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v3.01f Ice Skating throu...
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v3.01f Electric Axe's on ...
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[3.01f] Anchor rune weird...
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[3.01f] Worthless post op...
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[3.01f] Italicizing Words...
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[v3.01e] Fading Out Of Ba...
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[3.01f] Yokoshuran Telepo...
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[3.01e and 3.01f] Bonder'...
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[v3.01f] Accents Break It...
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[v3.01f] Clipped Wings
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Alloys |
Posted by: KhalidtheGrey - 07-31-2016, 12:46 AM - Forum: Suggestions
- Replies (2)
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I had another idea I want to bat around. (Not another one...) Applying two ores to a weapon or armor at once to get half the effects (minimum 1? rounded down?) of both materials. So let's say you mash Carapace and Planetarium together. Carapace is +2 Power, +5 Weight, +3 Dark ATK. Planetarium is +1 Power, +2 Accuracy, +2 Critical, -2 Weight, and +3 Light ATK. Half of each Power power value is 1 and 0.5, but that'd go back up to 1, so +2 power total. Half of the Accuracy is null and +1 for +1 accuracy total. Half of Critical, null, +1, +1 total. Half weight modifiers would be +2.5 (+2) and -1, for a total +1 weight. The ATK bonuses would of course be a +1 each, so +1 Light and Dark ATK. All in all a Carapace/Planetarium weapon would have +2 power and +1 everything else.
A combo I find neat would be to alloy with Etherium to get half instead of quarter durability and only recover half of the weapon's total durability at the end of a fight instead of a full heal each encounter and would cut all values in half for the other half of the alloy.
You could also just slap iron in to delude the alloy and tone it all down by cutting it all in half.
My biggest worry is people will find a super strong material combo. But nothing comes to mind, except maybe Etherium alloys.
A thought crossed my mind to not halve negative values. The inverse applying to weight, however.
Edit: Paper and wood could also be combined as duel pages and composites respectively. These and alloys would likely have full material costs applied twice (e.g. 5 carapace and five etherium to make a carathium longsword, or 10 and 10 for a carathium nelten)
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Tale of a cat, a dog and a bunny. |
Posted by: Snake - 07-31-2016, 12:23 AM - Forum: Suggestions
- Replies (2)
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So, Leporidae can 'danger sense' when at red.
Why not Felidae get a cleanse + immunity to knockdowns at red HP?
[Name]'s instincts kick in as they get up immediately!
And Lupines get a cleanse + immunity to fear/hesitation at red HP?
[Name]'s instincts kick in as they seem to be in a frenzy!
Red HP (25%) is often just a finger flip to kill anyway (And sure-death if the enemy has Borneblood).
Again, 'not necessary', yes, but I'd like this to be considered.
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Bunny Weeb Arts |
Posted by: Kameron8 - 07-30-2016, 10:49 AM - Forum: Balance Fu
- Replies (1)
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Can Sheath Sword's Quick Draw component be made to work with Leporidae's 25% health instinct passive? Currently if you use Sheath Sword and are basic attacked from somewhere that is not your front, you will turn, take the damage, and just continue with a prepped sheath sword, making no attack.
Seeing as the skill is already highly unused, especially now that hidden cut is reduced by defense, it would be neat if Leporidae could do some samurai counterattack shit at extremely low health, and always turn to strike with Quick Draw. The impact of such a change would be relatively small in the larger scheme of things, but bring a whole lot of style -- and more importantly, usability -- to one of the coolest skills Kensei has in its toolkit.
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Removal of Urawaza QTEs |
Posted by: Kameron8 - 07-30-2016, 07:36 AM - Forum: Balance Fu
- Replies (9)
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I think it'd be nice if Urawaza simply increased the FP cost of affected skills by 50% in exchange for always giving the benefit. Quick time events should not dictate combat when the only feasible reason for failing is server lag that is beyond your control.
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light me up bby |
Posted by: Chaos - 07-30-2016, 05:36 AM - Forum: Bug Reports
- Replies (1)
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Delver's Angler Light skill will deal damage normally, but the Glowing effect is applied to the user, instead of being rightfully applied to the target.
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Base Class: Fundamentals |
Posted by: Zakizo - 07-30-2016, 04:53 AM - Forum: Suggestions
- Replies (3)
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Right to the point, I'd like to discuss the possibility for a new class at the 'center' of the class board, which is a class that's always treated as equipped regardless of what your currently equipped classes are. This could host a large amount of skills that, while not necessarily as powerful as ordinary class skills, could be used by anyone who invests in them. With a decent number of skills available for investment and potential for a great deal of expansion, it could present a new level of diversity for characters. There are also likely skills within current skill sets, and possibly even traits, that might serve better purpose here.
As just a general idea of potential new skills for this pool, here are some examples:
Mind's Eye
You're capable of making attacks against your target before you've actually made them, with the help of mental visualization. Upon using this skill grants a status that increases the accuracy, critical chance, and damage of your next basic attack by Rank*4. (5 ranks, 2M)
Reprieve
Take a moment to rest yourself, recovering Rank% of your FP (min. 1). (5 Ranks, 6+Remaining M)
Defend
You prepare to block incoming attacks with your weapon. Consumes all remaining momentum and grants Guard status at M*Rank LV until the start of your next turn. Attacks received while using Defend will lower the durability of your equipped weapon(s) by 1. (5 ranks)
Those are just a few examples of possible new skills, and I hope they give a good impression of what I'm suggesting. Traits that may be better off in something like this are Skip (no surprise here), Sub-Attack, and Battle Spirits. As for existing class skills, I'm not prepared to suggest anything that could benefit from being moved into something like this without introducing balance issues, but there are probably a few underwhelming or just "general territory" skills that could find a home here.
I had a small concern with "wait, how does this differ so heavily from traits?" but in the end I felt that the skills here would feel more like genuine skills instead of minor ability add-ons, even if they may not be as impressive as true class skills (Meditate VS Reprieve) or existing alternatives (Guard VS Defend).
With that I'm open to support or burning this suggestion to the ground. Ideas, opinions, and critics are welcome and appreciated.
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Icy Splat |
Posted by: Exxy - 07-30-2016, 03:20 AM - Forum: Suggestions
- Replies (1)
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Fairly certain this was a blatant oversight instead of a bug so on Suggestions it goes:
Currently you can Ice Skate through Dense Objects (like battlefield rocks and such). Can this be disallowed? Maybe with both parties stopping at the object's collision path and the person on the receiving end of the Ice Skate-Object taking damage of a flat amount?
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