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  Charitable Corpse Medical Clinic
Posted by: Tsundere - 01-02-2016, 01:47 PM - Forum: Gold - No Replies

The following flyer can be found just about anywhere in Law's End where it won't be taken down.

[Image: FSxv1JX.png]

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  Charging strike
Posted by: Autumn - 01-02-2016, 12:10 PM - Forum: Balance Fu - Replies (2)

Currently the damage bonus does not apply to skills that use melee basic attacks like Repel or Sidecut, can this possibly change?

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  Priest Invocations and Why they Suck
Posted by: Rendar - 01-02-2016, 11:11 AM - Forum: Balance Fu - Replies (4)

Things wrong with Priest Invocations:

Divine Shower is an invocation that costs more than Wretched Oil, does.. slightly more damage (very slightly), and instead of poisoning, it blinds. Sometimes. With 80 WIL, it would look something like this.

80 WIL, 20 POW tome.

98.7 damage (( 47 earth, 51.7 Dark)) Sure, it's a dual resist but you can only get the bads for one of those. Requires 3 Momentum (4 if they resist) (32.9 damage per momentum)

Divine Shower, however, is.

118 Damage (All light). Requires 9 Momentum. (13.1 Damage per Momentum)

This is an Invocation That can be broken. There are no bonuses to ever using this, even with the "The chance to have invocations broken is reduced by FAITH" It still costs MORE FP to use and does less damage! Blind isn't even that good, comparitively!

Well I know what you're saying "it's a support spell vs a status effect class!" That doesn't excuse the horrendously high FP cost and the fact that.. no one's gonna waste FP on it.

Divine Judgement is an invocation that's.. pretty neat, actually. It negates LIGHT res, and makes them take their FAITH instead of def/res versus Mercalan Domain spells. Not that there are any Mercalan Spells that target defense, but whatever. 20 FP; pretty useful in a team fight. Next.. to useless in a solo fight however. If you plan to use invocations, at all, they are required to be an Evoker as well, seeing as how they can't ACTUALLY get into range of enemies otherwise. So, it has to be used up close and personal. The range is 6 too, so if they decide to attack you, you'll have it broken rather quickly if they can deal a decent bit of damage.

Otherwise? I really have no complaints with it. It's actually a fairly useful invocation, if a tad niche, that is sort of like Intensify Cold, except it does no damage... And can't drop someone into negatives.

Mercalan Mist is actually REALLY cool! +50 Evade, HP Regen, and -25% Lightning Weakness? This thing is a fucking amazing piece of work! It even counteracts other Mist Skills, so it's pretty useful if you're sitting in the back! The sad thing is, you'll almost never get to use it because it's so limited in it's abilities that it's only good in a team fight, and only if you have an ally who can zap someone hard. It's really lovely, otherwise.

Shine Knights... Where do I even begin with how terrible these guys are. First off, lets start with their stats. They're fundamentally weaker than a ton of youkai at level 60, which I can understand. It means that training isn't diminished. However they shouldn't be. Why? They're a C rank invocation. The only one in the game, at that. What do they do..? They suck, kind of a lot. Their stats are abysmal, something like 58 SKI and 13 LUC. Not much else boosting them in terms of.. well. Anything. Well, they're meant to be protectors right? So they should have good defensive stat--

They have 38 DEF/RES at or about. They're horrendously weak on that front too. So, where do they shine? Stupidity, really. The only time they'll ever be useful is against people who.. don't use DEF and/or CEL. Dodgers can pretty much ALWAYS dodge them without fail. Hell, one of them hit a dodger (who had very little DEF) for 54 damage whenever they got bashed. Okay so... Uh. They're bad versus a lot. Are they good versus Melee people? Not really. If the enemy can't crit you, they'll sure as hell be able to crit your summons with ease.

They take fifteen momentum to cast. 70 FP, and you get them with PROTECT, +2 to all your stats, and Blinding Aura. Sometimes. There is nothing redeeming about this Rank C invocation, and I'd prefer to just go Evoker and HSDW Overload someone. It's bad.

How do we fix it..? Honestly. I'm not sure. Do we raise their stats? Make their sword better? All of these are 'decent' options.

[Image: 5fe326eaa6.png]

The stats of a Shine Knight; for reference. ((They've got 2 charismas active on them, as well.))

Versus ZERO defense, ZERO Resistance, they deal 92 Damage, always. 35 Power Weapon, ??? accuracy. That's.. kinda poor, considering it's LIGHT damage and it takes forever to summon them and it's probably impossible for them to actually hit something that's relatively dodgy.

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  Chained Dullahans
Posted by: Rendar - 01-02-2016, 10:25 AM - Forum: Balance Fu - Replies (8)

Soul Chains is not acting as "Interference" does to a Dullahan. It can perma-stunlock a Dullahan forever. I'd suggest it work at half efficiency on a Dullahan, or at 1/4th efficiency because of the set-up required.

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  Judgement Blade
Posted by: Rendar - 01-02-2016, 09:54 AM - Forum: Balance Fu - Replies (3)

Judgement Blade should deal Null Damage or some 'almighty' type damage. That way it doesn't trigger Resists given by youkai whenever you're trying to shank a bitch for abusing Drowned Woman.

Discuss.

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  Analyze Foe
Posted by: Rendar - 01-02-2016, 12:50 AM - Forum: Bug Reports - Replies (2)

Analyze Foe is ending whenever anyone is killed it seems.

Tested with analyzing an enemy then KOing a different Player on the Enemy Team. It caused the Analyze Foe to instantly end. It's only supposed to end if you, yourself, are KO'd.

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  Happy New Year
Posted by: Neus - 01-01-2016, 12:36 PM - Forum: Fruity Rumpus General - Replies (3)

Happy new year everybody! Hope you've had a fun and safe holiday season.

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  Probably a Daggun bug?
Posted by: Snake - 01-01-2016, 08:33 AM - Forum: Bug Reports - Replies (1)

'Daggun' (Mutated 1* Handgun) cannot use any of Archer's ranged skills, such as Cripple Leg. (Still, the skill can be selected. As well as bullets from Magic Gunner, still, they don't apply to the weapon or work in general.)
I don't know if it's intentional or not though. Is it supposed to be just a ranged, multi-shot 'dagger'?

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  Nomentum
Posted by: Kameron8 - 01-01-2016, 08:10 AM - Forum: Balance Fu - No Replies

Ice Point Greaves and overcharged Celsius shell seem to function as independent entities for momentum loss/gain. What I mean by this is, if you overcharge and shoot a celsius shell at someone with full seven momentum and trigger ice resist, you will lose 2 extra momentum instead of one (One from the shell damage, one from the overcharge damage. I assume this is the same for all damage shell effects with damage overcharge effects). There are no other instances of losing two momentum on an attack, even with double-resisted hexes that do two types of damage.

Similarly, if you strike someone who resists blunt (almost exclusively drowned woman installers, but there are others who stack the resist items) and ice at the same time with ice point greaves, you lose 2 momentum. I believe small damage shell effects should not influence momentum at all, and ice point greaves should not reduce momentum if the kick triggering the ice damage is also resisted.

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  Toxic Relationship
Posted by: Rendar - 12-31-2015, 11:33 PM - Forum: Bug Reports - Replies (5)

So, if you use Purify Poison with Longterm Cure on anyone they gain the Poison Immunity. You, however, do not gain the immunity whatsoever. Which is a bug from how it states it works.

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