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Elite Engine |
Posted by: Flun - Yesterday, 02:01 PM - Forum: Balance Fu
- Replies (2)
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The math for elite engine ain't good.
using one charge at a time at 35% damage doesn't do much for it at all. It comes up 45% short of non elite engine charge attacks whilst having to spread that damage over three instances. The utility of saving a charge is also lost when toggling potential doesn't work right.
I propose a change to make it a useful potential that encourages toggling!
Scrap charge weapon (elite) and have Elite engine build normal charge, have it do the following:
On hit with a basic attack, only consume one charge instead of 3, adding 50% damage like base charge. Excel crash skills will only be first level when this skill is toggled on, and will preserve all other collected levels.
What this does is allow for one to use basics and excel crashes without wasting every stack, meaning on full charge you can still basic into an excel crash to still preserve that 2 charge special effect. It's all positives and adds to the weapons that have elite engine, more charge control adds more build diversity! (it certainly makes playing classes like arb a whole lot more interesting at least!)
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Request to be a Spirit |
Posted by: Flare - Yesterday, 04:47 AM - Forum: Character Applications
- No Replies
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Applicable BYOND Key - OniHC & Kikii [color=oklab(0.894514 0.000141621 -0.0041967)]Ki[/color]
Character Name - Yukina & Yuzuki
Request Type - Death?
Request Details - https://en.wikipedia.org/wiki/Onry%C5%8D
Specific Request - In effect, this would mean both characters died before present time. With the rise of hardcore (DL4) characters, sister spirits have been summoned from death for one last attempt at affecting change. A resistance against the quo, they arise from an era where Oni are pushed to the brink, corralled and treated like cattle. Pushed into 'Great' Oni only to be slaughtered for the Myr. The red and blue duo exist as vengeful souls determined to tear down existing structures in retribution for the wrongs brought upon their kind.
Reason why you are making this request (if applicable) - I feel it plays into the hardcore vibe, giving a bit of a Final Fantasy X Tidus moment where a character that never truly existed managed to shake characters to their very core via their unshakable convictions and views.
Roleplay & Lore supporting your request - There are plenty of references to asian spirits within the lore, an Onryo or other vengeful spirit is not exactly out of the question. How they are allowed to interact with the world and/or classification associated (Haunted) is another story. Realistically, this is an application of safety so we don't tread on any toes.
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[3.03g] Acidic Flaws |
Posted by: MultiWonder - Yesterday, 03:53 AM - Forum: Bug Reports
- Replies (1)
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Acidic Claws are not applying their on-hit effect.
I tested this with a divine Toyatori (two-handed) and a non-divine variant of the weapon if that means anything.
Regardless, Acidic Claws' on hit effect does nothing. No acid damage, no durability cost.
It is just a dead hand slot item.
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Ruler Buff |
Posted by: Poruku - 10-11-2025, 08:22 PM - Forum: Balance Fu
- Replies (1)
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Material collection skills refund 1m if they gather at least 1 material, and refund 2m if no enemy was hit on top of that.
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Fungusbark buff suggestions |
Posted by: Flun - 10-11-2025, 04:30 AM - Forum: Balance Fu
- Replies (3)
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I want to use shroomhead so bad but it's so DIFFICULT to work with!!! You barely seen any shroomheads around, and I want to see more for fungus is supreme!
I propose some tweaks to make this horrid agenda so, going down each buff shroomhead offers and giving my suggestions for tweaks.
1. SWA up for shroomhead level. This is nice, and a good bonus to be low down, it somewhat counteracts the lost swa from building this item. It can stay as is.
2. Evade up for shroomhead level. I think this should also include armor and marmor too honestly. with the alchemical grain now out theres another option for shroomhead builds, it favoring dodgys limits the amount of builds it can be applicable for even further with how many current stipulations it has.
3. Weakening spores. UP THAT MAX LEVEL! 2 x fungusbark level or something, 5 is miniscule. This is on average just a stepping stone level just to get to 4.
4. Mushroom punch. Nice ability! One funny suggestion though. Consider making it applicable for the bare fist replacement weapons too. Raid cannon, grudge claw, hidden barrage and hidden blade would all make real fun fungusbark sets. (the -10 hit can maybe also become a -5 too with this change but like the skills already pretty nice, it aint neccessary.)
