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Fern
v3.01f Ice Skating throu...

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8 hours ago
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Fern
v3.01f Electric Axe's on ...

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AkaInuHime
[3.01f] Anchor rune weird...

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Neus
[3.01f] Worthless post op...

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10 hours ago
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Neus
[3.01f] Italicizing Words...

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Neus
[v3.01e] Fading Out Of Ba...

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Neus
[3.01f] Yokoshuran Telepo...

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Neus
[3.01e and 3.01f] Bonder'...

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Neus
[v3.01f] Accents Break It...

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Neus
[v3.01f] Clipped Wings

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11 hours ago
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  Query on Spirits
Posted by: Trexmaster - 08-07-2016, 09:21 AM - Forum: Beta Fu - Replies (2)

So, since finding enough of them to prove whether or not they allow for +1 to the same skill is rather difficult, I figure it'd be easier to just ask about them. A few questions about them I'd ask--

1. Can you get another spirit that gives +1 to a skill you already have a +1 from another spirit for? If so...this shouldn't be a thing, ever. It'd create far too many issues.

2. Is it intended for skills to go past their maximum rank with these +1s? If it's just +1 tops, then that's not terrible, but for some skills it could prove overbearing (most DH stances, snake dancer, spell snatch, etc).

3. How does their spawning work? Are only a certain amount up at a time, do they repopulate every hour at random? It feels like there's only one or two around after the initial run through of the entire world. (it'd be super convenient if there were a way to spawn more for testing purposes).

4. What are the negative effects Black spirits can give for resisting a release attempt? I've failed 10~ or so times and I've yet to see anything other than 'the spirit resists your exorcism'.

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  Gathering Plants
Posted by: Trexmaster - 08-07-2016, 08:30 AM - Forum: Beta Bugs - Replies (3)

Double-clicking the plants in the 7th floor of the jammer caves does nothing, not allowing you to harvest from them, even with ranks in Gatherer.

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  More available 8-9 star equipment
Posted by: Lolzytripd - 08-07-2016, 05:28 AM - Forum: Suggestions - Replies (4)

Somethings messed up with the drop rates I opened 140 massive cores on the test server on a high luck character. Never got a single 8 or 9 star item other than a jackhammer (which might still have its old drop chance)

We increase the chance of finding them from treasure maps, Ie give them one guaranteed 8-9 star item

Make it possible to buy some of them for casino coins, Fan tomes would be 1500 casino coins for a paper chapter(1000 coins =15k murai) whatever else fits with oniga would be put in the casino shop.

Add the 9 star accessories to the fishing contest shop, 1000 fishing token prizes.


edit: one of the big reasons I think 8-9 star drop rates tanked was because you have a much better chance of getting a level 60+ minibosses 10 star item rather than a 8-9 star item from their drop lists.

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  Weapon re-scalings
Posted by: Autumn - 08-06-2016, 11:12 AM - Forum: Balance Fu - Replies (11)

I have a couple of concerns over a few weapons, and this is more of a buff thread than a nerf thread, so yay, some of the weapons I'm listing have seen little use since the update so I think they could use a bit of tuning to bring them up with other weapons, if you could consider each one individually, I'm not saying each one has to make it in, but at least a couple of these would bring a little bit more diversity to the weapon pool, its mostly just changes to fist weapons with a couple changes to some others like swords, if you'd like to read the reasoning as to why, I posted them in spoiler tags.

Claw Gauntlet - 60% STR 45% SKI (110% Critical Damage, up from 105%)

Ahh claw gauntlet, I started off with this first because I feel as if claw gauntlet doesn't have enough 'unique' going on for it, it does slash damage, yes, and that's great, I suggest more partial SKI scaling because the thing should act a bit more like a sword, oh also, 110% Critical damage sets it apart from other fist weapons very slightly, I feel as if this'd be used by actual claw characters with these changes.

Magical Comet - 55% STR 70% WIL
The reasoning to the scaling change on magical comet, takes away from it's str scaling slightly in favor of WIL scaling, and I get that all the spelledge weapons scale similarly to magical comet, but I really think an exception would work here, a big reason for that is because will based monks and verglases have been stuck in limbo for the longest of time, this change is to open up a new build path for martial artists alike.

