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  Rule Clarification: Houses and violent RP
Posted by: Ranylyn - 07-05-2015, 03:34 AM - Forum: General Discussion - Replies (3)

This is kind of a convoluted scenario, but it also reminded me of stories I've heard about one particular member who got banned in the past, and was so hated that everyone still remembers them. So much so that even people who joined after their banning, such as myself, know about them and their BS. so I wanted to run this by the staff and more experienced members.


- Guild 1 Targets Guild 2
- Member of Guild 1 sends member of Guild 2 a challenge in front of 4 witnesses from Guild 2
- Challenge is to take place inside a house. The witnesses wait around for a signal, expecting foul play.
- House is locked. A group of level 60s with maxed out classes cannot ICly break down a door to save their lives.
- Alternatively, if the house isn't locked, people get kicked/barred.

On a personal note, this seems like rampant abuse and exploitation of the mechanics, and absolutely scummy. I just wanted to see how others weigh in on it.


EDIT: It has since come to my attention that the one particular instance of it that happened tonight was consented upon, but this is still something I've seen happen numerous times before, and it is complete and utter BS.

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  Rune Eater's Requests
Posted by: Soapy - 07-04-2015, 10:54 PM - Forum: laplaceNET - No Replies

From: itsblairebitch@l-net.grm

hey what's up so like going into caves to fight monsters isn't really my thing but i like cool stuff so find me some in one and we can trade or whatever since i don't really know where to find a market for this stuff

i can probably pay in murai or those asago things since i haven't been in trouble lately but i have a bunch of old stuff lying around in my room that i don't use anymore too so whatever works for you

i read you can find some kinda rare item on giant goblins and jammers and they sound pretty cool but i haven't seen them yet so hit me up if you find one, i guess i'll try to be around in sigrogana more for the people that don't like replying or whatever?

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  Lore Questions: July (2015)
Posted by: Neus - 07-04-2015, 06:36 PM - Forum: Lore Questions - Replies (7)

This is a new topic for Lore Questions because the old one was about 26 pages. The format is roughly the same, but some guidelines;

1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.

That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.

Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)

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  Critical Failure
Posted by: Soapy - 07-04-2015, 06:12 PM - Forum: Bug Reports - Replies (1)

When dual wielding the same weapon type (two Spirit Hunters in my case), you can only get the bonus momentum from Criticals once per round, regardless of which one you attack with.

I remember this being a thing before, but I'm pretty sure it got fixed.

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  Totality Finality
Posted by: Soapy - 07-04-2015, 06:06 PM - Forum: Suggestions - No Replies

It's been suggested before, but can we get a way to check our total resistance to various elements?

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  Bonder Stuff: Fast Offense, Shared Pain
Posted by: Kameron8 - 07-04-2015, 05:08 PM - Forum: Bug Reports - Replies (1)

1. If you Fast Offense and summon a Youkai on turn 0, when the enemy is 'sneaking', the Youkai will end their turn without acting if they are not within range of their primary skill. This is likely because they're coded as the rest of the AI is.

2. Damage taken from shared pain is calculated without taking into account def/res reductions. It seems to cut the damage in half for the primary target, then subtract res/def from the remaining damage. The target taking damage from only shared pain will take half the damage without subtracting def/res of any sort. This results in the skill almost never making the Youkai and Bonder 'share the pain' equally.

Proof:

Kilkenny and Quiet Armored Man have identical resistance of 28. Ruby beam is cast on both with shared pain up, however Quiet Armored Man has 5% earth resistance from Geomancy.

Cast 1: Target - Quiet Armored Man

Shared Pain! Quiet Armored Man and bonded allies share the pain!
Famine takes 34 Earth damage.
Quiet Armored Man takes 0 Earth damage.


Cast 2: Target - Kilkenny

Shared Pain! Famine and bonded allies share the pain!
Quiet Armored Man takes 29 Earth damage.
Famine takes 3 Earth damage.


The Ruby Beam would deal 68 damage on its own without shared pain and 0 resistance. One target takes 68/2 - Resistance, while the other just takes 68/2.
The same targets are both struck with needle, which does not have its damage changed by Resistance. In both cases, the Youkai and Bonder took 45 damage.

