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  I get Knocked Down, I stay there again
Posted by: Rendar - 01-15-2016, 06:38 PM - Forum: Bug Reports - Replies (1)

Knockdown is still, somehow, giving the wrong -Evade%. How'd we test it. Well glad you asked.

290 Hit
68 Dodge

222 Hit Before KD

247.16 hit after KD

He has 42.84 dodge after KD

37% drop in Dodge


290 Hit
72 Evade

218 before KD

226.64 After KD

He had 63.36 dodge after KD

You reversed it Dev. Unarmored is giving -36% To evade. Heavy Armor is giving -12%.

Thanks to Shiva/Donal for making me bother to actually look at these numbers. Also for doing initial testing that made me do it myself.

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  [Req] Dev, about NPC portraits....
Posted by: Ranylyn - 01-13-2016, 10:58 PM - Forum: Submissions - Replies (3)

Dev, what portrait generator do you use for your NPCs?

I ask because I'd like to help start fleshing out NPC faces purely for aesthetic purposes, so if I know what to use to make it look like yours, I can submit a few options for your consideration per NPC. It just seems jarring to have Cellsvich NPCs basicaly have faces, and then... almost no one else. You know? So I want to help with that.

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  [Martial Artist] Gelderpen
Posted by: Ranylyn - 01-13-2016, 10:52 PM - Forum: Bug Reports - Replies (8)

Currenty, Geldoren + Mixed Martial Arts is behaving oddly.

- Uses main-hand weapon if not a fist (Tested with: Sword, Axe, and Spear as a Soldier/MA)
- Ignores ambidexterity (cannot force it to use a fist)

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  [Main Class] Mage
Posted by: Rendar - 01-13-2016, 07:20 PM - Forum: Suggestions - Replies (18)

Okay so. Get this. I couldn't think of too much of how to make this better. So let's do a little bit of buffing!

First off. Kick Astral Belt or whatever to the side. It's kinda useless. NOW THEN GET THIS.

How about we take Charge Mind from Evoker. Then give it to Mage.

Okay. Shocker. I know right? Get this. It wouldn't work the same as with Evoker, infact Evoker would LOSE their Charge mind for a new innate that'll function with this. MORE ON THAT LATER.

So. Mage gets Charge mind, 3 M. 1.5x Damage. Can be used once, probably costs half as much as CM or. Whatever excel costs these days. So, you cast it. Get 1.5x before res and shit on your next Mage spell. Is it an Evoker spell? Is it a hexer spell? We just don't know. What we do know is that for a Hexer spell instead of dealing more damage, it might increase the status affliction chance by 30. Which is. You know. COOL AS HECK. Okay, okay. What do we do about Charge mind then? Well, first off. We make this whimpy version a Main Class Skill. oh lord i can feel the rage right now.

WELL. HEAR ME OUT. We make the whimpy version a Main Class Skill, which is HnnNNGH. Make it do 1.5x for 3M. Meaning it can finally combo into normal mage skills like legitimately everyone was wanting forever ago. THEN remember that innate we were giving to Evokers to replace the fact that they lost Charge Mind? WHAM. We give THAT the ability to allow Evokers to DOUBLE STACK IT. At rank 2, it turns into the normal Charge Mind we see today. Real painful shit. But that means that Evoker didn't get nerfed at all! In fact, they actually kind of got a maybe-overpowering buff because now they can split their Charge mind AND INVOCATIONS into two separate turns.

And uh. For the other Mage Main Class Skill. Probably like. Auto-Enchant or something? Iunno. Maybe Blink. Fuck if I know.

GO WILD.


Or just do as Spo says.

"[url=http://neus-projects.net/viewtopic.php?p=11386#p11386' Wrote:Spoops » Wed Jan 13, 2016 1:36 pm[/url]"]CM is already in a good spot, it doesn't need to change at all, this just creates more skill points/skill slots problems, if you want CM to be a main class skill, suggest the skill itself be main class and not have to create convoluted and complicated shit like this, Mages are and always will be(until further change) fine as they were.

I don't care. You can get a CM buff that has one negative, or a flat out CM nerf.