Cobalt Qrytys - 55% STR 50% GUI (120% critical damage, up from 105%)
Ahh, Cobalt Qrytys, I believe I raised a thread about this once, however it turned rather biased rather quickly, I think it'd only be fair that Cobalt Qrytys be given the same treatment as Knuckledusters, and have 120% critical damage, the guile scaling is because lets face it, the weapon is going to be used by void assassins, who typically build GUI anyway, saves it from being a rich-man's knuckleduster as well.

Fenri - 45% STR 60% SKI
Fenri, essentially just reversing it's scalings, a little bit, I believe this weapon is a verglas' dream, the epitome of what they want, lets make it scale a little bit harder for building ice damage, cause why not?

Mortissimo - 40% STR 65% SAN
This one's a little bit of a nerf, unfortunately, I don't think SAN should scale so hard on any weapon but a tome, this opens up some really mean autohit paths, total scaling not changed, SAN scaling is reduced.

Hands of the Giant - 110% STR
I like to believe the theme of this weapon is just maxing out your strength and hitting somebody as hard as you can, diminishing returns kind of mess with this weapon and it's STR Gain, so I think that if you take out the DEF scaling and turn it into STR, you'll be returning the theme of this weapon to people who used it.

Tarnada - 40% SKI 50% CEL
Tarnada is a weapon that I really like, but the build path for it is very VERY one-way, you build STR/SKI/CEL/LUC/GUI just so you can do damage with it, but after that, what other skill points do you have? SKI itself is a powerful scaling of itself, so lowering the total scaling to 90% to compensate for a newer more diverse scaling and also the fact that it can cast VYDEL for FREE! I think this weapon has a cool theme.

Also, speaking about it from a scaling perspective it never made sense in the first place, you don't swing a wind sword as hard as you can with all your strength, you want to be precise with that thing because its a wind sword, they're generally very light, and don't require a heavy hand.

Kingslayer - 100% STR.
Kingslayer, oh how the mighty have fallen, literally, that's the theme of the weapon, it's supposed to be a regular sword until you meet somebody with a 10 star or it's a boss, this sword is meant to 'Challenge' those, that's the entire theme of the weapon, and given that it has no special effect when facing somebody who doesn't have one of these, it's just a regular sword, and should be treated as one, you could argue it has high power, but a rebelling longsword would have 5% more scaling and also about 10 more power than this sword.

Soulstealer - 20% STR 60% WIL 20% RES
A weapon that involves stealing your opponent's will for yourself, REALLY neat in concept, but it scales STR mostly, and only some will, I think these could be swapped to give more synergy to itself, very simple.

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  Clipped Wings
Posted by: KhalidtheGrey - 08-06-2016, 08:31 AM - Forum: Suggestions - Replies (14)

So, I've been playing Corbie for a good long while and I have found a persistent issue, from both before and after the GR's revamp of racials. Gain Air's 1m cost, which is fair at first glance. However... Due to how momentum is gained from criticals and weaknesses, you cannot benefit from being Airborne without losing out being restricted two actions as that one momentum being going negates Fluer, tactician benefits, and any bonus M you get (outside of something crazy like Soul Rage) by taking away juuust enough. Can we do something about this...? Whatever benefits you get from Corbie airborne is not worth giving up an extra action, even with a crazy amount of Sanctity, it's just not as good as hitting an extra time. I'll eat cinder tiles and take the less than insane accuracy/damage so I can hit for 200% damage.

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  {QUE} Blazing Shinken
Posted by: Fern - 08-06-2016, 05:25 AM - Forum: Bug Reports - Replies (5)

Blazing Shinken's cinder tiles used to scale off 50% STR, but now their damage is pretty minimal regardless of STR or Fire ATK. Is this intentional?

[Details]

The damage seems to be static almost the entire time.

Rank 5 Shinken

With 42 STR / Fire ATK:

M.TYPE - STANDARD Arena Combatant takes 5 Fire damage.
M.TYPE - STANDARD Arena Combatant takes 5 Fire damage.
M.TYPE - STANDARD Arena Combatant takes 5 Fire damage.
M.TYPE - STANDARD Arena Combatant takes 5 Fire damage.

