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  Ryeser Doesn't Remove Correct Momentum
Posted by: Kameron8 - 07-14-2015, 02:22 PM - Forum: Bug Reports - Replies (3)

If you go second, Ryeser will not remove momentum from the person you critically strike the next turn. If you go first, Ryeser will take TWO momentum per crit from the target. Fairly straightforward, tested by shooting a faster player with a Ryeser, critting without them resisting lightning, and having no momentum lost. Then I had them skip so I was first, crit them, and they lost double the momentum intended. (EG: 6m with 3 crits, 4m with 2.)

Edit: For more information, I was running two arctic Ryesers with 'Blessed' enchant. More importantly, I was specced Magic Gunner / Ghost. So Fleur may matter here.

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  Spatial Ravager
Posted by: Ranylyn - 07-14-2015, 06:36 AM - Forum: Balance Fu - Replies (2)

[Image: 3c619a6422871c3ba6792cce00ff4eb3.png]

Um... what the actual fart is going on with my defense, for starters? On the first turn I got hit, I took a -3 def debuff, and like two turns later, I was looking at a total of -30 inside a sanctuary, and it just kept stacking and getting crazier. Is this exponential stacking or something?

Secondly, it has some kind of teleporting multi-spin that Decimated my Shine Knights from a full 330 to 0 instantly, and I only survived due to Devotion Procs.

I'm just suggesting to consider taking another look at this thing, Dev, since we can't, due to Record Erasure, so we can't even check if it's working right or has reasonable stats (Like the level 30 Jammers with over 700 HP, before that got changed a bit.)

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  assblasted to pink's tower
Posted by: Tsundere - 07-13-2015, 09:21 PM - Forum: Bug Reports - Replies (3)

i was making my house and stuff and i put in my second extra level and i went in, took down a piece of furniture, tried to go back down the stairs, and then my screen went black (could still .ping)
i then relogged and was in pink's tower

[Image: 183e5214c8.png]
[Image: ad904e316f.jpg]

can be replicated as i have tried to go back down that extra level again and it shot me to heck, again

(yes i tested the reset stone for the heck of it)
(yes i went back to my original race)
(don't hurt me)

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  Cleanse Body
Posted by: Trexmaster - 07-13-2015, 12:22 PM - Forum: Balance Fu - Replies (4)

Simply put, I feel like Cleanse Body does waaaaaaaaaaaaaay too much for being a base class skill, on one of the arguably best base classes in the game no less.

Granted it's rarely used, but, it removes Immoblize, Fear, Poison, Blind, and Slow (which is any and all movement hindering effects to my knowledge).

My main beef with it is its Poison removal, as every other skill that removes Poison has a cap on the level which its capable of curing (up to 45 unless its stat based). So I don't see why a base class of all things is getting a free pass on it, while promos like Black Knight get a skill that only removes -one- of those statuses, and has a level cap to boot (not to mention that unlike Martial Artist, Black Knights are typically strained for SP).

I'm not sure what can/should be done other than instating a cap based on rank to the Poison removal.

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  Sidecut into the wall
Posted by: Someone - 07-13-2015, 08:48 AM - Forum: Bug Reports - Replies (3)

[Image: K2dJL9N.png]

Was unable to attack him with magic and had to end turn...

THEN, he reappeared on the other side of the arena. Magic!

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  Outsulation
Posted by: Soapy - 07-13-2015, 06:12 AM - Forum: Bug Reports - Replies (5)

Insulated Hilt doesn't seem to be giving lightning resistance. It does properly lower the weapon power, though.

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  RIP Satoru Iwata
Posted by: Knight613 - 07-13-2015, 01:20 AM - Forum: Fruity Rumpus General - Replies (3)

Sad

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  Updating Old Enchantments
Posted by: Slydria - 07-12-2015, 12:51 AM - Forum: Suggestions - Replies (2)

Just an idea to update some of the older enchantments and curses to be able to be found or applied to other equipment.

This is so they'll find more use and to help fill out the options for non-Weapon/Armor equipment to choose from without inflating the number of enchantments we currently have.

Some of the effects are tweaked for the non-Weapons/Armor for balance reasons.


Curses:

Quote:Bloodsoaked (All):
All: Attracts monsters.

Demonic (All):
All: +3 STR, -1 Other Stats.

Misplaced (All):
Weapons and Armor: +2 to all Parameters.
Hands: +2 STR, WIL.
Boots: +2 CEL, LUC.
Accessories: +2 DEF, RES.
All: This item can be dropped after losing a battle, even when equipped.


Enchantments:

Quote:Floating (All):
Weapons, Armor: Weight is reduced by half. (min. -5 Weight).
Hands, Boots, Accessories: Reduces your Battle Weight by 5.
All: This item does not raise your Encumbrance.

Fated (All):
Weapons, Armor: +1 to all Parameters.
Hands, Boots, Accessories: +1 STR, DEF, SKI, CEL.
All: This item cannot be dropped after losing a battle.

King's (All):
Weapons, Armor: Recover 2 HP every round. If at 25% or less, this effect is doubled.
Hands, Boots, Accessories: Recover 1 HP every round. If at 25% or less, this effect is doubled.

Jeweled (All):
All: +1 Charisma Effectiveness.

Fireheart (All except Weapons):
Armor, Hands, Boots, Accessories: +2 STR, +1 Pyromancy Rank.

Iceheart (All except Weapons):
Armor, Hands, Boots, Accessories: +2 SKI, +1 Cryomancy Rank.

Geoheart (All except Weapons):
Armor, Hands, Boots, Accessories: +2 DEF, +1 Geomancy Rank.

Windheart (All except Weapons):
Armor, Hands, Boots, Accessories: +2 CEL, +1 Aeromancy Rank.

Warding (All except Weapons):
Armor: +10% Resistance to Luck-Based Status Effects.
Hands, Boots, Accessories: +5% Resistance to Luck-Based Status Effects.

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  Very Minor Bug
Posted by: Nytingale - 07-11-2015, 07:04 PM - Forum: Bug Reports - Replies (1)

So, last update, you upgraded some functionality that allowed Players to drag and drop items of 1 stack without being prompted to enter an amount. Well, for whatever reason, it now brings up that prompt for anything inside of Maril's Shop inside Law's End. Furthermore, it still always brings up the prompt when returning something from the Shopping Cart to the store by drag-and-drop.

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  Cobalt Qrytys - "Where's my backstab stabby-stabby?"
Posted by: Detective100 - 07-11-2015, 05:10 PM - Forum: Bug Reports - Replies (3)

I admit that I am not sure if it is intentional or not, but I want to at least make sure.

Using the cobalt Qrytys (The fist-dagger weapon), I noticed that the backstab skill from VA doesn't give me the extra +10 crit, even though the weapon is technically supposed to qualify as a dagger as well.

I decided to check it out with an actual dagger (Using the magnifying glasses for this), I saw that when I changed from a front attack to a back attack, I did receive the crit chance from backstab for this weapon.

On a side note,I also heard from Trexmaster in OOC after talking about this, that even though you can use dark imbue with Red argus, you don't receive the extra darkness damage when you attack. (Though I admit that I didn't check it myself as of this moment)

Personally, I think that the weapons that can also qualify as another weapon, don't receive the passive bonuses of their alternate qualities? (Like the cobalt qrytys as a dagger, and the red argus as an axe), though I could be wrong.

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