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  [Main Class] Summoner
Posted by: Rendar - 01-13-2016, 07:11 PM - Forum: Suggestions - Replies (10)

How about we make Install their main class skill? It involves like. A deep bond with their youkai or something. Could also have the Cracked Mirror be their second Main-Class skill.

Benefits: Install Finally Nerfed, Summoner can finally be open to getting buffs/more youkai. It's legitimately not that bad.

For the few of you still on the FENCE AND STUFF.

Here's why this is a good idea.

You know those installers in 1v1? The guys who probably use Duelist? Aight. They can't Install + get the benefits of One-on-one now. Nor can people go Monk/GS for insane resistances+DR. They gotta choose between being able to install (drowned woman, etc), or being able to gain extra ki/DR/Combination Fighter.

As it stands right now, in almost every occasion, three classes will always be SUB. Not because they're bad, but simply because they aren't good enough to overpower the benefits of main-classing something else.

Lanternbearer has been out of the meta for awhile. Simply because it just can't deal enough damage, and it doesn't have the utilitarian support that Hexers provide. Hexers can reduce RES, and provide debuffs/buffs where needed. Or simply poison someone to death. LBs can't do much of any damage, anymore.

Curates don't have 'good' class skills, meaning they're likely to be subclassed.
Mages don't have ANY main class benefits, so they're probably going to be a sub class.
and Summoners have no downsides when sub-classed.

Hell, even Soldier is only situationally 'useful' if you use a shield and/or use bash (some people don't yo).

Some main class skills are inherently much better than others, and those are the ones that will be used as main class skills over others.

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  Status Affliction; Again
Posted by: Rendar - 01-13-2016, 07:06 PM - Forum: Balance Fu - Replies (7)

So. BACK TO THIS FUN STUFF WOWZERS!

Okay so. This will be part of a like. Three part thing. Don't worry. It'll be worth it whenever all of them are posted. You'll love it.™

Okay so. Status Affliction is kinda dumb still. Namely because people who don't level up as Hexer, are better hexers. Which is dumb. Why do you think this? WELL LETS SEE.

WIL/2+SKI+LUC+OTHER SHIT vs RES+LUC+OTHER SHIT.

So far as I REMEMBER. LETS GET DEV'S OLD POST UP IN HERE!!!

"[url=http://neus-projects.net/viewtopic.php?p=2597#p2597' Wrote:Neus » Tue Dec 23, 2014 3:04 pm[/url]"]Your opinion is noted Ryu, thanks.

Anyway, just to illustrate my point.

Number 1 - Stats only.

40 WIL, 40 SKI, 40 LUC inflicter. Base Infliction: 160
40 RES, 40 LUC resister. Base Resistance: 80

80% chance to inflict a status effect without any other factors.


Number 2 - Inflicter stats only, Resister with full bonuses.

Base Infliction: 160
Base Resistance: 80
+ 10 (Anti-Status)
+ 10 (Warding Enchantment)
+ 10 (Warding Torso)
+ 10 (Crucifix)
+ 10 (Alchemy effect)
+ 12 (Fox God level 6 status resistance)
+ 30 (Fairy Ring x3)
= 172 Status Resistance

-12% chance to inflict a status effect.

Number 3 - Inflicter and Resister with full bonuses.

Base Infliction: 160
+ 12 (Fox God level 6 status infliction)
+ 20 (Hexer's Dark Invasion)
+ 30 (Hexer's Payback)
+ 30 (Doomed weapon bonus)
= 252 Infliction

252 Infliction VS 172 Status Resistance = 80% Status Infliction.



Things to note;
-Resister's setup requires 2 specific items to be equipped, 1 trait point, 3 Talent Points, and a specific class with 3 specific Youkai. Good Medicine requires an item use and lasts for 2 rounds.
-Inflicter's setup requires 8 SP, a doomed weapon, and to take damage.
-Resister's setup is much less practical than the Inflicter's and has a greater opportunity cost.
-I just picked 40 because it was a nice middle-ground number.
-If the formula were SKI+LUC vs RES+LUC, the 80% status inflictions would become 0%.
-WIL/2+SKI+LUC vs RES+LUC might be a happier medium, because the attacker should have a bit of an edge over the defender to avoid stalemate situations.

