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  Rustic Charm
Posted by: Rendar - 06-17-2016, 02:22 PM - Forum: Beta Fu Archives - Replies (4)

So. With removing the +30 affliction chance from rustic/doomed etc, you've created a SLEW of problems.

Right now the attacker (in every case), will never actually afflict someone.

I have 50 SKI and 50 WIL. 50 scaled wil in combat and 48 or so SKI in combat. I've a net total of 147% Affliction. With Rustic, that made it about 177%, which against people that just didn't raise FAI and SAN, was enough.

Now? Now anyone who takes Aptitude (alone) to 42/43 for the +7 stats is going to have at least 21% status resist, not to mention if they get anti status or raise their sanctity even further (since most races actually have great reasons to raise sanctity). That 21% Resist is assuming their race has NO faith and NO SAN base.

This is decent, however whenever a character with 30 sanctity and 30 faith can have 90 status resist, and if they take anti-status.. another +10... We have issues. There are plenty of ways to raise status resist. Anti-Status, good medicine. Crucifix, warding charm, three fairies, Redtail.

What boosts affliction had was Hexer (+20 from a bad weapon), hexer (-30 if you hurt them), Rustic/doomed (+30).

Now, in a same-stat scenario (40 SKI/WIL vs 40 SAN/FAI) the attacker will never actually afflict. Hell, they're even less likely to afflict and will go into the negative due to Anti-status being a thing unless the person is a hexer. And even in those same-stat instances, the afflictor will have maybe +50. Which nets a whopping 40% chance to afflict against someone who has baseline stats alone. Should they have a crucifix or be a summoner, you will never inflict them.


tl;dr

Give Rustic/Doomed its affliction chance back. It was unwarranted to actually nerf it. That, or give WIL and SKI better status resist chance (or nerf SAN and FAI scaling)

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  Skill Cooldowns
Posted by: Autumn - 06-17-2016, 01:33 PM - Forum: Beta Fu Archives - Replies (17)

I realize it was just introduced, and it is only experimental, but I thought I'd show my immediate thoughts on the matter.

While good in theory for only some skills, it isn't very good in practice for all skills, cooldowns should only be placed on very powerful skills, (That one being Lunar Lunatism.)

Overall it doesn't make interactions with PvE or PvP very fun, I do think that some skills should keep cooldowns however, as it is a good way to limit some of the ways they were super strong, those ones being:

Lunar Lunatism
Graft
Malmelo
Pheonix
Meditate
Healing Discharge
Metalaegis
Medibot
Screamer (screaming tome)
Burn Up (Skyburn)

I shouldn't really need to explain the reasons as to why it just doesn't work outside of "It just doesn't" from just practicing, so if want to revert it at that, that's fine. But I wrote up a few reasons in a spoiler below.

Fluidity: Classes like Duelist and it's promos, Void Assassin, Verglas, Black knight and Demon Hunter are all classes that benefit from being able to flow their skills together in combos, this is extremely hard to achieve with the cooldowns, infact it's nigh impossible after your first set.

Skill worth: A skill can simpily just be an extension of your combo, something like sidecut, wazabane, hanging, Ryemei, Wind Slasher, Rabbit leap etc. etc. Since most skills now are only worth the SP at rank 5, this puts the amount of skills someone will possess at a very low number, repeat skills was never a problem I find.

Cookie Cutter strategies: You could wall out a hexer's damage almost entirely by staying out of their Menov's range and then waiting for them to try and poison you, once that is done you can cure that poison with anti-toxin or purify poison, and yet not get punished for doing so because now, one of their poisons is on cooldown, this would merely just adopt a counter-meta to every single class, rather than create moments of weakness.

Overall I think it's the right idea, but in it's current state it is just simply not fun to play with. I am interested to see how this goes.

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  Absolute Zero
Posted by: Raigen.Convict - 06-16-2016, 05:56 PM - Forum: Beta Fu Archives - Replies (1)

Critical hits from Youkai are dealing 0 damage apparantly.

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  Expanding DONG!
Posted by: Snake - 06-16-2016, 04:49 PM - Forum: Beta Fu Archives - Replies (19)

Expanding Ice needs a nerf on damage and the way it can be spammed. Right now, it works like:

Faker takes 149 Ice damage.
Faker takes 28 Ice damage.
Faker takes 28 Ice damage.
Faker takes 28 Ice damage.
Faker takes 28 Ice damage.