5. hooh boy this one. Being a plant race is not a good thing, and its plant tile counting ability only really matters for ranger's forest step. I imagine the full set bonus should tie in more to the fact that 5 to 6 out of 6 of your slots are using fungusbark, which the main mechanic of isn't able to be used or else you'll lose those stacks and thus the features. I suggest giving it an additional ability to be able to eat fungusbark without actually depleting the stacks themselves, perhaps even a buff for doing so. (I can see something like putting it on a longer cooldown in turn for increasing some shroomhead set parameters for fungusbark level.)
Some misc other things relating too.
1. We could use more wooden items, be it new or reworked old ones. There's 1 hand slot thats wood, 2 shoes, 2 torsos, and 1 other accessory, a real small selection with only 4 variations on how you build if you wish to go for a full fungusbark loadout. Ideally reworked old items are ones rarely used which make sense to be wood or paper, things like the ivy binds, plantfoe shields, and all the paper accessories that are actually metal.
2. Purely for the jest, a secret 8 fungusbark ability would be hilarious, as 8 seems to be the absolute max fungusbark one can obtain. (6 slots + alchemical grain + swap weapon mossy)
I've highlighted what I think to be the more important considerations.
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The Holy Word |
Posted by: firehawk11 - 10-10-2025, 11:19 AM - Forum: Balance Fu
- Replies (6)
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This Launcher Gun is pretty good based off of it's stats alone. However with it being a 40% STR and 70% FAI scaling could we possibly make it a Spell-edge for Mercala domain spells to increase build variety even if that isd pretty limiting to Priest. However it would make the FAI scaling feel like a better investment then an odd choice since nothing else uses FAI outside of the special bonus effect if the Holy Word has the Jeweled Enchantment. It is also odd that it is made from chapters and not materials but that's just a secondary in the end.
With the Jeweled Enchantment it would be best if that also made it Spell-edge for Mercala Domain Spells allowing you to do some additional builds with it's odd 40% STR, 70% FAI scaling. As it fits now I am unsure what the main build is suppose to be with this weapon, it deals Light damage but does not synergy with Curate or any of it's Promotes. The skills that it grant can not crit, so no crit builds or duelist of any sort (dunno why you want duelist anyways), no Movement skills outside of the basic move. Maybe the Holy Word is so specialized that the build is 100% built around it's two special sills.
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[3.03f] Specialized Attack CD Not working with Abyssal Prison |
Posted by: renowner - 10-09-2025, 06:55 AM - Forum: Bug Reports
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So for Abyssal prison, it states that it goes on a 3 turn CD if affecting an enemy and a 2 turn CD if affecting an ally.
If you cast it on yourself, it goes on a 1 turn cd; which is correct, as specialized attack still has a minimum cd of 1. However: If you cast it on an enemy, the CD remains 3, even with absolutely no other skills equipped whatsoever, which means its working on ally cast but not enemy cast.
I tested after eating a fruit of blandness to remove my specialized attack trait, and the CD when self casting was 2 turns as expected, the cd on casting upon an enemy was 3 turns as expected.
(Also as an addendum testing this made me realize that dark eye and assault order/formation are offensive skills which seems a little strange, but I can understand the theming since the guard orders are defensive, and charge is utility.)
Makes me wonder if this is a bug for all skills that gain a higher cd when casted on enemies, but I couldn't think of any others to try it with off the top of my head.
![[Image: fa1bcfd0b5.jpg]](https://puu.sh/KC1fz/fa1bcfd0b5.jpg)
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Bard Class Coin |
Posted by: Latto - 10-08-2025, 10:00 AM - Forum: Suggestions
- Replies (1)
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With the update to class coins providing much needed skill slots, I've come to the realization that bard does not have a class coin. Can bard get a class coin?
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[3.03g] Offensive Arts |
Posted by: MultiWonder - 10-07-2025, 11:59 PM - Forum: Bug Reports
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The arts invoked through Furinkazan / Invoke Elemental Art skills are considered offensive, which, for the sake of effects that take offensive skills into account (like Earthbound Vengeance), feels unusual and will often cause a Shinobi to trigger those effects twice instead of once. This is especially true if a utility or defensive type art is invoked rather than an offensive one.
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