So. WIL/2+SKI+LUC vs RES+LUC. No extra bonuses, same stats as above.

40 WIL + 40 SKI + 40 LUC = 100 Status Affliction
40 RES + 40 LUC = 80 Status Affliction

20% Chance to Afflict, from stats alone? Thats pretty sad. Where it comes to shine though is Hexer.

Assuming a practical set up so that you can actually not lose so much stuff to fight a Hexer.

The defender will have GS with 3 Fairies, and the Trait: Anti-Status.

The attacker will have a Rustic Tome and Dark Invasion and "Payback"

40 WIL + 40 SKI + 40 LUC + 30 Rustic + 20 Dark Invasion = 150 Affliction

40 RES + 40 LUC + 30 (Fairies) + 10 (Trait) - 30 (Payback) = 90 Resistance

60% Chance to Afflict, simply for having them attack you. That sounds like a pretty good deal, really. That's assuming the person you're fighting runs Grand Summoner and that you actually have trash SKI. I've compiled a list of four different characters. Ranging from a Mage, Mage Tank, Super Mage, and a god damn Archer. Let's see how their stats actually show up on the Status Affliction/Resist chart!

[Image: mGTeuro.jpg]

Status Affliction: 68 WIL + 44 SKI + 36 LUC = 114 Status Afflict
Status Resistance: 19 RES + 36 LUC = 55 Status Resistance

[Image: r7wzIbj.jpg]

Status Affliction: 68 WIL + 38 SKI + 20 LUC = 92 Status Afflict
Status Resistance: 55 RES + 20 LUC = 75 Status Resistance

[Image: au1Y7Hj.jpg]

Status Affliction: 77 WIL + 45 SKI + 27 LUC = 110 Status Afflict
Status Resistance: 46 RES + 27 LUC = 73 Status Resistance

[Image: 0UMQJRy.jpg]

Status Affliction: 25 WIL + 56 SKI + 43 LUC = 111 Status Afflict
Status Resistance: 18 RES + 43 LUC = 61 Status Resistance
Afflicting themselves, a lot of these characters would have a decent chance with just stats alone. Though, it's the fact that, as a Hexer, they pretty much get a permanent +80 to their status affliction chance. Just outright due to Payback + Rustic + Dark Invasion. Things that a Hexer will want to take if they plan to afflict. Why wouldn't you use a rustic tome if it gives +30 Affliction and make your normal +10 from Dark Invasion become +20? That, and if you use Rustic, you gain access to the all powerful Sayakana. You lose nothing for going this route. Whilst if the Defender wishes to not be afflicted, they must give up an entire class to go GS with the three Fairies (which if they were already GS, they get the benefits, but a lot of people don't GS!). They then also have to sacrifice a trait point. This cost is still much more than the Hexer gives, and they have a lot more to lose for it.

But, you think, What about the characters who go GS with their 55 RES and 40 LUC? Let's be fair. Characters that have 55 RES and 40 LUC are few and far between, unless they're installing (Which will be in another balance fu thread popping up soon). The opportunities to get bonuses to WIL and SKI are farther between than getting a bonus to RES. Even with 55 RES and 40 LUC, you only attain 95 Status Resistance, which if we're playing the min-max game, a 60 WIL, 60 SKI, 30 LUC Hexer can get through with relative ease. Though they are afforded a bit of trouble if the 95 Status Resistance person tosses their best Status Resistance Gear on.

Number 2 - Inflicter stats only, Resister with full bonuses.

Base Infliction: 120
Base Resistance: 95
+ 10 (Anti-Status)
+ 10 (Warding Enchantment)
+ 10 (Warding Torso)
+ 10 (Crucifix)
+ 10 (Alchemy effect)
+ 30 (Fairy Ring x3)
= 175 Status Resistance

-55% chance to inflict a status effect.

Number 3 - Inflicter and Resister with full bonuses.

