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  Crit weapons.
Posted by: Autumn - 07-29-2016, 12:46 AM - Forum: Balance Fu - Replies (35)

The infamous 2-3 star line of weapons that are all made for critically hitting, perfect for rebellion in a lot of cases, I feel as if these weapons are too strong and leave any other weapon down for consideration when creating a build, mostly because of one thing, these weapons just simply get more critical damage than their other counterparts, the #1 katana in the game is Wo-dao, simply because of the critical damage it provides, Fuuma isn't considered, neither is Tarnada nor Yukijin nor Kounenjin, and Hakouhen masterwork katana would just be a good katana if it wasn't for rebelling wo-dao

And it's not like it's 'choice' thats the huge issue here, more so that these 'crit-line' specific weapons just simply do too much damage thanks to doing more critical damage in general, their scalings are super high as well, most due to the thought that 'they have low power therefore have higher scaling' but really, rebellion fixes that issue and makes them overwhelming in the snap of a finger.

It's almost overwhelming for them to have the best of both worlds, the highest critical rate of all weapons, best rebellion users and also the highest critical damage in the game.

Would it be possible for the critical specific line of weapons to just, have their critical damages normalized to their weapon's standard? (Knuckledusters, Wo-dao, Stinger, Battleaxe, Duodent, Hunting Bow)

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  On GM Events.
Posted by: Trexmaster - 07-28-2016, 11:16 PM - Forum: General Discussion - Replies (9)

I'm not even sure where to begin with this subject. It's something that I think a lot of people are familiar with. I know not everyone's in total agreement, but, I think it's worth addressing.

Lately, I think GM events have been, overall, handled poorly. I've already gone over this in the past with every active GM, as I personally messaged all of them about how I felt about giving players more control in events after a few glaring examples were brought to my attention. My issue is mainly the lack of control the players have in these situations. It feels like to me that a lot of these events leave very little budge room for deviating from what the planner had in mind. I understand it's difficult to cater to a large group of people alone, but it's distressing to have your actions be rendered null and void when the GM decides whether or not you succeed or fail, despite how impossible or easy it may have been. Thus the issue of railroading.

To explain, railroading is when the events that form a scenario are all predetermined by the planner, and any and all actions by the participants are skewed to ultimately end in the result the planner wanted, no matter what. I'm sure most of you knew that, but, I wanted to make it clear, that this is what is happening. I don't think, or, rather, I'd like to think that the GMs running these events aren't knowingly doing this.

A recent example of the above was the latest Mechanation attack, which took place in an open area some distance from the Arena. After fighting swarms of Mechanations, and as the fight with the PC controlled Mechs was half-way through, all without providing any sort of pause for player reactions, the following happened:

"A solid number of mechanations surround the area, forming a barricade from all sides. Surprisingly, these mechanations are bearing tower shields."
Approximately ten seconds later, once players realized this happened:
"Two mechanations seem to step through the blockade, carrying... some fancy sort of bomb with them. It seems to be on a timer."
Then, finally about another ten seconds passed for this:
"The bomb is left somewhere roughly around the middle of the closed-off areas, as the Mechs dart off to back up their brothers.

Shall anyone dare inspect the bomb?"
To note. This was out in the open. Yeah, sure, you could argue 'oh, they clearly teleported in!'. And to that my response is the same. This was clearly powergaming, people had no chance to react or stop that from happening. My character and another attempted to bypass this, and only after making several comments over LOOC and finally in IC awaiting any sort of response from the GM on my success, I got this:
"The mechanations here are defensively oriented, bearing towers shields. Not to mention their heavy forms.... It would take a while for them to make an opening."
Alright, I was pretty much expecting it not to be immediately effective, but...it took about 5 minutes for me to get that, in a situation where not acting for a lengthy period of time could potentially be lethal (see: time bomb). It didn't make sense to me to keep acting while I was still waiting to see how successful I was, so, I wasn't too happy about being in limbo in such a situation, while nearly everyone else around me continued to act.

