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  There is no God!
Posted by: Shujin - 09-10-2016, 11:13 AM - Forum: Bug Reports - Replies (1)

[Image: d7413592c7e11fa0b6173f396a15d798.png]
I did test it a few times now.
Since the update where "Your god loyality has raised" message appears, it seems that we can´t get above Zero with a new characters. (Or maybe not about Zero in general, not confirmed yet.)
It works fine with my other characters that had some loyality already.

I do get the buff however.

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  [RP/Out of Fights suggestion] Sanctity's use out of fights? (Closed)
Posted by: Snake - 09-10-2016, 03:05 AM - Forum: Suggestions - Replies (11)

(This post is susceptible to be edited A LOT of times, because it's community collaboration oriented, so yeah. If you can/want to add to it, do it by giving your opinion/suggestion below, thanks.)

So, I've been noticing the lack of iterations the game gives us outside PvP. And I'm in the mood to write, so... Based on a Lupine Guard's struggle to try and hear two criminal scums whispering, here you go.

'What if Sanctity mattered outside battles?'
And then, a small list I have in mind:



For Lupines, Felidaes and Grimalkins, SAN above 20 = They can hear whispers in double the range it reaches. (4 squares, in this case.)

For Leporidaes, SAN above 20 = They can hear whispers in double-plus-two-squares the range it reaches. (6 squares, in this case.).

For Corbies, SAN above 20 = They can 'see' wemotes as if they were normal emotes.

For Phenexes, SAN above 20 = They regenerate 15% HP/FP of their party, per IG hour tick.



For Vampires, SAN above 20 = At hour 0 (midnight)'s tick, all of their wounds/illnesses are healed (read: deleted), HP/FP are recovered by 75%.

For Zerans, SAN above 20 = They get the effects of Haggle trait, passively.

For Liches, SAN above 20 = They regenerate 20% HP/FP passively, per IG hour tick.



For Dullahans, SAN above 20 = Their weapons' durability are repaired by +4, per hour tick.

For Doriads, SAN above 20 = Their planted crops fully grow (read: skip all growth processes, as if Miracle Fertilizer'd) within the next IG hour tick.

For Mechanations, SAN above 20 = They regenerate an extra 50% of their Physical Stamina and Mind Stamina per IG hour tick.

For Redtails, SAN above 20 = They can bake Fortune Cookies in a stove, it just gives a random fortune text before eating.



For Serpentkin, SAN above 20 = They regenerate HP/FP 4x faster around a camping firepit.



For Humans, SAN above 20 = They get +1 Prayer LV bonus.

For Corrupted, SAN above 20 = They no longer get bothered by Iahsus's tantrums.

PS: 1 edit = 1 smile at community collab

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  [Que] Combination Strike Base/Promo Interaction
Posted by: Kameron8 - 09-10-2016, 02:42 AM - Forum: Bug Reports - Replies (4)

Is Combination Strike supposed to function in the event that the first attack is from a promotion's base class, then the next attack is from the promotion itself? I vaguely recall this coming up before, but I can't seem to find where. To clarify:

If a Verglas uses Heaven Kick -> Expanding Ice, should the latter gain any bonus?
If a Monk/Evoker uses Fir -> Sear, should Sear gain a bonus?

Currently it does not.

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  Spellthief and Monster Spells: Descriptions and Transparency in Game Mechanics
Posted by: Esther - 09-10-2016, 02:35 AM - Forum: Suggestions - Replies (8)

Here, I will detail all the monster spells I find that have ambiguous and unclear descriptions, and make requests about transparency of mechanics.

_____________________________________________________________________________________________________________________________

First offender: Styx Shout

[Image: 7813dba2e1.png]
^May also suffer Fear for 2 rounds... at what rate? Does it follow Status Infliction vs. Status Resist?

[Image: a7d372d36d.png]
^Apparently not, as there is no Status Infliction text in the combat log.

_____________________________________________________________________________________________________________________________

Next up: Red Sea, Star Stream, and Ignis

[Image: c00bef80d3.png] [Image: c1ed93bf21.png] [Image: fb8002eea8.png]
^Again, at what rate? Furthermore, these spells do not trigger basic attacks like Styx Shout does, so what is their scaling?

[Image: 267e872c6f.png]
^Thankfully, the combat log gives us an answer on the infliction chance -- it does indeed function off of Status Inflict vs. Status Resist. However, that still leaves us in the dark about what these spells use to scale their damage output. How do they interact with Scaled Weapon ATK, and their respective Elemental ATKs?

_____________________________________________________________________________________________________________________________

I will continue to look for vague descriptions on monster spells as I see them. I don't know of very many monster spells that aren't just player spells monsters spawn with, but I still have barghests to check, at the very least.

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  Seize
Posted by: Trexmaster - 09-09-2016, 07:32 PM - Forum: Bug Reports - Replies (2)

I'm unsure if it's -just- Seize, but the capture message prints twice, though you still only get the monster once.

e.g.