Solutions:
1. The easiest way to fix this would be to make shared pain's damage type reduced by defense and resistance when the incoming damage is not ignoring them (such as needle). This is probably not the best solution, however, because it makes defense and resistance much more effective while sharing pain. If this was used in the Ruby beam example, Famine(Kilkenny) would take 3 damage while Quiet Armored Man would take 0.

2. Take only the damage the primary target would take, after calculating def/res, then split it down the middle. No matter what, both the Youkai and Bonder would take the same damage ( Damage - Def/Res / 2 ). This is a fair approach, but will end up invalidating the defensive stat of the secondary target.

3. The damage taken is calculated for both the Bonder and the Youkai (defensive stats subtracted individually) then cut in half. To give an example of what I mean: If we have a Firefox with 10 Resistance bonded with a Bonder who has 50 resistance, striking the Fox with a 110 damage Ryemei will deal

110-10/2 damage to the fox, (50)
and 110-50/2 damage to the Bonder. (30)

The third option is the one I believe would work best.
If the damage of shared pain being unresistable for the secondary target is intended, I will move this to Balance Fu instead.

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  Can illusions no longer count as tactical allies?
Posted by: iDarkCara - 07-03-2015, 07:53 AM - Forum: Balance Fu - Replies (7)

Would it be feasible to have illusionary butterflies created by Papilions not count towards the Tactics Rank 'On-Death reset'.

This would be a direct buff to my play-style as a whole, or anyone who uses tactician and papilion butterflies,
edited for reply Rendar
To clarify, you can use formations on them and orders. But they do not apply for purposes of using the actual orders; charge order does give them additional movement and their attack appears to be increased through attack order but your tactics rank will not increase. Formations will give you a tactics rank if all slots are occupied by butterflies at the beginning, but you will not get additional buffs for having other allies occupy spots.
While they have one-hp and will instantly reset your Tactician Rank to D on death.

I do not think this would be a major buff overall, but feel free to throw counterpoints.

Thank you and goodnight.

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  Seriously, Buff Tacticians
Posted by: MegaBlues - 07-02-2015, 10:59 PM - Forum: Balance Fu - Replies (1)

It's our third installment of "Why Things Suck!" Today's guest, Tactician.

So, alright. Tactician, overall, is a pretty neat class with some good ideas and useful skills. They can't really beat up on the enemy themselves, but they super-enable their allies. And that enablement only gets better when their allies listen.

However, that fabled Tactics Rank is shot to pieces whenever you take damage. Especially from multihits. This means that you don't really want to be in range of your enemies. However, for some of their skills, you need to be close to your allies! Who are, presumably, fighting your enemies!

I really hope why everyone can see this is a stupid thing, and needs to change.

I suggest that Formations / Analyze Weakness / Enemy Evaluation be able to be used within range of allies as well.

Also that Attack Formation has its targeting inverted, so that the middle square can actually be placed on the Tactician.

Also that Field Medic be changed to boost the power of Items used. Seriously. This skill is useless as hell.

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  Sort Button(s) for Item List
Posted by: Exxy - 07-02-2015, 07:02 PM - Forum: Suggestions - Replies (8)

Title explains it pretty well-enough. Possibly different sort options for different lists... I just find it would be really helpful to have something like this. :?:

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  Absolute Depth
Posted by: Soapy - 07-02-2015, 04:03 PM - Forum: Balance Fu - No Replies

AD has gotten more than a few changes since its original conception, slowly bringing it down from being completely gamebreaking to being almost useless.


I see two ways of bringing it back into viability:

  • Increase the LV scaling, probably 7-8 per rank (for a total of 35-40%).
Just a flat numbers buff. Good enough for it to be worth using, but not ridiculously strong like it used to be.
  • Let it affect magic damage again, instead of just physical.
This makes some 'quirky' builds a bit more viable, and makes Power Gradation slightly less terrible. This doesn't do a lot to stop the problem of it being not worth the effort for most standard Kensei, so I'd still probably give it a (small) LV boost with this option, raising it up to 6 per rank (30% total).


Giving it too much of a boost and letting it apply to both types again would turn certain 'quirky' builds into death machines, though, so I wouldn't really recommend doing that.

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