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  Friends till the end
Posted by: Raigen.Convict - 04-26-2016, 05:22 PM - Forum: Suggestions - Replies (7)

Summoner skill, Passive: Upon the summoner reaching 0 HP any remaining youkai with their friendship above 60% gain 1 additional momentum and a +3 to all stats except Vitality. Upon the summoner regaining at least 1 hp all effects dissapear.

Thoughts? I say it'd be neat since woulden't you be pissed if your master was defeated? It's not a HUGE boost but it's noticeable and effective.

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  Lead Storm - Jackhammer
Posted by: iDarkCara - 04-25-2016, 08:51 PM - Forum: Bug Reports - Replies (1)

Lead Storm is still usable despite not having a qualified gun equipped. It does not function at all, but it still takes away 3m.

Further more ambidexterity will also allow it to be used as well (and having no action).

Clarification.

Quickdraw main and a jackhammer sub with Ambi on will result in no action. Ambi off will result in proper execution of lead storm.
--
Lead Storm no longer usable by Jackhammer please. Seems like an oversight more than a bug.

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  Fire Death
Posted by: Trexmaster - 04-25-2016, 07:17 PM - Forum: Balance Fu - Replies (4)

So, for the longest time now, Hyattr's Fire Breath has been pretty rediculous. It's far from uncommon to see Hyattrs with at least 70 if not 80 VIT using it, so the numbers it hits for are generally between 180-200 (before resistances and defenses, at least). Of course, if they use Channel Destruction, they dont care what your defenses are, and you'll need a -lot- of resistance for it to matter.

The issues I see with it right now is while it carries a high FP cost, it reaches levels of damage that far surpass most skills that utilize a weapon -and- a bonus from rank. Fire Breath without either Channel augment isn't the worst thing ever, but I feel the damage it deals could afford to be reduced to VIT x 1.5 (still keeping the half character level bonus).

Now, the second issue is when it gets used with Channel Destruction. The cinders deal half the power of Fire Breath each time they're tripped. The cinders left behind ignore defenses, meaning Flamewalk and resistances are the only way you'll reduce the damage. Problem is, this is very often not enough to not get killed by them.

It'll often be combined with Forced Move or Charge > Bash, meaning you can expect to get pulled through all of it and back again if you're in Forced Move range. Sure, you can move away to avoid this, but, I dont think Hyattrs just getting a 'move or die' 6m move is good.

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  EI GUN
Posted by: Sarinpa1 - 04-24-2016, 12:57 AM - Forum: Balance Fu - Replies (8)

Ether invitation works with guns.
Guns ignore DEF
Which means a reliable 250 damage with high accuracy weaponry, unless met with pierce resist.
Make EI restricted to melee weaponry.

(Also, can't you actualy overcharge - EI to even do shell effects?]

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  Boss? More like fodder!
Posted by: Egil - 04-23-2016, 06:13 PM - Forum: Balance Fu - Replies (22)

tl;dr I think that buffing Boss monsters to make them more interesting/fun to fight and increasing their drops slightly would make hunting them down a more enjoyable experience.

My idea of how it would go down: Boss monsters get 9 momentum in exchange for a 1.5x increase in the drop rate for their 10*s.

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  [Que] Spirit pain
Posted by: Sarinpa1 - 04-23-2016, 05:04 PM - Forum: Balance Fu - Replies (7)

Absentminded Grimalkin recovered 1 HP.
Absentminded Grimalkin recovered 2 FP.
Bashir recovered 3 HP.
Bashir recovered 4 HP.
Bashir recovered 2 FP.
Absentminded Grimalkin's turn. -- Spirit pain cast.
Bashir recovered 3 FP.
Absentminded Grimalkin's turn.
Absentminded Grimalkin skips their turn.
Bashir's turn.
The lightning deals a critical blow!
Absentminded Grimalkin takes 143 Slash damage. ------ Toiken
Bashir's turn.
Critical Hit! Bashir attacks Absentminded Grimalkin with Keening and hits them!
Absentminded Grimalkin takes 144 Slash damage. --- Sidecut


My question is, how does spirit pain exactly work? Frank mentioned it is a 50% chance of it working on a basic hit, however it never worked like this before and neither was it mentioned in the recent nerf notes. It always worked on first basic attack in the round. Is that how it works currently, or was it because the attack happened in the same round spirit pain was cast? Or am I missing something here?

Reason I am putting this in balance-fu is that with the recent nerf, having a 50% chance of it working makes it an incredibly useless skill. You're better off for wasting the FP and momentum on pretty much anything else, given the damage difference is a static 100. So incase it works like that, I'd propose to have that specific change reverted.



Edit : And it'd appear that multishots only negate the first shot, other shots easily go through, which also wasn't how it worked before.
Cobra also evades the 50 damage it deals to you.

That requires fixing as well, I'd say.

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  [Board] The Hottest Thing Alive
Posted by: Rockabye - 04-23-2016, 11:15 AM - Forum: Sigrogana - Replies (15)

[Image: 4sFM4FI.png]

A poster has been pinned to the board, a message neatly written beneath it. Additionally, a box bearing the Chimera Enterprises logo has been set up nearby, with paper and pencils to submit registration forms.

Chimera Enterprises invites you to participate in The Hottest Thing Alive, a sizzling competition to prove how hot you (think you) are! From now to April 27th, contestants can sign up using the forms provided to participate when the competition finally kicks off on April 29th. WE WOULD LIKE TO MEET WITH THE CONTESTANTS SOMEWHERE BETWEEN THE 27th TO THE 29TH. Success will be determined by the results of four categories: Appeal, talent, trivia, and a secret bonus round! Those registered will be able to use the designated rehearsal area until the competition is underway. If you think you have the fiery talent and blazing hotness to burn hotter than any other, sign up right away! The competition will be held in our Hot Lava Dome™ at Chimera Enterprises, located in the east Cellsvich residential area on the northeast side. For additional information, please see the above poster. Anyone is welcome to enter, but only one can be the hottest thing alive!

----

(Time Zone Reference)
PST: 5PM – 7PM (Apr. 29th)
EST: 8PM – 10PM (Apr. 29th)
GMT+10: 11AM – 1PM (Apr. 30th)

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  Heaven's Kick VS. Critters
Posted by: Exxy - 04-23-2016, 02:56 AM - Forum: Bug Reports - Replies (2)

I landed an AoE (Urawaza) version of Heaven Kick on a group of three critters and this happened:

[Image: DaUiJKl.png]

I proc'd 3 recoils on the Critters while only being in spitting range of one. Although this could be intentional, it gives me the impression of a bug - kind of.

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  Toggle for Risposte.
Posted by: Exxy - 04-22-2016, 09:32 PM - Forum: Suggestions - Replies (3)

Just wanted to test the waters with this, with the addition of Evitter/Flottment it's given Duelist the use of Toggles. I was wanting to see the general opinion on Risposte getting it's own toggle (mind you, I don't mean connecting it to the other two - just for it to have it's own separate toggle).

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  Unlucky Thirteen
Posted by: Raigen.Convict - 04-22-2016, 06:43 PM - Forum: Bug Reports - Replies (2)

[Image: UlZKlN8.png]

I'm not quite sure why this is happening but I have the necessary base faith for 13 youkai, my contract list is full and not a point over but my 13th youkai is unusable for some reason?

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