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  Funky Fresh Traits
Posted by: Soapy - 08-09-2015, 12:14 AM - Forum: Suggestions - Replies (4)

Quote:Exceptional Arsenal
Worth: 2 TP

Requires: 15 Base Skill
"Why focus on one thing, when you can focus on everything?" - You. Increases available Skill Slots by 1.

More to come, at least one of which is based on a new suggestion coming to a thread near you soon™.

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  No-Stick Trayt
Posted by: Soapy - 08-08-2015, 11:59 PM - Forum: Suggestions - Replies (1)

I don't think unwanted traits should stick around until your next LE.

This is mostly referring to things like Arcanic Study (+1 SP to Mage and its promotions), but also the ones that affect growths.

The +1 SP traits and Exceptional Skill don't reset on the basis of "you can spend it and then reset", but there's a very easy solution to that:
If you spend any points given by the trait, that trait doesn't get reset.
This might sound like more work than it's worth, but it's as simple as checking to see if you have 2+ TP remaining, or 1+ SP remaining in each Mage class.

I don't know the reasoning for Talent: Traits, Style Blending and Lady Luck to stick around, but with the new traits being thrown in (and me working on suggesting a few new ones), I think it might be time for that to change. Maybe.

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  [Query] Winged Guardian and Knockdown
Posted by: Ranylyn - 08-08-2015, 03:21 PM - Forum: Bug Reports - Replies (1)

Take a look at this screenshot for a second.

[Image: b2a7b44fbe11f4d16c44c1bd7f3c3aa5.png]

Is getting knocked down supposed to not interrupt it's big "OH SHI-" attack? it takes a turn to charge it up so I thought it might be like an Invocation. Alternatively, it's entirely possible you simply need to imnterrupt it by doing enough damage since it starts at Lv 100 and depletes as it takes damage, but as you can clearly see by the FP it has consumed, it's pretty unlikely that you'll be doing a whole lot of damage to it unless you go at high levels, rendering it impossible to break the attack at appropriate level ranges. (For the record, this battle took over 80 rounds at level 25 with all 3 mercs and a character who could not even damage the Guardian once Demon Translation happened struggling desperately to keep them all healed so they could keep doing their 4-8 damage each if they hit. And yes, the Guardian ran out of FP and kept summoning Ravens/ Using this since they cost 0 FP apparently.)

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  Pizza Hunter: Bologna Barrier
Posted by: Soapy - 08-07-2015, 09:46 PM - Forum: Balance Fu - Replies (4)

Passively nullifying 4 Gun attacks per round sounds reasonable when using multi-round guns that can do 12-16 attacks per round, but against single round guns it means there's no possible way for you to ever land an attack ever, unless you have another gunner/archer in the party.

I can't really think of a way to change it other than making it not work from behind, or just work from the front.

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  DH Growths (QUE)
Posted by: Trexmaster - 08-07-2015, 07:48 PM - Forum: Bug Reports - Replies (1)

Just to be sure...

Was it intentional that Demon Hunter's growths are literally the same as Arbalest's?

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  Impossible Dungeon
Posted by: iDarkCara - 08-07-2015, 04:42 PM - Forum: Bug Reports - No Replies

Ran into this today [Image: c25abc1e33.png] Some crazy 57ish Door.

4 floors down. Not sure how to report this otherwise!

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  New Class Thought
Posted by: Lunchbox1946 - 08-07-2015, 03:37 AM - Forum: Suggestions - No Replies

Ok so just to throw it out there for this one, but might be interesting *shrug*

Class: Arcane Alchemist - Using the power of alchemy the Arcane Alchemist can gather elemental arcane energy into himself and release it in a multitude of ways.
Weapons: Sword, Spear, Tome
Unlock: Level 20 Mage and Alchemy Trait at 3
Skills:
Offensive:
Defensive: > The idea is to create spells or maybe a single ability that can be used in multiple ways that effects/power/element changes based around what combination of Elements are used.
Support: /

Utility:
Fire/Water/Wind/Earth/Ice/Light/Dark Manifestation - 1M - Adds 1 fire/water/wind/earth/ice/light/dark manifestation
Secure Power - 2 ranks - The manifestation's an Arcane Alchemist has do not empty at the end of the turn, rank 2 does not take up a skill slot
Innate:
Arcane Manifestation - 5 ranks max, allows the Arcane Alchemist to gather 1 elemental manifestation to a max of this skills level.



Yes I am using the word Manifestation to avoid calling it Mana, and no this actually is not inspired by magic the gathering, in fact it more was a thought on the game series "Atelier Iris: Eternal Mana" and "Mana Khemia: Alchemists of Al-Revis". I also thought to maybe suggest it use or get some powers that involve breaking things down which would give some more use to the items people don't normally use or break down for materials. Or maybe getting power buffs to certain elemental spells based on the element of the weapon being wielded as this might give more use to some elemental weapon types that are under used due to their abilities (Such as Galdric which is all but unheard of simply because if gives a -2 penalty to power)

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  Pizza Hunter: Nuclear Drop
Posted by: Soapy - 08-07-2015, 03:17 AM - Forum: Balance Fu - Replies (3)

[Image: Y6mEm32.png]

Pretty much self explanatory. This just isn't fair. I mean, Checkmate is 5 momentum, and ND is only 3?

I'd probably lower the scaling to start at 1x (moving up to 5x total) and raise the momentum cost to 4.

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  Pizza Hunter: Know No Pepperoni
Posted by: Soapy - 08-07-2015, 02:56 AM - Forum: Balance Fu - Replies (4)

Know No Pain is almost like having 20 Defense as a passive, except it gets multiplied by how many instances of damage someone deals, making it horribly effective against things like multi-round guns.. and that's not considering the Rage mechanic.

I'd suggest either making it block a certain amount of damage per round, simply lowering the reduction per rank to 2 (and doubling the Rage it gives you, maybe), or stop it from working from behind as it's quite easy to drop multihit physical damage down to the single digits.

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  Lantern Bearer's Eternal Flame
Posted by: Nytingale - 08-06-2015, 04:50 AM - Forum: Bug Reports - Replies (5)

Firstly, Eternal's Flame Effect is expected to affect all Players within your party, right? Well, I was in a Party consisting of a Grimalkin, a Redtail, and a Doriad. When I used a Flame, they all got the effect from Eternal Flame with the exception of the Doriad. I'm not sure why that is, but he was also a Void Assassin (not sure of his Sub-Class) if that maybe helps explain it or locate the issue.

Secondly, the Eternal Flame's Effect seems to "update" in a weird manner between Players. If I used Typhur as my last Eternal Flame in a previous battle, and then proceed into a new battle and used Salamander, it updates for all Players in the party. If I use Salamander in the very next turn, and then use a different flame, say Phoenix, it does not update at all. Also, on one occasion, I used Typhur and Salamander in one turn, and in the following turn, I used Phoenix. In this case, it updated for all Players except myself. It should also be noted, that I'm the 4th Player in the Party, and that at this point, the 3rd Player in the Party, had quite a few effects going on him, to the point where I couldn't even see the Eternal Flame Effect icon on his "Profile HUD"; so I'm not sure if that might've played a role in this (I guess it depends on how it's coded).

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