Hits once for a nitrogen-cold nuke, then multiple times for a smaller 4-hit DPS that ends up doing around the same the original damage, doubling the total done to the target. (1+1 = 2)

Soooo, why does it need a nerf? Simple:
>Ice tiles are really accessible nowadays due to the traps, badges, Verglas itself and even friendly Ice tiles can be used since the last update.
>Expand Ice can't be resisted/absorbed/immune'd or reflected. (Winter's nomnom)
>Expand Ice can hit and nuke multiple targets, putting it's FP efficiency and Momentum efficiency at the top 5 best (read:broken) skills around.
>Expand Ice can't be counter-played for anything but sanctuary. (No silence, fear, hesitation, charm or Dev knows what else can stop it.)
>Expand Ice doesn't use toned body or muscles. (you get the reference cWink

What I'm suggesting here:
Expanding Ice:
4 Momentum, so it can't be spammed unless your enemy is Weak against it.
at Max Rank: 100% Scaled Ice ATK || 80% Scaled WPN ATK
Each extra tile will do 50% less damage, so the result might be like:

Faker takes 149 Ice damage.
Faker takes 28 Ice damage.
Faker takes 14 Ice damage.
Faker takes 7 Ice damage.
Faker takes 3 Ice damage.

And that's pretty much it.

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  marching band mini
Posted by: Lolzytripd - 06-16-2016, 03:29 PM - Forum: Beta Bugs Archives - Replies (1)

marching band on the beta server has had its file size limitation changed to the image file size limit ( it even gives you the image file size error)

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  About LOOC.
Posted by: Snake - 06-16-2016, 03:12 PM - Forum: Beta Fu Archives - Replies (1)

Not the right place to put this since this is nothing related to balance but eh, didn't find anywhere else to put this, here goes.
-LOOC finally, loved the addition because it makes IC a lot more comfortable and immersive (idk?), and it can be ignored too, so less efforts for the staff to take care of it. But, the way it is right now (atleast for me) seems to be a little confusing, especially when you're alternating between OOC and LOOC, so, can we have LOOC formatted to be like:

Local OOC (Character Name/Alias): ((words words words))

Now a little example:
Local OOC (Faker): ((beta server is op. *memes*))
Local OOC (Chaos): ((shaddup, banned.))

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  Healing and Elves
Posted by: Rendar - 06-16-2016, 12:15 PM - Forum: Beta Fu Archives - No Replies

Healing right now, for most everything, are in a good spot. However there are some issues wherein its capable for healing upward of 266 hp every turn (380 to allies within 1 square) and do it as a mass heal for 4M that is, suddenly, everyone near you is a lot healthier.

Normally, I wouldn't complain too much about this but there's no real counterplay for it if they're tanky, and or can simply ignore it and live long enough to get around it. Interference stops it, but with an allied Dullahan, there aren't really many stops on the 380 HP train besides Silence (which silent prayer negates and gives immunity to now).

Can we see Healer's Legacy get changed to, at the least, be Scaled SAN/2? It's not much of a nerf, but it should (hopefully) see to it that the heals are at least somewhat counterable considering how massive ranged they actually can be.

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  10 stars and you
Posted by: Autumn - 06-16-2016, 12:06 PM - Forum: Beta Fu Archives - Replies (1)

Some 10 stars could deserve some better scalings in the new system, whilist keeping their UL perks, I thought up a simple list, what do you think Dev?

Razing Salamander: UL% on attack, instead creates a lance that deals str+Wpn power+Fire atk fire damage, and leaves cinders LV UL

Mortissimo: UL% chance to inflict fear on a target on hit, If the target is feared, deal 50% Sound ATK sound damage

Reactive Armor: Deals 50% Fire ATK damage when hit by a critical hit or fire damage, if fire damage triggered the explosion, you gain fiery armor that deals damage to attacks equal to (1/2 UL)

Desert Wind: When you cast a Sylphid and Isespian spell in the same round, UL% chance to summon up a sandstorm which deals (50% Wind atk + 50% Earth ATK)

Thunderhooves: When you kick an enemy, deal an additional 50% Lightning attack. If you are over (30-UL) electrocharges, deal 200% lightning attack instead.

Acidic Claws: Deal 2+(4 per UL)% Acid ATK Acid damage on hit, while draining away 1 durability from your weapon.

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  Sneaky Sneaky
Posted by: Raigen.Convict - 06-15-2016, 11:11 PM - Forum: Beta Fu Archives - Replies (2)

So, sneak does not list a benefit for putting it to rank 3 right now... That doesen't quite make sense to me but if it listed that there might be situations it comes in handy or something in the description it'd have SOME incentive...

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  Youkai and you.
Posted by: Raigen.Convict - 06-15-2016, 10:58 PM - Forum: Beta Fu Archives - Replies (1)

With the reckoning under-way i'd just like to say, with the new conversion system for the power of youkai spells, some youkai have GREAT power (seiryu, Byakko, Drowned Woman) but some might not so much with their elements being ones that don't scale with what they get, like Hatsu and Izabe... So some work being done for those somehow would be appreciated, lest they literally fall into dissuse and youkai form some weird niche meta based around elements that youkai have good scalings with and such, shoulden't have to be that way.

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