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  σύνθεσις
Posted by: Soapy - 08-18-2015, 03:10 AM - Forum: Balance Fu - Replies (8)

Yet another Ingrain nerf thread.


It's a non-mitigable 180 difference in HP per enemy for the cost of 8 FP and 3M that can only be stopped by one of the rarest status effects in the game.

It's also completely unavoidable if the user happens to be slower than their opponent(s), which I already suggested changing but was ignored.


Ideas:

  • a. Lower the range of Synthesis to 1.
  • b. Lower the range of Synthesis to 2 and the drain to Level/3.
  • c. Lower the drain of Synthesis to Level/4.
  • d. Make it actually apply on the user's turn and not the start of a round.

don't ignore my post #420

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  Parting Shot does not respect Akimbo
Posted by: LadyLightning - 08-18-2015, 01:30 AM - Forum: Bug Reports - Replies (2)

Using Parting Shot with a pair of uncustomized Ryesers results in 2 shots, the round value of the Ryeser.

Should it not result in three shots, the third coming from the offhand Ryeser? After all, Parting Shot is a basic attack skill.

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  Blunt Claws
Posted by: Mivereous - 08-17-2015, 09:14 PM - Forum: Bug Reports - Replies (1)

[Image: 0a5d13a45b.png]

"wired claws"

"Blunt"

???

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  Intelligent Discourse: Rogue
Posted by: MegaBlues - 08-17-2015, 08:35 PM - Forum: Balance Fu - Replies (6)

Here's a thread about everything wrong (and right) with the aforementioned class.

Please be civil, and avoid derailing the topic, as well as referring to the class in conjunction with other classes, as each class should be able to stand on its own.

Also, please keep in mind that as a base class, this class should focus less on pure power, and more on supporting its multiple promotions.


Potential topics: Evasion, Traps, Steal, Pocket Sand

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  Intelligent Discourse: Soldier
Posted by: MegaBlues - 08-17-2015, 08:33 PM - Forum: Balance Fu - No Replies

Here's a thread about everything wrong (and right) with the aforementioned class.

Please be civil, and avoid derailing the topic, as well as referring to the class in conjunction with other classes, as each class should be able to stand on its own.

Also, please keep in mind that as a base class, this class should focus less on pure power, and more on supporting its multiple promotions.


Potential topics: Lack of skills, skill inefficiency, FP scaling, rank scaling.

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  Intelligent Discourse: Lantern Bearer
Posted by: MegaBlues - 08-17-2015, 08:33 PM - Forum: Balance Fu - Replies (2)

Here's a thread about everything wrong (and right) with the aforementioned class.

Please be civil, and avoid derailing the topic, as well as referring to the class in conjunction with other classes, as each class should be able to stand on its own.


Potential Topics: Lack of effectiveness (Damage/debuffs/buffs), range penalties, Phoenix, FP costs

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  Intelligent Discourse: Engineer
Posted by: MegaBlues - 08-17-2015, 08:32 PM - Forum: Balance Fu - Replies (1)

Here's a thread about everything wrong (and right) with the aforementioned class.

Please be civil, and avoid derailing the topic, as well as referring to the class in conjunction with other classes, as each class should be able to stand on its own.


Potential Topics: Bomb weakness, skill weakness, robot weakness, lack of variety

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  Intelligent Discourse: Tactician
Posted by: MegaBlues - 08-17-2015, 08:32 PM - Forum: Balance Fu - No Replies

Here's a thread about everything wrong (and right) with the aforementioned class.

Please be civil, and avoid derailing the topic, as well as referring to the class in conjunction with other classes, as each class should be able to stand on its own.


Potential Topics: Performance Rating, Timely Withdrawl, Formation shapes/effectiveness

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  Intelligent Discourse: Evoker
Posted by: MegaBlues - 08-17-2015, 08:32 PM - Forum: Balance Fu - Replies (2)

Here's a thread about everything wrong (and right) with the aforementioned class.

Please be civil, and avoid derailing the topic, as well as referring to the class in conjunction with other classes, as each class should be able to stand on its own.

(http://www.neus-projects.net/viewtopic.p...8004#p8012, as this was recent enough for me to remember and bring back up.)

Potential Topics: FP Costs, Invocation breaking, invocations overall, elemental resistances, unresistable damage (or lack thereof), Elemental Overtime, Mind Charge, Silence, Telegraphs (tl;dr click the link)

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  SL2 Version 1.34
Posted by: Neus - 08-17-2015, 07:08 PM - Forum: Announcements - No Replies

[float=left][Image: talkav_96.png][/float]

Week two! Hope you like the forest. This week is mostly 10* items, with the first of a few tricks level 61+ enemies will get. As usual, a new static dungeon for the dungeon theme has been added.

1.34
10* Equipment - Added 6 new 10* items that drop from level 61+ Forest enemies.
New Static Random Dungeon - The Forgotten Forest, a level 65 Forest dungeon, has been added to Sigrogana.
Aspecting Enemies - Level 61+ enemies now have a chance to become Aspected. You will be able to tell when an enemy is aspected as their name will change, and they may have a slight difference in appearance.

  • Aspected enemies are slightly rare occurrences (slightly more common during Motivated Iahsus mood).
  • There are two types of Aspect for enemies; True Aspect and Fated Enemy.
  • True Aspect gives a small number of bonus stats depending on the aspect chosen (randomly selected).
  • Fated Enemy enemies are treated as having a Fated Enemy of certain player races, meaning they will deal 10% more damage to them. They will also greatly prefer to try and take down their fated enemies first and will stop at nothing from going after them in battle!
  • Enemies who become aspected have a higher chance of dropping randomly generated items of 9* rarity or lower.
Adjusted - Went through all of the animations and shifted forced deletion to the garbage collection. (Small optimization that may increase performance, especially for animation heavy things like the Jackhammer. Let me know if any issues occur.)
* Bug Fixes
- Bandits have stopped the strange head-shaving hazing and now have hair outside of battle again.
- Quest stamp resistances are now properly applying again.
- Know No Pain now grants its bonus Rage Energy regardless of it reduces the total damage taken to 0 or not.
- More Tannis map adjustments to prevent unwanted spawning locations.
- HUDs should no longer be hiding status effects when a party member changes their face-icon state/etc.
- Black Beasts facing or at the edge of battle maps should no longer just stand around and will use Dark Calling more aggressively, and only on alive targets.

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

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