Base Infliction: 120
+ 20 (Hexer's Dark Invasion)
+ 30 (Hexer's Payback)
+ 30 (Doomed weapon bonus)
= 200 Infliction

200 Infliction VS 175 Status Resistance = 25% Status Infliction.

As it stands, a somewhat absurd character with high RES and LUC that is using up their Torso and Enchantment slot on it, alongside an Accessory Slot, A class Slot, Three Youkai Slots, a Battle Item Slot, and 3 Momentum (to apply said battle item), and a Trait, has 175 status resistance.

The hexer with rather realistic stats, spends their Main Hand's Enchantment slot, 8 SP that they were already going to, and have to take damage of any kind from the target, have 200 Affliction. Sure they must find a somewhat 'rare' enchantment, but there are tons of people grinding for that stuff now-a-days. Now then. Is going all out in that gear against a Hexer really fair? Eh. Maybe. Should it be changed? probably. Dropping the SKI modifier to SKI/2 would make it a tad better, or even SKI*3/4. It's really good, and makes it so that people that don't even have the WIL for it can just afflict people left and right with Hexer when they have no WILL doing it. Remember, if the Defender in the last example had one trait, it'd be 105, meaning the hexer still have 95 Affliction, with 65 Affliction if they haven't dealt damage to them yet. Hexer's can also force -RES onto a target with a combination of two of their skills, and they perform rather painful combos that involve them just standing there once they land a poison hex and just smiling as you take all your health.

If it is dropped to SKI/2, I could see WIL being brought back up to WIL*3/4, and I think that works beautifully. In a small check above, with every actual real character stat from Spoiler 2 being checked, most of the characters were relatively the same. Their status affliction dropped by 3-5 points except for the Archer, who lost about 22. This will make it more fair to the mages who actually built for Hexes, whilst also semi-punishing Hexers who don't.

Yada yada. You all can post all ya want, I'm off to make a new Balance Fu thread.

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  Stationary Cyclone
Posted by: Autumn - 01-13-2016, 05:15 PM - Forum: Bug Reports - Replies (1)

Cyclone spear currently does not pull enemies in when used, tested on players and monsters.

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  Eviter! No the other hand!
Posted by: Shujin - 01-13-2016, 03:36 PM - Forum: Bug Reports - Replies (1)

Everytime I trigger Eviter it is not using my off weapon that has 50 dura but my Main weapon with only 10 dura rustic weapon.

Not sure if it also takes the chances from main weapon, but it doesn´t feel like 75% to me on my 50 dura subweapon.


And I am not using ambrexity (Or how you spell it)

The weapons in Question after the tests.
[Image: 11bc73d00961f37caa1f957e010d6fab.png]
[Image: 3c8723b0d918dd409746764b3b9d650d.png]

Tested the set the other way around and it trigger alot more often and main weapon still loses dur.

So yeah! Also a block does "Reduce" the damage to 1 while a hit is 0...

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  [Buff] Tactician
Posted by: Rendar - 01-13-2016, 02:45 PM - Forum: Balance Fu - Replies (1)

With base class skills done, I'd really love for Tactician to get a second look at. As stated in Cara's post awhile back about Tactician's...

Now, we aren't looking to make the already good class skills even better. even though staff of eyes does Analyze Weakness better. I'm wanting to have certain things looked at.

Attack Formation

Quote:Semi Diamond, can't place it on yourself, +25 HIT per person in it. It's good, but only good for ranged attackers. A physical attacker can't benefit from it because, generally? Generally they are forced to move into melee range because they don't have attacks that can hit. The issue though? If you're able to stand in an attack formation and attack.. You're probably a ranged attacker, and probably someone who benefits more from Volley Formation (because mg/arbalests missing? Hah). At max, it's +75. It's kind of 'meh'.

I'd like if it gave some extra dodge or something from fighting in a formation that effectively increases your ability to fight. Or hell. Just making it so you can put it down on yourself would be nice. Lord knows you can be knocked off of it with anything that does Knockback unless Spiked Treads. And even then, anything that decides to actually PULL you instead of knocking you back ruins it.

Bunker Formation
Quote:+5 DEF/RES per person in the thing. Can be placed at range, and provides quite a bit of support. Except that +15 DEF/RES (at max) isn't really that much nowadays. Especially with the things that shred DEF, or things that just get multiplied before it. It also can easily be shattered with a knockback/pull attack, even though you're 'bunkered down' to hold the position. I'd suggest instead of DEF/RES, maybe give some Damage Reduction? Hell, even giving some Knockback/Pull immunity would be a GREAT addition to this skill at higher tactician ranks. It's something that is sorely needed.