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  Willess
Posted by: Blissey - 08-06-2016, 12:23 AM - Forum: Beta Bugs - Replies (3)

Not entirely sure if this is a bug, but let me break down a few discrepancies.

Now, unless I'm totally unaware of another talent on the current live version giving me WIL directly based on my tome, I'm going to go on a limb here and say that something is wrong with my Will scaling. On the live version, it's 56 boosted, due to Priest skills and Fluency's +2 WIL tome bonus. On the new beta version, Fluency looses this trait, and I somehow lose. . . 10 WIL? My total should be more than 48 or 47, that's for certain -- and there doesn't seem to be anything I'm missing.

Feel free to correct me if I'm wrong, though. I tried to remove my Never Ending Story set to see if anything changed, but nothing. In fact, I encountered an ephemeral bug where logging back onto the beta version made me lose an extra 10 WIL, then re-equipping my set restored that WIL, and subsequently the FP I lost. This happened to me on the live version, as well.

Hope this is enough info.

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  [Concern] Seeing Double (House Exits)
Posted by: Exxy - 08-05-2016, 11:15 PM - Forum: Bug Reports - Replies (5)

I've noticed a strange bug appear after it was mentioned there were backups made of houses to prevent loss of save files.

[Image: a4552b592a4145ffbc9956dd502c0ea0.png]

Can we check to make sure houses aren't being double-loaded? At the very least, this is worth investigating. Considering house files are copied right now (and most houses having more than one floor to them, sometimes several) as the server reboots. It would make sense for this to contribute to the "Lag" issue.

EDIT: Upon server reboot, the left-most exit remained. Considering I don't own this house lot in the picture I can only assume two entrances are created upon load-up and the extra is stacked above it.

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  Craftable fan tomes
Posted by: Lolzytripd - 08-05-2016, 05:40 PM - Forum: Suggestions - Replies (9)

currently the 4 fantomes Qinglongram, Baihurai, Xuanwuken and Zhuquelare are currently not craftable.


These are 8 star items, there is currently a craftable 9 star, the jackhammer, so rarity is not an issue.

The tessen line of daggers, the counterpart to these tomes are learned from purchasable books, so I suggest these tomes recipe be obtained from a craft book purchasable from the casino.

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  Aptitude Rework
Posted by: Vyktoryah - 08-05-2016, 02:44 PM - Forum: Suggestions - Replies (2)

Aptitude is a very strange stat, and for most players, I realize that for their build to be viable in PvP(And sometimes even in PvE's earlygame) You need to run anywhere from 30-49 Aptitude. Aptitude as it is, due to effecting bonus stats, and not base stats, makes it something of a MUST, which seems really... Odd? Outside of a stat like Vitality, I feel no stat should feel mandatory in almost every viable PvP build.

Aptitude to my knowledge, was meant to be a stat for 'Jack of all trades, master of none' type of builds, but currently as I mentioned before, it seems to not fulfill that role.

Reworking it to effect your base stat total, instead of bonus stats, would probably resolve this issue, and make it so jack-of-all-trades builds actually can get the most use out of this stat.
For an example of what I mean, imagine you are a race with 4 Strength, but invest nothing into that stat, and have no other modifiers but say, 36 aptitude, bringing it up to 10. Currently as it sits, when you view your base-stat it will read as 4+0. However changing it so that aptitude gives base stats will change this to 4+6. This will cause Aptitude-given stats to diminish as heavily, and perhaps put less emphasis on it as a stat overall. Perhaps change the EXP gain it seems to give from 1% to 1.5%, so that in PvE it still makes some sense to get for that.

It'd be nice to run a build with my races base-aptitude, and not feel like I'll be gimped in PvP unless I run an ultra-gimmicky, yet somehow viable build.

Then again, the diminishing returns system is still hard to properly read, and my suggestion may mandate it more than it currently is.

I hate Aptitude as a stat in its entirety and think it was a very silly addition to the game that adds little to the overall gameplay. I am sure I am not the only one who groans at the fact you have to run it on most builds or feel otherwise inferior.

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