or other percent reductions. We also confirmed gun-specific reductions (Trenchcoat, -5, Know No Pain, -10/20), apply before percent reductions. If I remember correctly, this became a thing some time before the great reckoning, because it was rather oppressive that matadors could shrug off considerable chunks of damage, especially against guns which regularly dinged for 0s if they were multi-round guns. Another change that popped up (I believe) around this time was that matador is half effect if subclassed.

Since the GR hit, damage numbers have overall gone up, and this has left Ensui, the Trenchcoat, and Matador lacking in effectiveness. They're generally half as strong as they say they are because of reductions as well. I'm suggesting this be fixed by reverting the change that caused special flat reductions to apply before defense and armor. As it stands, I can comfortably one-point Know No Pain and only be missing a couple points worth of damage reduction while still getting just as much rage.

Another thought I'm considering is a slight buff to Armor and Magic Armor values on Heavy and Light armor since those are suffering similarly to Matador and Co., but one thing at a time. Don't want to undo dev's work in remedying the tank meta by buffing tanks too much.

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