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  [Board] The Immaculate Parish -- Service announcement
Posted by: Blissey - 08-10-2016, 07:48 PM - Forum: Sigrogana - No Replies

All across the Sigroganan boards resides an ornate and verdant flyer, clearly highly impressive and outstanding. The flyer appears to be crisp and new, as well as marked with the official sigil of the Church of Lispool -- or so it seems. Could it be that someone high up in the Church's echelon is calling for attention?

Attention all parishioners! This week's service will be hosted by High Priestess and renown doctor, Mavis Haemin! The topic of date will be about Mercana usage, its origin, as well as its practice in both past and contemporary times. As usual, a raffle will be held at the end of the service -- some say that the prize is a rather difficult to attain and legendary armor with particularly volcanic reactive properties.

The service will be held on (Friday, August 12th, 7 P.M. EST), at the Immaculate Parish church located south of the Dormeho Asago Bank, and on the southwest pier near the Mage's Guild. Please try to be on time!

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  Old Talent Enchantments
Posted by: Slydria - 08-10-2016, 08:20 AM - Forum: Beta Fu - Replies (11)

Since Part 2 of the Great Reckoning is on the way, I figured I'd post a few tweaks to some enchantments that would be affected by the changes.


Pocketed: Increases Packrat talent's effective Level by 2. -> +5 Battle Weight, +5 Encumbrance

Tannin's: +30 FP, Increases Capacity talent's effective Level by 1. -> +30 FP, +3 Magic Armor, 3 FP Regen

Leviathan's: +30 HP -> +30 HP, +3 Armor, 3 HP Regen

(I know this one didn't have a Talent associated with it but Leviathan's has pretty much fallen out of use because of Gigantic and since I'm suggesting a tweak to Tannin's, I figure Leviathan's might as well get the same treatment.)


Warwalk: Increases March talent's effective Level by 1. -> Recover 1 HP per step taken, works inside and outside of battle

Reaper's: +1 Power, +5 Critical, Increases Harvest talent's effective Level by 1 -> +1 Power, +5 Critical, +10% Critical Damage

Thieving: Increases Steal's success rate by 5%, Increases Security talent's effective Level by 1 -> Increases Steal's success rate by 10%, Increases Lockpicking success rate by 10%

Firejewel: +2 STR, Increases Pyromancy talent's effective Level by 1 -> +2 STR, +3 Fire ATK

Geojewel: +2 DEF, Increases Geomancy talent's effective Level by 1 -> +2 DEF, +3 Earth ATK

Icejewel: +2 SKI, Increases Cyromancy talent's effective Level by 1 -> +2 SKI, +3 Ice ATK

Windjewel: +2 CEL, Increases Aeromancy talent's effective Level by 1 -> +2 CEL, +3 Wind ATK


EDIT: Added what the old effects did and I realized I forgot Thieving was a thing too... kinda iffy on the effect though.

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  (Yet) Another Willpower Idea: Reductions
Posted by: Exxy - 08-10-2016, 08:20 AM - Forum: Suggestions - Replies (3)

What about also tying some form of FP reduction on all skills/spells to Willpower? Preferably nothing too over-powering; preferably something like this:

- X% of the Skill/Spell's FP cost being reduced (X being your Scaled Wil).

- Min. Effect of a (Unscaled Wil/10 ) FP Reduction for any skill/spell below 20 FP.


This way it would be useful to not only Magic-based characters but also other classes. It could also open up avenues to insanely costly higher-grade Invocations being possible down the road.

Another idea to work on is another thread's poposition of Willpower being used in Rendar's idea of "General Spells": http://www.neus-projects.net/viewtopic.p...amp;t=3341

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  General Spells
Posted by: Rendar - 08-10-2016, 04:32 AM - Forum: Suggestions - No Replies

Spells with the general domain currently have no spell category they can really draw on.

I'd love to see WILL get reinstated as the "GENERAL" spell category for stuff. This could effect blink distance, judgement blade damage, and a variety of other things and make WILL back into a Mage Stat, and just make it feel a lot better to have the stat.

Also can we please make dual-damage spells like.. both spell categories? I know it's probably going to involve a small overhaul of it but.. I'd love if my hexer spells got their FP redux (in the new talent system) from Darkmancy as well instead of having to dump more points into other talents for it. It'd be just fun and make magic more appealing in general.

