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  You only need to click once! Fool. [Mat. Change kit bug]
Posted by: Snake - 12-09-2016, 11:19 AM - Forum: Bug Reports - Replies (3)

Whenever you press 'X' after using a material changing kit for the small window to open, it gets spend even if you don't select anything to swap materials, or relog with the window open.

It makes you lose the mat. change kit in situations you like, for example, click by accident or disconnect while doing the swap.

What I'm seeking here is for the kit to be consumed upon the use and confirmation, not after opening the window or something like it, because I lost a Magmic one this way, and heeere I had to go farm the magic goop again for another. Sad life of a Cotton Snake.

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  Magic Beyond Destiny
Posted by: Akame - 12-09-2016, 10:41 AM - Forum: Balance Fu - Replies (10)

Being destiny'd means that any other classes you have unlocked outside of the class faction you have now dedicated your character to are locked. In doing so, Destiny Spellthief's copy-spells and the Tarnada are made useless. Spellthief's destiny copy spells, as well as the Tarnada's Vydel, are reduced to Rank 0 just because of the sole fact that mage classes are inaccessible.

Also, each time a new spell is released via new class, if a destiny Spellthief finds it desirable, they have to un-destiny with a Legend Extension, level up the new spell's rank from the new class, then re-destiny with another Legend Extension. This.. Ends up being a bit much and unnecessary. It can have an easy fix.

Simple solutions:

Copy Spells Rank are based off of the passive innate 'Overload Copy' skill or the 'Spell Snatch' skill instead of their ranks in the mage classes.
A Tarnada's Vydel rank is based off of ((UL/4)-1) with a minimum rank of 1.

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  Wimpslayer
Posted by: Autumn - 12-09-2016, 01:21 AM - Forum: Balance Fu - Replies (5)

Kingslayer is super weak, can we possibly see it's scaling increased to 100% STR instead of 75% STR to compete with a bunch of the new ten stars?

Also it's supposed to be like a normal longsword until you face a 'king', and then it becomes a very powerful sword, I think it deserves a normalized 100% STR scaling to it at least to make it good again.

Its actually just a joke right now and I'm sad to see it in that position.

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  PSA: Religion
Posted by: Soapy - 12-09-2016, 12:08 AM - Forum: General Discussion - Replies (10)

.

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  Missing Gods 2: Electric Rougarou
Posted by: Soapy - 12-08-2016, 11:34 PM - Forum: Suggestions - Replies (9)

Gods for the God God!

Blessing of Argentyle: +LV*2 Poison Level, +LV% Poison Resist. Some kind of snake fang as prayer tool?
Blessing of Enma: +LV% Damage dealt to enemies at 50% or less HP, doubled at 25%. Some kind of weighing scale as prayer tool?
Blessing of the nameless god: +LV*2 Guard Level, +LV% (one of Water/Fire/Light) Resist? Some kind of scale as prayer tool?
Blessing of (God/dess of Love): +LV Charm Level? +LV HP/FP Regen while Charmed or have an enemy Charmed by you? No idea on the prayer tool.

Edit:

Blessing of (Gaia/Nature/Sigrogana/whatever): +LV*2% chance of extra material while harvesting, +LV% Earth Resist, +LV statistical boost to Song of Nature boosted flowers for Doriad. Glowing Inas as prayer tool?

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  Ultimate Genius Student [Engineer innate bug]
Posted by: Snake - 12-08-2016, 07:32 PM - Forum: Bug Reports - Replies (1)

Pure Genius is supposed to grant only +5(+1) GUI, but it also applies the old effects of SKI/WIL, adding those stats by +5 too.

Engineer off:
[Image: cb1640c1241244118d457ada6f5e8280.png]
Engineer on:
[Image: 03fb5d7048c84a88bd797d16ee3eded2.png]

(I think this is fine the way it is because of the extra FP to maintain the bots, but. Eh, whatever.)

