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  Only you can prevent altar fires
Posted by: Autumn - 08-25-2016, 08:29 AM - Forum: Suggestions - Replies (13)

Firespitters have incredibly strong self-destructs that completely destroy the unprepared player, but instead of toning down the damage numbers..

How about if water damage prevented self-destruct from being used for a certain time, similar to how can dampen a forgery or a lava slime to prevent their effects.

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  Wombo Combo Invocations
Posted by: Rendar - 08-25-2016, 07:56 AM - Forum: Suggestions - No Replies

Is there a possibility that, through a certain trait, or even a skill in mage (or possibly even talent. WHO KNOWS), that mages be able to combo invocations with one another?

This would likely only apply for invocations that are C rank or above, but the idea is. Person A starts the invocation. Let's say Shine knights.

Person A starts it up for normal cost
if Person B has the invocation spell; then cast at regular to advance the invocation by one 'chanting' round.
if Person B doesn't have the invocation spell; then cast at double or triple the cost to advance the invocation by one 'chanting' round.

This would lead for a lot of fun tactics where partying up with other mages can yield absolutely DEVASTATING results should they decide to work together. It'd also totally fit that whole cultist theme of people chanting together to summon an all powerful demon overlord--

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  Readjusting The Mirror
Posted by: Sarah54321 - 08-25-2016, 07:24 AM - Forum: Suggestions - Replies (3)

Can we edit what layer each clothing/body piece is on? So things like John's hoodie icons would appear -over- the hair.

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  The Spacey Castle Strikes Back
Posted by: Trexmaster - 08-25-2016, 01:53 AM - Forum: Bug Reports - No Replies

Spacey Mixed dungeons can still roll a Castle floor for their first floor, resulting in the same issue that Spacey Castles used to incur.

AKA: They can potentially lead to a black void that forces you to relog to escape, and drops you into Pink's Tower upon relogging.

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  Future Invocation Additions
Posted by: Kameron8 - 08-24-2016, 10:48 PM - Forum: Suggestions - Replies (6)

Although there aren't any sweeping spell reworks or additions being done right now, I've recently been giving some thought to invocation spells and what some higher level variations might look like. In the event Dev plans to add them in the future, I went ahead and made a small list of spells I think would fit nicely -- even if only to serve as mild inspiration should a time come when new spells were being added.

Evoker:

1. Ice Age

Domain: Aquarian

This skill requires a Rank B Invocation (See the Invocation talent for more details).

Mist skill. When cast, the battlefield is covered in a dark blue mist for 3/3/4/4/5 rounds that seems to chill everything to the bone. While active, every tile on the battlefield becomes an ice tile, and all enemies receive a penalty to cold resistance equal to 5/10/15/20/25%. Any ice tiles that are destroyed will reappear at the beginning of each round. Enemies benefiting from the effects of Sanctuary will not suffer any losses to resistance. (Only one Mist skill can be active on the battlefield at a time; the last one cast will take priority and nullify previous ones.)

Rank 1: 6M, 5% Weakness, 70 FP
Rank 2: 10% Weakness, 65 FP
Rank 3: 15% Weakness, 60 FP, +1 Duration
Rank 4: 20% Weakness, 55 FP
Rank 5: 25% Weakness, 50 FP, +1 Duration

2. Cataclym
Prerequisites: Overload Rank 3, Isenshi Rank 3, Exgalfa Rank 3, Intensify Cold Rank 3, Vydel Rank 3
Domain: General
Enemy Only

This skill requires a Rank S Invocation (See the Invocation talent for more details).

Sunder the earth and leave everything in ruin. When cast, all enemies on the battlefield are struck with Exgalfa, Overload, Intensify Cold, Vydel, and Isenshi. Every tile on the map becomes Pillaged.

Rank 1: Learn Spell. 6M, 60 FP
Hexer:
1. Black Hole
Domain: Huggessoan
Enemy Only

This skill requires a Rank A Invocation (See the Invocation talent for more details).

Tear open a dimensional singularity in the center of the battlefield, vastly altering the gravity of the nearby area. The vortex resides in the middle of the battlefield with a size of 3x3 for 5 rounds. While the singularity exists, the following effects come into play:
  • All skills that launch projectiles are redirected into the singularity.
  • All enemy bow and gun attacks suffer a -100 penalty to hit.
  • At the start of each round, all enemies are dragged 4 tiles closer to the singularity. (Does not change direction characters are facing)
  • Enemies that move in the opposite direction of the singularity can only go half as far. (Ice tile effect for fleeing the vortex)
  • Enemies who begin their turn looking directly at the singularity have a 35% chance to become Stunned for one round.
  • Enemies who touch the singularity (regardless of whether from the dragging effect, being pushed, or walking in on their own volition), suffer magical Akashic damage equal to 350% Scaled Weapon Attack + 250% Dark Attack. This damage can only apply once per round to each enemy.