Field Medic
Quote:Field Medic is just a glorified Sal Volatile that costs a ton of FP to use. 25 HP that can revive allies is legitimately nothing. Oh it gets +1 extra HP for every tactics rank? That's 'cool'. I'd suggest maybe having it just be multiplied. 25*7 at max rank isn't so bad, considering how easy it is to lose tactics rank. (500 HP? Well boy howdy, you can take 25 HP and drop a point!) I could see it being multiplied by Tactics Rank/2 So at rank D, it's 12 HP + revive, but at max rank its 25*3. It'd be 'decent' at that point, though still worse than Phoenix or Second Chance ( a base class skill )

According to Plan
Quote:I don't think anyone uses this. Not because it's hard to hit with a tome, which it is. Simply because there are much better options to choose from. This is +10 FP if you decide to spend a turn basic attack hitting someone, which generally? Isn't that good. I'd suggest at higher Tactician Ranks it allows for leeching of FP instead of just outright gaining FP. Not too good, but it isn't so horrible.

Timely Withdrawal
Quote:This is fine as is. Maybe having the Tactician also count as the party leader (alongside the normal leader)? It'd allow for both parties to flee.

Performance Rating
Quote:I'm not going to lie. Before, Dev stated that "Tactician Ranks aren't Void Veil level hard to raise". That's a crock of shit.

"[url=http://neus-projects.net/viewtopic.php?p=4512#p4512' Wrote:Neus » Mon Feb 09, 2015 3:02 am[/url]"]Yep, but it's not exactly Void Veil levels of time consuming to get it back up there. If you're taking a pounding as the tactician then your tactics might be a little off. And nothing about that argument justifies making the Tactician easier to kill than demerit.

In the current meta, fleeing from opponents once they have gotten into melee is next to impossible. If you Charge, you can't double move. If they knocked you down, can't move. Characters can traverse the entire map in one turn, hell. Sometimes they can be the entire map away and move > attack and be within range. See: Move (bonus of any kind (Charge/Shukuchi) just makes it worse) > Move > Attack (Heaven Kick, any of those now ranged monk attacks. Archer. Gunner. Pretty much anything because movement is a very fluid thing now). So, that easily demerits that 'if you're taking a pounding, ur not doing it right'. It's simply because every enemy can be in your face in one round and generally still attack.

Not only that, but to raise your tacticians rank, you must perform an order (3M), then if you follow your own order (if you decide to use attack order), then you get +1 Tactician rank. If all your allies can follow it, you get up to +3 Tactician Ranks. Which is all well and good. Except at max tactician rank, any multi hit can and will knock you down the track. Hell, anyone getting KO'd is instantly back to Rank 1. Which I agree with. However, it's really painful. A thousand Stab, Multi Shot Gunner, or even a simple Dagger Dancer, can shatter your tactician rank down to 1, and its a whole helluva lot harder to raise your Tacticians Rank than it is to get Void Veil energy. [Did they use magic? ENERGY. Also passive regen].

I suggest taking it away from 5% of your max HP, to something a tad more maneagable. 10%. There are already a ton of ways to lose Tactician Rank, don't throw another one in that is super easy to achieve with a pebble flicking you.


Thank you. That is all.

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  Brighter Dankest Woman
Posted by: Rendar - 01-13-2016, 06:42 AM - Forum: Balance Fu - Replies (3)

Curently Brightest Darkness (or whatever) makes holy do 1.25x damage to you for being a vampire.

This is cool and needed.


What isn't cool is the fact that it makes using DEATH KNIGHTING, POSSESSED, or DROWNED WOMAN legitimately have next to downside than what you already have.

People who aren't vampires must deal with the 1.5x damage from holy, but vampires in and of themself get 1.25x from the trait. I'd suggest that Brightest Darkness (or whatever the heck it is) only apply if you have one of the above. Which, for a Vampire, is Vampire. If you have Possessed or any other races that count towards it, you should take full effect.

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