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CHIMERA ENTERPRISES' BEACH BLAST OMEGA SUPREME |
Posted by: catabur - 01-08-2016, 01:33 AM - Forum: Sigrogana
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Jan 10th,
7-10 PM EST
4-7 PM PST
10 PM to 1 AM GMT
DIRECTIONS:
FIRST BUILDING UPON ENTERING EAST HOUSING DISTRICT OF CELLSVICH, TAKE A LEFT AND DOWN THE STAIRS UPON ENTERING THE BUILDING
WORRY NO LONGER AT YOUR SAD EXISTENCE, AS WE'RE GOING TO MAKE IT RADDER THAN EVER!!!!! WE, AT CHIMERA ENTERPRISES, LIKE TO START OFF NEW MANAGEMENT RIGHT! A BEACH PARTY, EXCEPT BETTER THAN EVER. NOT ONLY ARE WE TOPPING THE "BEACH PARTY" MARKET, BUT WE'RE EVEN TOPPING OURSELVES BY MAKING THIS THING BETTER THAN THE LAST TWO. DON'T BELIEVE ME? HERE'S A ROCKING LIST OF THINGS THAT WILL BE THERE:
1. FELIDAE IN SWIMSUITS. EVERYONE LOVES THOSE AND IF YOU DON'T, COME DOWN AND SEE AND BE AMAZED AS YOU'VE BEEN LYING TO YOUR BRAIN YOUR WHOLE LIFE. STILL NOT CONVINCED ONCE YOU GET THERE??? FEEL FREE TO KICK OUR HEAD OF RESEARCH, FREE OF CHARGE.
2. FLAMING BALLS, ICEY BALLS, ALL KINDS OF SWEET BALLS BEING TOSSED AROUND BY YOU AND YOUR FRIENDS. SURVIVE ON AN ICEY TUNDRA WHILE FLINGING THE COLDEST BALL YOU'LL EVER SAFELY TOUCH AROUND OR GET HOT AND SWEATY UPON THE FIELD OF INCINERATION, WHERE ONLY YOUR WITS AND QUICK THINKING WILL HELP YOU WIN. VOLLEYBALL HAS NEVER BEEN THIS INTENSE BEFORE AND IF YOU DON'T COME DOWN TO OUR EVENT, IT NEVER WILL.
3. BEVERAGES AT A NOMINAL PRICE!!!! NOT ONLY COOL YOURSELF OFF, BUT CHUG FROM A VARIETY OF ALCOHOLIC DRINKS AT A GREAT PRICE WITH SOME PROMISING TO KICK YOUR ASS SO HARD, YOU'LL BE BEGGING FOR MORE. (Non-alcoholic drinks will also be available.)
IF THAT DOESN'T GRAB YOUR CROWN BY THE TIP, SHAKE IT ABOUT, AND CALL YOU ZERA'S LONG-LOST GRANDCHILD, YOU MAY NEVER FEEL HAPPINESS IN YOUR LIFE EVER.
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Silent, but deadly |
Posted by: Rendar - 01-08-2016, 01:08 AM - Forum: Bug Reports
- Replies (1)
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Currently, Silent Spirits does not reduce Damage taken by 50%.
Purple Suited Gentleman attacks Tedric with God Rod and hits them!
Tedric takes 41 Light damage.
Purple Suited Gentleman takes 9 Pierce damage.
Resist! Purple Suited Gentleman takes 2 Fire damage.
Tedric's turn.
--- ROUND 1 ---
Purple Suited Gentleman recovered 1 HP.
Purple Suited Gentleman recovered 17 FP.
Tedric recovered 4 HP.
Tedric recovered 2 FP.
Purple Suited Gentleman's turn.
Purple Suited Gentleman attacks Tedric with God Rod and hits them!
Tedric takes 41 Light damage.
Devotion! Purple Suited Gentleman is protected by something!
Purple Suited Gentleman takes 0 Pierce damage.
Fortune Feather! Purple Suited Gentleman gains some resistance to the attack!
Resist! Purple Suited Gentleman takes 2 Fire damage.
Purple Suited Gentleman's turn.
Purple Suited Gentleman's turn.
It simply just deals full damage.