Rank 1: 70 FP, 3 Round Duration
Rank 2: 60 FP, +1 Duration
Rank 3: 50 FP, +1 Duration
Priest:

1. Menzu
Domain: Mercalan
Ally Only

This skill requires a Rank B Invocation (See the Invocation talent for more details).

Flood the battlefield with life, restoring all that has been lost. First, all negative statuses are removed from all allies (including badly beaten). Then, all unconscious allies are revived. Lastly, all allies are healed for a value equal to X% of their max life.

Rank 1: 6M, 30% max life heal.
Rank 2: 65% max life heal.
Rank 3: 100% max life heal.

I've mainly created this thread to give my opinion that not having lengthy invocations is a missed opportunity. Players could potentially have access to spells that make them feel incredibly powerful, while the immense charge up would almost always be enough to keep the powerful spells from getting out of hand.

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  [Que] wounds
Posted by: Lolzytripd - 08-24-2016, 06:41 PM - Forum: Balance Fu - Replies (1)

wounds start at 100%, when treated they remain 100% I assume they are supposed to go down with time until fully recovered and treated.

is there any method for causing it to go down, shorten recovery time, ect?

because since treating wounds I got since day 1 of the new system and actively playing said character these wounds have remained at 100%.

I don't really mind being stuck with wounds that are -1fp or hp when treated, but the ones that are -1 move when treated are annoying as hell.

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  Permanent Ice Point Greaves
Posted by: Jamchop - 08-24-2016, 12:41 PM - Forum: Bug Reports - Replies (1)

Exactly what it says on the title.

Joined the server a couple hours ago, got into a battle and noticed the buff. Duration is permanent, LV is 6 and it was caused by blank. Two hours later, after opening and closing the game, deliberately losing a fight, trying everything I can to get rid of it - the buff is still there, and it's doing what ice point greaves do. I'm leaving ice sheets and doing extra kick damage.

My theory on how I got this to happen, and how you could possibly recreate the bug:

  • 1. is to have ice point greaves overtime from a battle (have it still active after you've won) and reconnect to the game.
    2. the above, but be disconnected by a server auto-reboot.

How it happened -
I was in a party with one other person, not in combat, but with ice point greaves active. A server reboot disconnected me, and when I reconnected, the visual effect of ice point greaves was no longer there, along with the icon of the buff. I shortly disconnected, as it was late for me.
Extras: I can summon another pair of Ice Point Greaves with a temporary duration, as intended, which is a separate buff from the permanent ice point greaves.
The visual effect of the ability isn't displayed by the permanent buff.
The normal LV for the ability should be 10 - thats what I'm getting from the temporary buffs.
This isn't caused by spirits. It's completely and utterly a bug.
When I reconnect to the game, the icon for the greaves isn't visible up until I enter a fight.

There is honestly nothing more I can tell you.

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  [QUE] White Spirit SP Expenses
Posted by: Trexmaster - 08-24-2016, 11:18 AM - Forum: Bug Reports - Replies (1)

As it stands, white spirits give their bonus by taking away an SP upon an applicable skill having a rank in it. This means that if you apply your points -before- you gather spirits, you'll end up with negative SP in the class because of this. If you apply them after (like if you reset your SP with a fruit) then you'll lose out on that SP, as it'll be spent on the bonus rank.

So, which way is it supposed to be? Are white spirits supposed to tax SP for being used, or are they supposed to be free bonuses SP-wise?

(e.g. I have a white spirit for Nest, but it's at 0/5. I drop a single SP in it whilst have all 35 SP available, now I'm down to 33 SP, but Nest is at 1/5 visually. Alternatively, I wait until I've already assigned all my points in Archer, then grab a spirit for Nest. Now I have the bonus, but Archer is sitting at -1 SP remaining.)

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  Blowback Cannon FP
Posted by: Trexmaster - 08-24-2016, 10:38 AM - Forum: Bug Reports - Replies (1)

Blowback Cannon costs more FP than the skill's description says. So, either the description needs to be updated or the cost needs to be adjusted. (It currently costs 24 FP at r5, while the skill claims it costs 20, then scales up to 27 FP at r6, while the FP increase seems to be only 2 per rank).

[Image: dd2315480a.jpg]

[Image: 6cd1716ee8.jpg]

^ Rank 5 blowback cannon.

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  Needle Returning to Unresistable
Posted by: Kameron8 - 08-24-2016, 05:12 AM - Forum: Balance Fu - Replies (2)

Can Needle be made to ignore Resistance, as it did prior to the GR? It currently ignores armor, but when facing any Res it starts to do something like 60 damage for 4 momentum. Given how high health pools are now, and the nature of attacks that deal static damage, having it always do 90 seems like it would be fine.

If the person has 25% light resistance, you don't get a 2nd action either.

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