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  Mirror Knight
Posted by: Sarah54321 - 01-31-2017, 08:51 PM - Forum: Suggestions - Replies (4)

Can we fight the Mirror Knight with the Statue of Memories?

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  Ally Toggle
Posted by: Reikou - 01-31-2017, 08:39 PM - Forum: Suggestions - Replies (2)

Can we have the option to disable the automatic NPC summoning caused by certain weapons? ( Like the Ghost Dog thats automatically summoned when you use a certain upgraded 10* whip-sword. )

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  Setting Fun
Posted by: Autumn - 01-31-2017, 07:35 PM - Forum: Balance Fu - Replies (6)

While fun, I think setting sun does a little bit too much damage, it scales up 25% additional damage per size expansion and gets a bigger AoE too, while you do need to prepare Ki and the skill can be avoided* conditionally, it hits harder than a CM Sear in a much wider area because it's 100% Fire ATK(which is getting buffed very shortly) and 100% scaled weapon attack, and then 125% damage increase at max size, more than doubling it's damage.

Can we possibly see it's damage per size go down to 10% per 1 range increased? We'll see how it goes from there, but currently setting sun 2-3 shots most of my characters alone, and that's just not fun to face.

*It can be avoided only if you are slower than your opponent, which is not a healthy form of counterplay, I find this relevant in a lot of fire builds in general but that's a whole 'nother topic.

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  [QUERY] Setting Sun V.s. Sanctuary
Posted by: Raigen.Convict - 01-31-2017, 07:02 PM - Forum: Bug Reports - Replies (3)

There has been some minor debate recently about the interactions of setting sun and Sanctuary, people say Sanctuary is supposed to stop setting sun but when tested with an allied monk it did not, I do not know if it stops the damage from an enemy monk, but sanctuary is not supposed to differentiate between friend or foe. Is it intended for Setting sun to Ignore Sanctuary?

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  The old becomes the new
Posted by: Raigen.Convict - 01-31-2017, 06:11 PM - Forum: Bug Reports - Replies (2)

A bug that we'd once thought resolved has resurfaced, at random on the online live server the arrow indicating a players turn will stick on a random player OR total controled mob and the turn timer will tick down, upon the player or mobs turn coming, it will act as if the player timed out and cause their turn to skip causing very unwanted problems in combat, even giving the 'player stares blankly at nothing' message. Reproduction methods are unknown.

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  Red Tail News [Hireing] (at cellsvich poster board)
Posted by: Dia Cykes - 01-30-2017, 10:24 PM - Forum: Factions - Replies (1)

[Image: eb13f8261e1e440fba64c0f97042fc93.png]

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  Maylenia no heal while grandupper
Posted by: Shujin - 01-30-2017, 09:35 PM - Forum: Bug Reports - Replies (3)

As the title says the armor does not restore health even wehn you technically skip two turns (When the person is faster than you)

It worked before, but it does not proc since newest update. It´s litterally the only gimmick this armor has.

[Image: 4eeb56fbfc6d012d757981d87288a835.png]
As reference to it´s effect, since as mentioned...When the person is faster, you lose/Skip two full turns.

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  Luck where. [Fox God's Fortune Cookies needs a buff]
Posted by: Snake - 01-30-2017, 09:33 PM - Forum: Balance Fu - Replies (2)

Can some of the Fortune Cookie's effects that have a LV scale from 1 (+ 1 per 30 Scaled LUC) (+1 per 30 Scaled SAN) * Fox Dice's LV, that caps on LV25?

--Now, to 'adapt' to this new equation, some will have to be revamped, those being:

[strike]"A burned child dreads the fire." (Unresistable LV magic fire damage.)[/strike]
>>"Fortune does not favor fools." (Unresistable LV *2 'random' magic damage to a random target, including yourself and allies. [Though allies get half of the effect.])

"A drop in the bucket."(Increases Murai gained by LV%. It becomes a permanent buff until the end of the battle and cannot stack with 'A fool and his money' as it will lock away the 'roll' option to get the debuff.)

"A fool and his money are soon parted."(Decreases Murai gained by LV%. It becomes a permanent buff until the end of the battle and cannot stack with 'A drop in the bucket' as it will lock away the 'roll' option to get the buff.)