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  Immaterial Kit
Posted by: Soapy - 12-08-2016, 07:20 PM - Forum: Bug Reports - Replies (3)

Quote:You use the Mat. Change Kit: Dragon Remains.
You do not have any items compatible with this material changing kit.

My inventory is full of items. I haven't been able to test any other material, but these don't seem to work at all.

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  Scaling Derived Stats
Posted by: Cat15 - 12-08-2016, 06:43 PM - Forum: Balance Fu - Replies (14)

Currently, only primary stats (str, wil, cel, etc.) are subject to diminishing returns. While that does help prevent min-maxing from being quite as powerful as it could be, the existence of many buffs directly to derived stats (hit, crit, evade, status inflict, etc.) and lack of any sort of scaling upon them still leaves it quite bad. It's very possible for someone built for a good amount of hit to fight someone they have a negative hit chance against. On the opposite side, if you're not playing a class that literally allows for 150+ extra crit from buffs, distributing your stats for a moderate amount of evade can still leave you with no chance to evade, resulting in said points being completely wasted. Status inflict and resist tend to also be terrible offenders.

Where there are a few ways to change things to make this more balanced and min-maxing less mandatory, I believe the simplest is likely to place a scaling curve on several secondary stats. Boosts from equipment and some from class abilities may be fine to apply after scaling, but gains from primary stats and most buffs should be slapped with diminishing returns. I'll give simplistic examples of the curves I believe could work, but I highly encourage input on other rates of scaling that could work. My point is more that something to this effect needs to be added than this exact implementation.

For Hit/Evade:
Hit and evade each get a stacking -0.1 per point each 'tier' of 50 points. At 50, one would have 50 scaled hit/evade. At 100, it would be scaled to 95 (50 + 50 * 0.9). 150 scales to 135 (50 + 50 * 0.9 + 50 * 0.8), 200 scales to 170, 250 scales to 200, 300 scales to 225, 350 to 245, 400 to 260.

Of course while this would allow moderate levels of evade to actually be useful, it wouldn't help with hit vs evade. Which is why I believe that weapon accuracy and evade from armor should be added post-scaling.

For example, without that being the case: Combatant A makes a basic attack at Combatant B. A has 300 hit, B has 300 evade (both achievable, high amounts in the game currently). Whether these stats are scaled to 225 or remain at 300, A has a 0% chance to hit B with equal stats.
With everything except equipment scaled: Combatant A makes a basic attack at Combatant B. A has 300 hit, including 100 weapon accuracy. B has 300 evade, including 30 armor evade. A would have 200 hit scaled down to 170, plus 100 for a total of 270 hit. B would have 270 evade scaled down to 210, plus 30 for a total of 240 evade. A has a 30% chance to hit with equal pre-scaled stats, which is still low, but reasonably possible.

For Status Inflict/Status Resist:
Status inflict and resist each get a stacking -0.1 per point each 'tier' of 25 points. At 25, one would have 25 scaled status inflict/resist. At 50, it would be scaled to 47.5 (25 + 25 * 0.9). 75 scales to 67.5 (25 + 25 * 0.9 + 25 * 0.8), 100 scales to 85, 125 scales to 100, 150 scales to 112.5, 175 scales to 122.5, 200 scales to 130.

Like with hit, status inflict should be given some unscaled boost to help prevent 0% chance situations (And before someone says it, yes Hexer has things like Payback and Black Bubble, but it isn't the only class that has status inflict checks). Perhaps if the ability that causes the check uses a weapon, it either adds 25% of the weapon's accuracy to status inflict, or 100% of the weapon's critical chance (For clarification, strictly those of the weapon itself, without anything from buffs, stats, or abilities added in.). For abilities that don't use a weapon, there could be a flat boost somewhere in the range of 10-25%. If using a spell without a casting tool, or a skill with only bare fists, said boost wouldn't apply.

