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  [v2.80 v3] Good Fall(?)
Posted by: Snake - 12-24-2023, 06:51 PM - Forum: Bug Reports - Replies (1)

Bad Fall does not do anything. 

Despite the fact the debuff is properly activating upon Knocked Down being applied, it does not do the "fatal" part, which I assume is probably 9999 Akashic damage that ignores protection, or something else.

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  Mundanity
Posted by: Rendar - 12-24-2023, 04:46 AM - Forum: Balance Fu - Replies (6)

Short post.

Mundane (The one that makes things have 100% main stat scaling) should not be an enchant, and moreso just a basic feature that can be toggled on/off. An innate passive, even.

Why?

It puts a lot of weapons into a really bas position where the effects on them are cool, or good for a certain build, but it's held back by it's stat scaling for certain builds. The only way to 'fix' this being the Mundane tag, which eats the weapon's enchantment.

for the most part, a decent chunk of weapons, if they have scaling, will have above 100% scaling in total. Usually in the 110% or 120% range. Having Mundane be made into an innate will open up a lot of builds, and while this may sound kind of 'meh' in terms of item management, it'd allow for weapons that scale off of FAI, for instance, to not instantly lose about 30+ SWA because someone decided to throw a dark water tile at you.

Basically, compared to nearly every other enchant in the game. Mundane is... Mundane. And not worth a genuine consideration half the time.

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  Elemental Augment
Posted by: MothEnthusiast - 12-24-2023, 12:33 AM - Forum: Balance Fu - Replies (1)

Simple gripe with Elemental Augment. It doesn't ignore armor, despite being functionally the same as 'on-hit 50% elemental attack' abilities of weapons, which do ignore armor. This leads to cases where without Evoker, the damage is as low as 2-5 on a fair chunk of opponents, and even with Charge Mind shenanigans it can still be as low as 15 on non-resistant targets.

So, simply requesting that it ignores armor (not resistance stat or anything else, just armor) like its on-hit weapon counterparts. As-is, 50% from those consistently do more damage than my charge-mind elemental augment side of things, despite having higher Ele attack for the augment and it being 100% instead of 50%.

And for those worried about VA's impure element, I doubt that's really going to be a huge buff for VA Evo builds since you're just shaving off a flat reduction of like 10-15. Not to mention it's a 6M buff you have to apply to get to 100% Ele on it anyway.

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  [v2.80 v3] Blitzkracked
Posted by: Snake - 12-23-2023, 11:44 PM - Forum: Bug Reports - Replies (1)

Blitzkrieg from the Necromancer is not working as intended. The skill says it grants both Assault Order and Charge Order simultaneously, but one order overlaps the other.

So the result is always only Charge Order by the end of it.

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  Desperado Stance and Combination Fighter
Posted by: Snake - 12-23-2023, 05:28 PM - Forum: Balance Fu - Replies (2)

This doesn't work well together. Unlike most melee weapons, guns can't reach insane amounts of natural SWA, and given their unique GUI scaling, it makes them not play ball with other weapons, therefore, in a dual-wielding scenario where you're trying to balance out SWA of both a melee weapon and a firearm, the firearm ends up having less potency in particular.

Combination Fighter, as per the latest Demon Hunter update, made it so you can further mix Desperado and Reaver, but Guns and lowered damage as explained above, don't go well together. The numbers you get on both Lead Storm and Nitrogen Drop are sharply dropped and you don't got more skills to continue your ranged onslaught if your main hand is a melee, while Reaver boasts Chaser, Rising Tide, Double Down, Elemental Rave and the entirety of Soldier's offensive skills to cast aside the fact it is doing reduced damage.

So!

Please make it so Combination Fighter does not reduce the damage from Desperado Stance offensive skills, only the momentum cost. 

This will make it so Demon Hunter can be a proper dual-wielding class.

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  The Accident(appo)
Posted by: Ray2064 - 12-23-2023, 08:23 AM - Forum: Fruity Rumpus General - Replies (6)

Appo it wasn't your fault you have to let it go

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  [V2.80] Unexceptional Enthusiasm
Posted by: Autumn - 12-23-2023, 01:20 AM - Forum: Bug Reports - Replies (3)

Exceptional Enthusiasm's sound damage on-hit effect can cut your momentum if you hit a resistance, tested vs a Kerberos.

Gonna just guess its not actually considered bonus damage.

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  Dynamic Tome Seed Weight
Posted by: Trexmaster - 12-22-2023, 09:16 PM - Forum: Suggestions - No Replies

Seeds drop from a fair few things and can make for a lot of inventory clutter if you aren't selling them constantly.

With how many variants there are I think it's fair they get the 0.1 weight treatment, even if in Korvara they have yet to serve any purpose, some like myself hold them just in case...

Even for those who just want to sell them not feeling obligated to frequently vendor them to avoid being burdened by them would be a nice QoL.

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  Amalgama Ability
Posted by: Maya - 12-22-2023, 08:28 PM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - SnowConut
Character Name - Spite
Request Type - Character/RP Ability
Request Details -  I'd like to RP out a consequential approach to Amalgama Creation that continually adds souls to the shell after their initial creation.
Specific Request - That's mostly it! I'm essentially looking for an excuse to explain why the characters would get substantially stronger over time, mostly because I can't bring these two antags to go around asking for enchantments and gear upgrades, so instead, I was hoping to RP it out through fluff and have this pair of Amalgama have souls added to their Amalgama Shells over time by their creator, making them 'stronger' in the process, when in actuality, it's just us getting stronger through items. 
Reason why you are making this request (if applicable) - I just figure it's never quite been mentioned in lore that this is possible, so I wanted to be safe!
Roleplay & Lore supporting your request - If Amalgama are created through an essentially unlimited amount of souls, and get mutations through their experience, I figure, why wouldn't people also be able to try and add souls to it over time, building on the already created Amalgama? I figure it'd make their personalities extremely unstable, but that works exactly for the concept in mind!

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  Ihruma Za'besta - RP Ability
Posted by: MuniCuz - 12-22-2023, 05:19 PM - Forum: Approved Characters - Replies (1)

BYOND Key: CoffeeMan
Character Name: Ihruma Za'besta
Request Type: Character/RP Ability
Request Details: I want to apply with a character who has slapstick comedy and Tom & Jerry gags to pull off naturally due to their nature, as well as uncanny body behavior.
Specific Request: Pretty much anything at the top of your head from pulling out obnoxious or unorthodox objects from pocket or hat, getting tossed around ridiculously by cartoon physics, etc. But this only stays limited to just having fun, meaning no point of using it during any actual Danger Level or using it to gain any actual IC advantage over another, anything outside of consent or outside of what should be possible in SL2. Secondly being things like dislocating joints at will or unnatural body bending, i.e. unsettling head turns or bending her body far back.
Reasons why you are making this request (if applicable): It fits the character's nature (more so I get to draw Ihruma doing silly things in #ping channels Smile) as well as adds to the silly and creepy aura I want this character to exude.
Roleplay & Lore supporting your request:
- Ihruma as a character comes from abusive and destructive pasts, so that's an easy result of "few screws loose" to add.
- She's a clown (or jester if you really care about semantics), so that's just what I want out of the sillyness factor.
- The rest of the relevant information I'd like to arrange with related people/GMs (private lore).
   

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