While these attempts were being made to leave, inbetween some of the players attempting to solve the bomb-puzzle presented to them, other players had attempted: throwing the bomb at the attackers, and shooting the bomb. This happened:
"One of the mechanations catches the bomb, and tosses it back into the middle.
One of the mechanations catches the bomb, fiddles with it some, and then tosses it back.

It now has even less time than before."
"The bomb takes the fire, and the casing dents some, but it doesn't detonate the bomb."
Both actions that could've had dire consequences ultimately did nothing (the bomb was eventually defused, so, the casing damage and timer reduction were seemingly irrelevant in end).

After roughly 30 minutes, four players managed to leave after being told to make dice rolls following their attempts.

I think a lot of us would appreciate the following:
1. Having multiple GMs managing events that are intended to be host to more than 7-8 people. This will help stop the 'stuck in limbo' issue I stated before.
2. Always give the players the chance to react to what is happening, within reason. A good rule of thumb is just about everything should offer a window for possible reactions. This does not mean you should game this by making the window impossible, while claiming it wasn't.
3. The flow of the event should not be predetermined. At most, plan for what would happen if no one did anything at all, or the most obvious reaction (see: fighting the monsters, because, well, they're monsters).
4. The event should make sense. We're forced to deal with the end result of the event, and if it defies logic, it can create plentiful issues, varying from making PCs look incompetent by no fault of their own, to creating scenarios that could not feasibly happen--thus resulting in jaded/frustrated players/characters.
5. Finally--be receptive to the criticism you receive in the aftermath of an event. Not all of it is going to be valid, not all of it is going to be bad, but people will always have something to say about it. If people aren't happy about it, don't just discard their thoughts and only pay attention to the people who liked it.

I'm aware that once it passes the 'half the server' threshold, as most public events tend to go, it'll become nigh impossible for moderators to keep everything organized if the players aren't 100% cooperating. There's sadly no easy fix for this. All you can do is plan for dealing with a large number of people, either with more GMs, less people, or careful organization. Don't create situations that demand fast reactions in a huge crowd, or ones that trap players when a GM can't respond to their actions in a timely manner.

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  [Board] Mercenary For Hire!
Posted by: Egil - 07-28-2016, 10:19 PM - Forum: Kysei - Replies (1)

A coffee-stained stretch of stationary paper is attached to a popular board in Chaturanga amidst bustling merchants and children by a cloaked male, the handwriting upon it neat and written in clear Chataran.

"The stranger"' Wrote:"Where there are beasts that would overcome the average man, there must be men who make those beasts quake with fear. Rates are negotiable and based roughly on previous experience. Problems with bandits and similar issues will be considerably more expensive. Those that are interested should contact egil@I-net.grm at the earliest convenience.

Thank you."

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  Why Evasion is Bad and you should Feel Bad
Posted by: Rendar - 07-28-2016, 09:38 PM - Forum: Balance Fu - Replies (9)

So. Let's just cut to the point here. Evasion was meant to be the 'answer' to "What the hell are dodgers meant to do against auto-hitters" which should never have really been a question because auto-hits should have never existed in the first place, but hey. Whatever. LETS ACT LIKE IT ISN'T A PROBLEM.

Right now, the only way to deal with being a dodger and having Evasion work is based off of a lot of things.

1) Did you beat the evasion check against your opponent's hit? Remember, they get their weapon accuracy added into this.
2) Did they attack from behind? That might cause an issue due to GUI. If so, they get more hit.
3) Are you Guarding, Knocked Down, Invoking, or Stunned? If yes; stop here. You have failed to evade.


So! Let's look at all of this and why this is. ECH.

Evasion as it is is a conditional 30% DR (which is already inferior to def/res) to auto-hits that target you. What this does is knock 100 damage (after everything) down to 70. Not much, but it's worthwhile.

This is at the absolute best possible conditions. Meaning you have to be UNARMORED, ROGUE MAIN CLASS, and generally dodge.

So, with that in mind. You're limiting yourself to being a mainclass ENGINEER, VOID ASSASSIN, or SPELL THIEF. One of these classes is mostly useless except for like. Medbot. Which is kinda OP. Void Assassin is a good starter topic, because it already benefits from mainclass because of dagger dance! Spell thief doesn't really get anything from this venture, and would likely want to be in sub-class like Engineer. SO! Let's assume you're a mainclass VA with some other dodge class. Probably Martial Artist or even Duelist because you like basic attacks.