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Curate's Last Chance |
Posted by: Rendar - 01-07-2016, 01:41 PM - Forum: Bug Reports
- Replies (1)
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Second Chance doesn't revive a target with 21% of their max HP. It is still just 21 HP. The target in question had 400+ HP.
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[Board] Courier Service |
Posted by: Kameron8 - 01-07-2016, 04:14 AM - Forum: Marketplace
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An overly simplistic handwritten note is attached to the board.
Quote:Courier service
Deliver letters, packages fast. Will travel across continents.
-Piper
The author neglected to give any helpful information to contact them.
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Party Management Menu |
Posted by: Ranylyn - 01-07-2016, 04:03 AM - Forum: Suggestions
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"But Ran, we don't need that, just cick the portraits!"
That's not what I'm talking about. Just getting that out of the way.
For a long time, we've been wondering why we can't use skills (like Graft) outside of battle. Between it simply not being a function and concerns about it being unfair in favor of some classes (Example: Monk effectively being a walking inn for itself between power up and meditate) it's never seen proper consideration. But I think I've come up with a solution. Much like the Youkai Management menu, the Party Management Menu would be another menu on the right of the screen.
Actions taken inside the party management menu take time, like picking locks or repairing damage. Time during which your party is vulnerable to monster attacks. It also uses mental stamina, so you can't do it every battle. Lastly, for the sake of skills like Meditate that also give FP, a global "One use from the party menu between battles" limit is likely to be implemented. So you can't just spam Meditate until you're fully healed.
Party Management Menu Functions:
1) Use Item. Items are universal access; anyone can use them. Items take 10 seconds to properly use (either apply bandages, or pass someone a potion that they need to uncork and fully drink, etc) and cost no Mental Stamina. This woud also make an NPC potion shop for more middle-tier potions like PR-Stabilizers or even Bue Potions a tempting cash sink for characters who take a beating. Due to potion sickness, only one potion may be drank by each party member between battles, but bandages can be applied repeatedly.
2) Use Skill. Skill time varies based on FP cost + Momentum cost. I'm leaning 5 seconds per momentum + an additonal second per 5 FP as a starting amount for a trial run (Example: Level 5 Graft would take 17 seconds to cast, while Meditate would take 30) FP is consumed as normal, and Mental Stamina is consumed at a rate based on how many seconds a skill takes.
3) Friend/Foe markings. Inspired by Tales of the Abyss actually explaining why magic doesn't hurt your allies and why powerful spells around civilians is not an option, an option to toggle an ally as a "Friend" or "Foe" in the menu woud have many uses. For example, if a Ghost doesn't want to be healed, just toggle it as a Foe so it can't be affected by Mass Graft, Malmelo, Phoenix, Discharge, etc. Likewise, you could similarly use this to help wound said ghost to get quick access to Rising Game stats, or to help Lupines/Felidaes/Leporidaes/Grimalkins get their low hp bonuses sooner. And, of course, this can be used for some great Roleplay betrayals mid-BDP!
Anyways, it's still just an idea that definitely needs some tweaking. Anyone have any input?
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[Mercenaries] A long overdue change. |
Posted by: Ranylyn - 01-07-2016, 03:37 AM - Forum: Balance Fu
- Replies (2)
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So it's no secret that Mercenaries are... basically ass. Let's go over some reasons.
REYNES
Positives: Nihilist to deal with Fire Absorption. Actually uses his skills at all ever.
Negatives: Will Charge Mind (without Brainstorm) when way too far away to hit anything, will stand around doing nothing when he is within range to do something. Wastes FP on hsdw despite never, ever using Exgalfa. Never has FP to do anything because of spamming the aforementioned useless actions.
Suggestions: If we must limit him to uncharged Fir and Sear, so be it, it'd actually make him more useful and less stupid. I'd also suggest giving him a more potent FP regen (Even if it's just cracked mirror, or a Tactician's FP recovery on tome hit) because 2 per turn for a foodless evoker is simply not going to ever cut it. As well, as he enjoys standing around doing nothing, make his normal attacks slightly longer range (Marksmanship bonus.)
ZORIA
Positives: Closes in to attack like she's supposed to. Ghosthand for dealing with Electrojams so she does not suicide as blatantly.
Negatives: Never uses skills at all ever. Also does not appear to have several key innates/passives.
Suggestions: If she's not going to use skills, shift her SP over to Poise, Rising Game, and the like. She's already the best Merc.