Edit:

Examples

Blind would become 2+ (SCALED WIL*2.5%) tiles for itself.

meaning that at Rank one, if you had 40 WIL, it'd be 3 tiles. At Rank 2? 4. Rank 4 is 10%? That means it becomes 6 tiles (1 under where it was before if you have good WIL). You take it to Rank 5 at 40 WIL? Same as before. If you have more WIL, you can get more. Of course, this is just really rough scaling to see how it turns out.

Other things, such as the enchantment category spells, or uh.. Riagiri (the bonder spell) would get to use it too. It'd be a great time.

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  Youkai Verso pt.2
Posted by: Autumn - 08-10-2016, 01:43 AM - Forum: Suggestions - Replies (11)

Related to the thread I put up earlier.

Could it be possible for Vorso Verso to place your maximum amount of available youkai up? So if you were to have a vorso verso equipped, you'd have 14 available youkai instead of 12 max.

[Image: 7f4c4d0975.png]

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  Not needed
Posted by: Redemptionsama - 08-09-2016, 11:55 PM - Forum: Unban Requests - Replies (3)

Game you were banned from:Signorona Legend 2
In-game name (key):NarukoX
Reason you were banned:Apparently talked outside of a bracket while asking a question
The length of the ban, if you know:it was specified in backwords time i assume its for a long time Sat Feb 04 12:05:00 1978
Who banned you, if you knowBig Grinystopia
Why we should unban you: Im bored:} but mostly because i think it didnt really deserve the need for a ban ive been banned for quite awhile like awhile like 1-3 months? Also,ill try to rp better..i cant make promises though the least i can do is try harder thoughi get this is an rp game but still its like trying to look left and right at the same time one incorrect sentence wont hurt anybody from time to time i honestly didnt know this hurt peoples feelings my bad:}

Update: Or maybe i was talking inside the bracket to ask a question i dont remember to well

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  Hijack your turn.
Posted by: Lolzytripd - 08-09-2016, 09:09 PM - Forum: Beta Bugs - Replies (11)

If you spam a hotkey for a skill, you can at the very beginning of someones turn, or after they do something, use your own skill, outside of turn order, so long as you have the momentum to use it.

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  [QUE] Youkai Verso
Posted by: Autumn - 08-09-2016, 09:07 PM - Forum: Bug Reports - Replies (2)

[Image: 7f4c4d0975.png]

Vorso Verso states that it increases your possible youkai slots by 1 every 12 UL (2 max), which means that I have about 14 possible youkai slots on my grand summoner, however I can only go up to 12 youkai before the ones after are marked with a (*), is this intended?

If it is intended, can it possible to be changed in the near future? I'd prefer to get the bang out of my buck for a boss 10*, and have 14 youkai available to me with a vorso, instead of 12.

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  White Spirit SP
Posted by: Trexmaster - 08-09-2016, 08:51 AM - Forum: Beta Bugs - Replies (1)

So, after confirming how they're supposed to work, I figure this may not be intended---

If you have 0 points in a skill that you have a white spirit boosting, it'll still be 0/x until you put a point in, which will then cause it to jump to 2/x. As normal, you won't be able to pass the maximum rank of the skill (if it wasn't just 1 to begin with) this way.

If you have a skill at max rank when you gain a white spirit for it, it will go up beyond the max rank as intended, and if you reset your SP, you'll run into the aforementioned issue of not being able to reach the beyond max rank again (i.e. you can get to 6/5 if you were 5/5 before gaining a spirit, but if you reset, you can only go back to 5/5).

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  Dragon King Set Revamp
Posted by: Exxy - 08-09-2016, 08:25 AM - Forum: Balance Fu - Replies (8)

One of the things that got swept under the rug was the Dragon King Set Effect. Why? Two main reasons:

- Diminishing Returns give incentive not to increase the stat much farther past the Soft Cap in most instances.

- Most builds have some Strength attributed from Aptitude. The current Set Effect does not take this into calculation.

------

Suggestion: The new effect takes into account your Base Strength (post-stat allocation) and your Aptitude Bonus to Strength (as well as the bonus from items/Class Skills only IF they did previously - I don't think they were a factor before, though).

It would also go off of your Strength pre-DR. Meaning if you have 80 Strength pre-Diminishing Returns, you would get a full +4 from one of the items from the Set.

-----

Quesitons? Comments? Hatred?

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