Now, knowing that dodge is actually garbage for the ability to have up to 4 stats, plus weapon accuracy add to it severely counters your 2 stats with.. minor buffs. So, where do we go from here? Well we assume that you're being targetted and that they actually MISSED YOU with that autohit.

That's 30% if you're Rogue Main Class w/ Unarmored.
15% if you're Rogue Sub Class w/ Unarmored or Rogue Main Class w/ Light Armor
7.5% if you're a Rogue Sub Class w/ Light Armor
0% if you aren't Rogue, Wear Heavy Armor, Guarding, Invoking, Knocked Down, or Stunned.

Let's look at the 0%s. If you're wearing heavy armor, it gives awful evasion anyways, and also weighs a ton, which might weigh your BW down! I can understand this though. Light armor is... questionable, since rogues traditionally like *leather* armor. So I could honestly just go with "IS YOUR ARMOR CLOTH MATERIAL? GOOD FOR YOU, EVASION WORKS IN WHOLE!" which you know. Could probably cause some issues, but whatever.

Guarding? Well shucks. Guarding already reduces your evade by a percent. Why the hell do you lose EVASION and your evade for a 70% Guard? No real good reason, honestly but hey. Let's just do away with this. The change to GUARD already counteracts evasion. So, unless you're just the worst auto-hitter in the world with 0 skill, no weapon, etc... you'll likely land a hit.

Invoking? Literally.. why??? Don't make tank meta the norm. Get rid of this. They're already feeling the pain from going Rogue and being a spell caster. Literally no reason to have this. None.

Knocked Down? Knock Down already reduces your evasion for being active. Also you can't really use the kip-up effect they have as another thing that is main-class or whatever it is where if you evade while knocked down so. Just.. get rid of this as well. People can roll whilst prone. They already lose some evasion for being prone, so this is silly.

Stunned? Well I mean. Besides the generic arguement of "WHY IS THIS STILL IN THE GAME".. It's okay. I guess. They're messed up and can't see properly. So whatever. Keep this one.


As a whole? I'd love to see Evasion just.. removed from Rogue. Give it to everyone. Hell, make it a friggin trait at the end of the dodge tree. People have to invest 3 traits to get it, and WOW. Would it make DODGE NOT GARBAGE FOR EVERYONE BUT ROGUE.

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  [Law's End] The sands scatter in Law's End
Posted by: Autumn - 07-28-2016, 09:30 PM - Forum: Gold - No Replies

Rumors fill the pub in Law's End, it seems that for some reason, the graveyard that had been owned by Bloeden's gang previous, has recently been stirring with activity from shady individuals, and mysteriously, the sand that covered the crypts on the eastern side of the graveyard has been uncovered, and the crypts stand just as prominently as they did before Bloeden's execution.

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  [Board] GRAND OPENING - Church of the Immaculate Parish
Posted by: Joseph Jostar - 07-28-2016, 03:55 PM - Forum: Sigrogana - No Replies

[Pinned across various message boards, the following transcript is written in a flourished and stylish manner with large print]

It's a dangerous state that the world's in right now. Vampires and monsters, attacks in the cities and arena, unrest all over. It might seem like you're all alone in this mess, but believe me when I write out that none of you truly are. We're all in this together, and with Our White Lady watching over us, we can rest assured that we're safe and sound.

To all the faithful, we extend a heartfelt invitation to the grand opening of the Church of the Immaculate Parish. Watched over by our Father Elijah Forthill, we plan to provide a haven against the darkness of this world and a beacon to give our thanks to Mercala for all the light and life she brings into it.

To all the non-faithful, we extend an invitation just as true. Maybe you'll be convinced by the rousing sermons of Father Forthill. Either way, we'd like to bring our community together in strength of numbers and strength of heart against the threats within and without.