For Physical Def/Magical Def
Even though the two DRs aren't opposed stats like the others mentioned, they're currently in a spot where many agree they can become far too strong. A recent thread pointed out that it's possible to achieve 100% physical DR. Primarily, basic physical and magical defense come from the Defense and Resistance stats, respectively. Even though those two stats themselves are scaled, and the other means of additive DR are few, the amount achievable still leaves them as disproportionately powerful stats. If it were the case that Defense and Resistance only provided DR, and that putting copious amounts of points into them left one offensively weak, it might be fine. However, they each are a source of an elemental attack stat, and several weapons scale heavily on them. As such, it's not really the case that this would directly be scaling Defense and Resistance twice.

Physical and Magical Def would each get a stacking -0.1 per point each 'tier' of 10 points. For each of them, at 10 they would reduce the corresponding damage type by 10%. At 20, it would scale to 19% (10 + 10 * 0.9). 30 scales to 27% (10 + 10 * 0.9 + 10 * 0.8), 40 scales to 34%, 50 to 40%, 60 to 45%, 70 to 49%, 80 to 52%, 90 to 54%, and 100 to 55%.

If this total DR is too low, perhaps armor could add part of its armor/magic armor to Physical and Magical Def, depending on armor type. Unarmored could add 50% of its magic armor rating to Magical Def, Heavy Armor could add 50% of its armor rating to Physical Def, and Light Armor could add 25% of its armor and magic armor to the respective DRs.

For Critical/Critical Evade:
I'm uncertain these need to be scaled, since there is a relatively limited amount of each one can obtain compared to other opposed stats. I don't believe one can typically get either of these vastly over 100, and critting also requires a hit check (with the exception of lightning crits). I may be wrong on this, or perhaps someone else has a suggestion to make things more balanced. Regardless, if crit is scaled, I would suggest, like with my suggestions for other stats, that weapon critical rating be applied after scaling.

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  'Armor' of Eyes and Green-Scale 'Tunic'
Posted by: Snake - 12-08-2016, 05:39 PM - Forum: Balance Fu - Replies (12)

Can we have their armor type swapped?
- Armor of Eyes becomes Light Armor.
- Green-Scale Tunic becomes Unarmored.
- In-Fighter Gi also becomes Unarmored, because it's a damn Gi that Martial Artists cannot use.

Armor of Eyes shuts down a Void Assassin completely while getting extra perks from Unarmored torso effects across the classes, such as more damage (Evoker in this case), more tankyness (from Waraji and Evasion) and more dodge (from Martial Artist), and since Light Armor gets half of those effects, it would be enough of a nerf for this overused ''armor'' with endless benefits.

Now Green-Scale Tunic, it just vanished from the market. It's a torso that seems to be built around 'dodging to make your enemies tired', but it can't accomplish this role for being Light Armor, you get zero class benefits from using it and all your Evade rate must be raw and high (raw as in, must build 60 CEL, 60 LUC and pray to god every seventh day in order to atleast dodge a Bandit Gunner.)
This situation would be more smooth if it was an Unarmored. Same goes to In-Fighter Gi, in which seems to be a torso for melee ranged people, but gets terribly nerfed due to being Light Armor, and it's Evasion gets gibbed by half, making it another wall decoration.

Chaaange this, please.

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  Core Ha-Chop
Posted by: Snake - 12-08-2016, 05:25 PM - Forum: Suggestions - Replies (9)

Can we get a way to split bigger cores into smaller ones for the purpose of creating enchants with Alchemy? Like, you take a Massive Core, use a certain method to break it down, and it grants 10 Tiny Cores or more accurately, it divides per core level difference using 'Tiny' as the base number.

It's nigh impossible to drop tiny cores nowadays where everybody's levels are capped, and I almost see this part of Alchemy not being used due to this hassle. (I think it influences the dungeon level spawning, so we rarely have level 1-5 BDPs around, plus, cores cannot be traded.)

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