X has captured monster.
X has captured monster.

Will print instead of just--

X has captured monster.

for every monster captured this way.

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  Lack of Bravery
Posted by: Ardratz - 09-09-2016, 06:18 PM - Forum: Bug Reports - Replies (1)

So after a simple test I found something was wrong with Fear (unless how it works was changed without me noticing) and how Bravery affects it.

I did a hit test on a character with no points put into the GR Part 2 Talents against a kensei, my hit chance before and after they used Absolute Fear was 40% and then 29%. Since Fear is meant to lower hit by a flat 30 I assume something is wrong.

After putting points into Bravery, specifically Will, I did another hit test on the same Kensei, My Hit then went from 40% to 0% after Absolute Fear was applied, so Will seems to increase Fear's effects instead of diminish them as it is meant to do.

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  Kraken Has Taken Over
Posted by: Blissey - 09-09-2016, 05:57 PM - Forum: Bug Reports - Replies (3)

[Image: 65c49c40576f558c0dafb43fe0eaf260.png]

With the advent of 1.62d BYOND BETA test, uh. . . Well, it seems as though whatever protection Mercala may have cast over her Church expired, because it's snowing within the Church, and along the non-existent borders.

It's a mess, and it needs to be cleaned up. Kraken is being really petty.

You can probably replicate this by letting it snow in Lispool and then waltzing right in. Could be a BYOND bug, though -- or a run-time error, one of the two. I tried re-logging and this fixed it. . . But conveniently enough, the snow had stopped falling in that same moment, so. . .

EDIT: Okay, so it's pretty much snowing in every building in Lispool. I'm no longer sure if this is me or BYOND, or server-side. Would be great if someone else tested this, too.

EDIT (again): Okay, so maybe this might be just on my side -- but if it can affect me, it might be able to affect another as well. The snow overlay has stuck to me completely. Unsure if this does so with rain, as well.

Too Many Edits: Okay, so this isn't just me -- it happened to someone else with the rain overlay.

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  Bravery Talent - Will (Fear)
Posted by: Akame - 09-09-2016, 04:43 PM - Forum: Balance Fu - Replies (8)

Fear is in a pretty horrible place right now with the introduction of the Bravery Talent, and it was already easy to get around even before the talent rework.

With the Bravery Talent Will's existence, not only was it countered by a Shaitan's very existence, the Red Cape, Strong Legs (Priest), Steel Mind (Black Knight), Recklessness (Magic Gunner), and Cleanse Body (Martial Artist) before, but now it's effectiveness is reduced by -75% at max SR (SR * 25%), a measly -7.5 hit, and the duration is decreased by 3 (SR * 1).

Can we at least lower the fear hit reduction from Will to "SR * 10, or 15"? Just so, you know, it's not totally useless in decreasing hit in comparison to the large amount of hit buffs in the game. I'd actually like having the duration reduction part removed, since it really hurts a lot of fear-dependent items, skills and classes, but I doubt that'd happen.

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  [Graphical] Runaway Stat Text.
Posted by: Exxy - 09-09-2016, 08:08 AM - Forum: Bug Reports - Replies (3)

Currently, if the number of digits (percent sign, %, included in this) goes beyond 4 then the rest of the value is cut off (to an extent). Refer to "Status Resist" in Example 1 and "Status Inflict" in Example 2 for a visual example of what I mean.

Example 1:

[Image: 2fde51e8fb1645d2b6a556e6ee0745ec.png]

Example 2:

[Image: ef016394be144b84ac31b4674d354192.png]

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  Crafting and Legend Extensions
Posted by: Nytingale - 09-09-2016, 07:21 AM - Forum: Bug Reports - Replies (5)

Okay, from what I've understood (via the Wikia), you have a cap on just how many "Crafting Levels" you can acquire that's shared across all types of crafting. This cap is based on (Character Level / 10). The Wikia then goes on to state that the highest amount of "Crafting Levels" you can invest in to any one type of crafting is 4, and since all crafting types start off at level 1, you should basically "cap" at Level 5, no? Bearing that in mind, my plan was to invest 2 of my 6 (my character would be at level 60) "Crafting Levels" into Enchanting, putting it at level 3, and my remaining 4 into Metalwork, putting it at level 5. Afterwards, I would gain the two relevant Legend Extending Traits to boost each crafting level by 1 point to have mastery in all weapons for metalwork and mastery for the highest level of difficulty for enchanting. Granted, I didn't follow the plan in this exact order, but I figured order would hardly matter once the end result was the same. However, I've now ended up with both my Metalwork and Enchanting somehow being capped at Level 4 each and I've used both Legend Extending Traits to help reach them to this point. That is to say, thus far, I've only actually levelled each of the two crafting types twice each by "training" but they've both been capped off before I could use my final 2 "Crafting Levels" in Metalwork. Based on what the Wikia says, as well as a few others online, this seems to be a bug of sorts as it seems that somehow, the Legend Extending Traits are "capping" their respective crafting type.

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