Our grand opening will entail a welcoming sermon, followed by one discussing authority and current events. To celebrate the opening day and our time after, we'll be hosting a raffle this week and each one after. Tickets are 200 Murai a piece and one per person. The prize will be a quite-rare piece of equipment, fully honed and blessed by Father Forthill himself.

Buy-in or not, everyone's welcome to attend the sermon for its entirety and to refreshments afterwards provided by the church. Some parts of the building are still under construction for a while longer, including open rooms and board for those less fortunate than the rest of us and a kitchen and gymnasium to involve members of our community in providing for others and protecting themselves.

Self defense classes will be lead by our own Uriah Valentine, each [ooc wednesday] night to help those of us who aren't warriors protect ourselves a little better against the darkness about.

The grand opening is this [ooc friday] at [time not completely decided, probably a little after 6 PM EST, we'll announce it in ooc chat a bit ahead of time]. Please consider this humble invitation.

We hope to have you as a part of Our White Lady's Light.

- Uriah Valentine
[Deacon, Immaculate Parish]

[below are tear-out slips detailing information on how to arrive at the church, located in the southwest docks of Dormeho]

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  Asha of Fluidity
Posted by: Snake - 07-28-2016, 06:31 AM - Forum: Suggestions - Replies (8)

Following Rany's post, it made me curious if it could be something.

So, pre-LE! We grind our bones to dust, lose a good chunk of time that could be used for something more productive, get a sweaty lv60. And then?
LE. Waste more time just because you were a noob and didn't knew Aptitude was important!

Anyway, suggestion is:
-Asha applies the effects of Fruit of Fluidity, and then she hands you the Legend Journal when you talk to her at your first lv60 ever.

Good enough?

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  Really nice bandages.
Posted by: Autumn - 07-28-2016, 05:27 AM - Forum: Bug Reports - Replies (1)

When you greatly succeed at crafting bandages you don't craft 2 of them, and only receive one.

Same with repair powder.

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  The Power of God
Posted by: Egil - 07-28-2016, 01:34 AM - Forum: Suggestions - Replies (5)

tl;dr Enable GMs to disable Black Beast attacks so that people can confidently do events in Dormeho/Tannis without being interrupted, and allow GMs to cause/disable weather effects in certain areas and also make it so that the timers can be extended throughout the length of an entire scenario. Please and thank you!

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  Selachii Revision for GR
Posted by: Bjarn - 07-27-2016, 11:38 PM - Forum: Suggestions - Replies (20)

I decided I'd revise this for the GR in case there is any more interest in, well, having it be a thing.

A race of amphibious coastal dwellers, mostly dwelling off the northern banks of Karatynn, the Selachii are humanoid, and some say blessed by Charachin, as they possess some fish-like traits to them. They possess a functional set of gills and lungs, and are able to go between land and water quite easily, in addition to usually having a large fin or crest either along the top of their head or along their back. Known for having a tribalistic society and a vicious temperament, the average Selachii is rarely seen in civilized lands and most people view them as a curiosity. Some even view them as monsters, due to their capricious and savage nature.

Base
STR 9
WIL 0
SKI 8
CEL 8
DEF 1
RES 1
VIT 4
FAI 0
LUC 1
GUI 3
SAN 2
APT 3



Racial Abilities:

- Gnash: Opening their mouths wide, the Selachii takes a giant chomp out of the enemy, causing them to start bleeding. Does unresistable pierce damage equal to 4 + 50% STR + 50% SAN, and applies Blooded to the opponent. Blooded causes STR/10 damage per turn, and can be stacked. Blooded lasts for 5 turns or if the person gains healing from any source.

- Under The Depths: Due to gills, the Selachii absorb water damage. Unfortunately, due to the fact that they are so very in tune with water, they suffer from a 50% electric weakness.

- Bloodfrenzy: Each stack of Blooded adds +1 to each physical stat (STR, SKI, CEL), +10% of SAN. For instance, having 3 stacks of blooded and 30 SAN and 30 STR means that you now have 36 STR. This counts as bonus stats, not base.

- Rough Skin: The skin of the Selachii is rough and coarse, almost like sandpaper. You could cut yourself on it if you aren't careful. Every melee attack or ability gives 10% of the damage back to whoever caused it.

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