"A rolling stone gathers no moss." (Increases Movement by LV/2. Duration reduced to 2 rounds from 3. It doesn't ignore the movement caps.)

"An Anvil does not fear the hammer." (Decreases all damage taken by LV%.)

"An oak is not felled in a single stroke."(Decreases all damage dealt by LV%.)

--The other ones should be left untouched, if I remember fine, those are just one that grants Momentum, and another that heals all the party for 1000 HP. (And instead of it healing for flat 1000 HP, make it heal 100% of Maximum HP, just for the fancy looks.)

I'd like new ones to be added too:

"The focused mind can think faster." (Increases your WIL by LV/4, uses WIL instead of CEL to define turn order.)
"The sweet antidote is always made from the bitter poison." (Grants immunity to the last status effect you have inflicted in one enemy.)
"The widest steps are not the wisest." (Increases Movement by LV/4. But also grants an effect similar to Devil Wax, which gives a chance to randomly get knocked down while using Movement by LV%.)
"A calm before the tempest." (Ends your turn, but also heals your HP/FP by LV.)

Now of why I think those are fine with these mentioned changes:
- The unresistable 'random' damage should be for the people who think they can get away with this by using Red Letter, the 'randomness' varies from Fire, Ice, Wind, Earth, Dark, Water, Light, Lightning, Acid and Sound.
- The Murai one is more PvE oriented, this can be arranged since we got Amiras' Blessing. Though this is fine because it's a chance in a chance. And as it is right now, it's pretty annoying to get your pockets full of Murai in the middle of a fight and while eating cookies, it makes not a lot of sense or logic.
- The movement one is just an two-round uber movement steroid that gets capped by the armor type, so no biggie as the '25' will be stuck in 14/12/10 (iirc).
- The damage reduction and 'reduction' should be on pair with each other, afterall, you have a chance to become suddenly tough, or suddenly useless.

Overall why I think this is good:
>Lucky Fortune Cookies already have a 3 round cooldown. It can't be spammed, so. It usually does 'little' for too much, even if it doesn't cost Momentum.

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  I am the bone of my stone...! [Unlimited Improvised Weapon bug]
Posted by: Snake - 01-30-2017, 05:51 PM - Forum: Bug Reports - Replies (1)

First, you take Improvised Weapon at rank 1, then try using it in battle while holding a weapon and sub-weapon (It's how I used this, I don't know about the other ranks. It was a random moment in a BDP, so I didn't test 'all' interactions.)

[Image: bf6873119e194f54a294564ff46adaa1.png]
[Image: 1eb4332245094fe9a5de7656555431c9.png]
So I tried to deactivate it on the same round, and this happened. Instead of dropping the weapon and removing the debuff, it got another, making me hold two of them. I tried again but this seems to be the 'cap'.

Note that I was using two daggers, so this might be related to 'why'?

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  Black Bubble Scaling
Posted by: Chaos - 01-30-2017, 02:41 PM - Forum: Balance Fu - Replies (7)

Since we're in the swing of scrutinizing skills that benefit tank builds, I think it's appropriate to take a look at one of Hexer's offensive spells: Black Bubble.

Much like pre-nerf Wretched Oil, this spell scales up to 70%/70% on what is considered defensive stats. (VIT and RES, respectively) Beyond the fact that it scales off of a core defensive stat (VIT), it also provides the following:
-AoE on the level of pre-Spell Overhaul Sear
-Silence infliction (backed by Hexer's status infliction support)
-Field effect that completely drains FAI

No other infliction spell in Hexer's arsenal can boast its scalings and two solid secondary effects. It is not the inescapable stream of damage that pre-nerf WO was, but Black Bubble serves as one of Hexer's greatest utilities, while packing as much damage as the other (see: not WO) infliction spells. For this, I believe that Black Bubble's elemental scaling should be reduced; not to WO levels, but to (30% + 5% per Rank).

In other words, the elemental scaling would go from this:

50/50 -> 55/55 -> 60/60 -> 65/65 -> 70/70

...to this:

35/35 -> 40/40 -> 45/45 -> 50/50 -> 55/55

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