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  Stamped Out
Posted by: Soapy - 08-13-2015, 04:23 PM - Forum: Bug Reports - Replies (1)

The +5% Resistance stamps are not taking effect.

Tested all but the fishing stamp across multiple characters.

Unsure if the other stamps are or not.

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  Product Fair
Posted by: Kavoir - 08-13-2015, 06:55 AM - Forum: Sigrogana - Replies (1)

[Image: YQOEOOy.png]
Yes we hope to see you there. Don't worry relax it will be fun.

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  Vorso Verso
Posted by: iDarkCara - 08-13-2015, 03:59 AM - Forum: Balance Fu - Replies (4)

The new tome has a lot of neat effects and a lot of benefits.

[Image: e67c3c35d0.png]

However I feel the Tactician buff is a little underwhelming for a *10 boss only item that requires 24 Rare Metal to Maximize.

With D Rank-
Vorso UL 24 Tome V. Without Vorso

Attack Order - Lv 69.4 V. Lv 56 Extra Damage
Guard Order - Lv 70.68 V. Lv 57 Heal
Charge Order - Lv 6 V. Lv 5 movement
Cast Order - Lv 69.4% V. Lv 56 Fp Reduct


It really isn't all the fantastic for what it is.

I purpose instead of UL%, it gets to changed to flat UL. Which would make it go from

56 -> 80
57 -> 81
5 -> 7 (10% of UL to balance the movement scale.)
and 56 -> 80

This is quite a buff in terms of play, however for a class that is marginally good at best, I do not think it's asking too much for this buff on this one item.

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  Mercala's More Expensive Than a Quickie
Posted by: catabur - 08-12-2015, 11:07 PM - Forum: Bug Reports - Replies (1)

Quickdraw's worth is 100 murai.
Every other 10* (except the unfindable 10* tome) has a worth of 300.

Intended? Not?

UPDATING: Verso Varso is also 100 murai.

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  Border Beasts
Posted by: Ranylyn - 08-12-2015, 06:27 PM - Forum: Bug Reports - Replies (4)

A Black Beast that spawns along the map border remains passive and will take no action until attacked.

Normally not too major an issue, but being on the border leads to them not using Dark Calling in/from inaccessible areas, most notably in Dormeho.

Simple fix: Adjust the spawn zones so no enemies spawn directly on the edge of the map.

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  Black Beasts Event vs Housing
Posted by: Nytingale - 08-12-2015, 03:54 AM - Forum: Bug Reports - Replies (1)

On the beginning of a with some Black Beasts in Tannis, I got spawned under a house. I also wasn't able to move while being under this house.

Screenshot I took: http://puu.sh/jyodC/fab2ca5152.png

Furthermore, one of the Black Beasts used Dark Calling right into the cliff-face above me there afterwards as well.

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  Corrupter's Resistance
Posted by: Slydria - 08-12-2015, 01:32 AM - Forum: Balance Fu - Replies (2)

Level 60+ Corrupters can get some 80+ RES making them tough to deal with. And they were already a pretty tough enemy without it, thanks to their spells which deal reasonable damage and can apply potent debuffs.

Evokers and Priests don't really have a problem against Corrupters but...

Other mages struggle. Lantern Bearers, Hexers and Summoner promotions deal pitiful damage when up against the high amount of RES. They also struggle to apply their additional debuffs. Most youkai target RES with their skills, making most of them a liability against Corrupters.

Now I'm not saying there shouldn't be monsters that give Mages trouble, but, I think Corrupters are a dangerous enough enemy and them having high RES limits the counters that can be done against them. (E.g. Silencing would be a good idea but because of the high RES, spells like Black Bubble and Drown are likely to miss their mark.)

I also don't think giving a monster oodles of RES is necessarily a good way to make an anti-magic monster as it greatly punishes some mages but is barely a problem for others.

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  Dungeon Stairs
Posted by: Slydria - 08-12-2015, 12:32 AM - Forum: Suggestions - No Replies

You can't click on the stairs in dungeons to move towards them and then down them with just left-click move enabled, currently you need to click next to the stairs and then use the keyboard which is a small nuisance.

I'd appreciate it if that could be changed.

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  Alchemy Reagent Dealer
Posted by: Miryn - 08-12-2015, 12:06 AM - Forum: Suggestions - Replies (2)

Be it an alchemist in a city or a follower of Mercala. We need someone somewhere to sell alchemy reagents, as it stands I think this is one of the few crafts that still have no way to get even the basic items rolling without a lot of work. Iron ores are there for basic smithing, cooking ingredients are scattered but available, and wood is here or there as well. I have been wondering for awhile now why we don't have a merchant that sells the basics of say gunpowder and zelegrand leaves. I know this idea isn't that fleshed out but I feel this is a basic request/suggestion and would help some playstyles out a bit. Thank you for reading and keep up the great game.

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  Dungeon Clear Bonuses
Posted by: Trexmaster - 08-11-2015, 03:50 PM - Forum: Suggestions - Replies (2)

So, beyond them being pretty meh-worthy for the effort you'd need to put forth to get them, I have a few issues with the clear bonuses (the current bug with the 'full' clear aside, as I've already made a report about it).

For one, in the situation where a party or even a person is trying to get a Full clear bonus, all it takes is one person going for the core to sabotage the run. There isn't really much you can do to stop that, but it makes it even worse when in the event you -can- peacefully clear an entire dungeon without interference, the reward is fairly miniscule.

To give an idea, let's take the average max level floor in a level 60 dungeon (it's typically 66, going as high as 68, for the record).

A full clear would reward (assuming the reward is based on the dungeon level and not the max floor's level) 210,000 EXP. And some mura, but, the amount (level * 10, so, 600. Wow.) is so low, it's not even worth mentioning, that's about what one or two fights of that dungeon's level would give.

That may seem like a lot, but, considering the effort it takes(seriously, try doing this in a dungeon that isn't a desert or cave, and lacks the spacey prefix. it's not fun.) and the likelyhood of it being either 1. impossible to get (see: dungeons spawning sealed pockets with monsters in them, another potential bug that I reported in light of the bonuses) or 2. nullified by the core being finished prematurely by another party, you're better off just hunting for a dungeon with optimal prefixes for your dungeoning needs.

The EXP reward is pretty close to being fair, but that's assuming the dungeon is optimal for clearing (see: open ended dungeons like deserts and forests, or those with the spacey prefix to minimize time spent finding enemies). The Murai reward is absolutely pathetic. You'll earn more in the fights it takes on one floor than what the 'full' bonus would award you, but in the odd event you've a full party, odds are it'll be slightly better due to how money is split (but it's still rather low).

The EXP reward could be slightly higher (like, say, 750-1000 times level instead, but like I said this isn't too bad as is, it's just not worth doing at all for dungeons not-optimal for full-clearing). The Murai reward should at least account for all floors for the full-clear, it'd definitely be worth the time if it counted each floor for the bonus (even if it was reduced to level * 5 as a result, a level 60 dungeon with the min. amount of levels would still award 2,100 murai, which while not -amazing-, that's about what a core-rush gives you).

In a perfect world we could have something like 'Dungeon Complexity' that offered higher rewards for obviously more difficult dungeons to clear (I.E. Giant Crypts/Fire Altars) as the +5% exp bonus for prefixes doesnt take into account just how hard a dungeon is made by certain combinations of prefixes and dungeon types (I.E. a Giant Desert is almost entirely unchanged compared to the latter examples, yet gives the same rewards for fights assuming equal level).

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