ALMA
Positives: Um, higher hp?
Negatives: Never uses any skills ever. Also does not appear to have several key innates/passives. Suicicdes on Electrojammers as if it was his one chance to get noticed by the woman he loves. Furthermore, his AI is just completely garbage. Let me illustrate with a screenshot. Just the turn before, 2 of the 3 beasts were on Alma, and I was beside Alma. I did not move. This is why all 3 are Solar Lanced; I was trying to set up a linear 2x detonation for a hyattr ally.
![[Image: ab8b91067cc8a3c7df5ef612562f22d0.png]](https://i.gyazo.com/ab8b91067cc8a3c7df5ef612562f22d0.png)
Alma begins by charging blindly in, Protect be damned. If you try to stay near Alma for protection, he just moves away to attack enemies. If you try to keep Alma between you and the enemies, the enemies just move into range with you. The result is an infuriating game of Musical Chairs, except the chairs are on fire and covered in chainsaws; one misttep and you suffer. Shine knights also suffer this exact same issue; even with their 3 range weapon, they attack, then move after just to piss you off!
Suggestions: Move Alma's active skill SP into passives like hp regen (Seriously, moving that slow and not even getting the +3 hp per turn to recover slightly as you hobble along?) and crit negation, because he never uses a single point of SP anyways. Give him Gunner AI and a modded 2 range spear; he'll stand his ground when within attack range, so his protect can actually protect someone for once in his worthless existance, "Bodyguard" my ass.
EVERY MERCENARY
Positives: Extra damage to help lower level players/ support oriented players. Scale with Leader's level.
Negatives: Effectively treated like Youkai are by the game (Enemies ignore them in favor of the player, Malmelo only touches them for half, not affected by food, can primarily only heal them at inns.) Rely completely on normal attacks (Reynes the FP waster and Alma/Zoria the "I refuse to use any skills" people) Do not get Tactician (Read: Can only attack once per turn uness they crit due to lack of skill use.) Unaffected by Bandages outside of battle. Newer characters can find the rapidly escalating Mura costs to be steep; you're not likely to have enough to rehire them if you wipe at level 15, for example.
Suggestions: Implementing a Mercenary Management menu (As was stated is eventualy planned, once more mercs are added) would go a long way to heping with this; you could toggle individual mercenaries on and off without turning them ALL off (Example, keeping Alma away from Electrojammers if going into a Whirlpool static) use items/skills through this menu to heal them between battles (I'm submitting an idea to make this work and not unfair in favor of support classes - see my "Party Management Menu" topic in Suggestions once I finish it) and may even be used for allowing you to choose between rudimentary tactics - like making Alma a braindead berserker vs a gentle guardian.
EDIT 1: Removed Some incorrect match about Mercenary costs. For some reason I was acting under the assumption their cost was 5* level since I usually hire them at level 1, but 5 is just their minimum cost. As such, I was making them out to be more expensive than they really are.
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New Curate Bugs (Lance, Rescue, Pacifist) |
Posted by: Ranylyn - 01-07-2016, 02:39 AM - Forum: Bug Reports
- Replies (1)
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- Solar Lance does not work as advertized. Upon "igniting" the lance, it only explodes once the duraton expires as opposed to next turn, causes no cinders, and deals less damage than the description implies - likely affected by enemy resistance as well as it was doing 0 to barghests - being already based on an existing hit that was ALREADY affected by resistance.) In other words, I think it acts more like Ashe's variant without the infinite length linear fire trail, instead of the version we were intended to get.
- Rescue + Mass counts enemy numbers towards spell availabiity. Example, if you have 2 empty spaces beside you and try to Rescue 2 allies with an enemy in range of the diamond, Rescue becomes unuseable since there's suddenly too many "targets" even though enemies are unaffected.
- Pacifist's Boon's description states it is removed when dealing damage to ENEMIES, but is cancelled when a Wyverntouched bites themselves, even if no attacks against enemies are made.
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Rescue |
Posted by: Rendar - 01-07-2016, 01:41 AM - Forum: Suggestions
- Replies (4)
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Can rescue have any sort of consistency with where it rescues a target to? If you're rescuing 1 person, it can be any square around you. With two it's just as bad.
I'd like to be able to select what squares they pop into.
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