Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 844
» Latest member: Mango
» Forum threads: 11,879
» Forum posts: 59,030

Full Statistics

Online Users
There are currently 1066 online users.
» 1 Member(s) | 1063 Guest(s)
Bing, Google

Latest Threads
firehawk11
[3.04b] Prisoner Bandits ...

Forum: Bug Reports
Last Post: firehawk11
5 hours ago
» Replies: 2
» Views: 32
firehawk11
Starter Pickaxes and Wort...

Forum: Suggestions
Last Post: firehawk11
5 hours ago
» Replies: 3
» Views: 92
firehawk11
Arblalest Including Launc...

Forum: Balance Fu
Last Post: firehawk11
5 hours ago
» Replies: 1
» Views: 71
firehawk11
Strength Crit

Forum: Balance Fu
Last Post: firehawk11
6 hours ago
» Replies: 8
» Views: 231
Rendar
[3.04b] Coal Brand

Forum: Bug Reports
Last Post: Rendar
11 hours ago
» Replies: 0
» Views: 18
Poruku
Ruler Buff 6

Forum: Balance Fu
Last Post: Poruku
11 hours ago
» Replies: 4
» Views: 90
Autumn
[3.04b] Rainbow Too High

Forum: Bug Reports
Last Post: Autumn
Yesterday, 08:27 PM
» Replies: 0
» Views: 20
Sambi
[v3.04] Cast Order Not Ap...

Forum: Bug Reports
Last Post: Sambi
Yesterday, 04:20 PM
» Replies: 0
» Views: 16
Neus
[3.03g] Eye Colors

Forum: Bug Reports
Last Post: Neus
11-08-2025, 11:00 PM
» Replies: 4
» Views: 260
Neus
Runes [V3.04]

Forum: Bug Reports
Last Post: Neus
11-08-2025, 10:58 PM
» Replies: 1
» Views: 59

 
  Lame-galfa
Posted by: MegaBlues - 06-07-2015, 08:28 PM - Forum: Balance Fu - Replies (2)

Weak! Goblin Shaman takes 52 Fire damage.
Weak! Goblin Shaman takes 52 Fire damage.
Weak! Goblin Shaman takes 0 Fire damage.
Weak! Goblin Shaman takes 52 Fire damage.
Weak! Goblin Shaman takes 0 Fire damage.
Weak! Goblin Shaman takes 52 Fire damage.
Weak! Goblin Shaman takes 0 Fire damage.
Weak! Goblin Shaman takes 52 Fire damage.


This was with Rank 5 Exgalfa, a tome, and about 80 will.

Exgalfa sucks, buff it.

(To note, this was while also buffed with Nerhaven. Amazing, right?)

Print this item

  New Class Ideas (Rough)
Posted by: Ranylyn - 06-07-2015, 06:49 PM - Forum: Suggestions - Replies (3)

Do we -NEED- more classes? No. Would it be FUN? Would it diversify battles, allowing more unique RP, and add new options to character builds you just couldn't quite manage before? Many much yes.

Here's a few rough ideas for new and exciting classes.


Base Class: Tracker (Axes, Bows, Guns)
Promoted Classes: Sniper, Geomancer
Gimmick: Mucking with terrain, creating healing glyphs/ mana crystals, placing pitfall traps, creating impassable terrain, etc. Snipers would be a long-range, low-move specialist ranged class, the polar opposite to the magic gunner, using terrain to slow foes and boost hit. Geomancers would deal magic damage based on the terrain they've placed.

Base Class: Tamer (Spears)
Promoted Classes: Beastmaster, Morpher
Gimmick: Capturing and taming monsters. A beastmaster would bring out the best of it's beasts via supportive buffs and the like, while a morpher would transform into them to grant full control to the player. Monsters would need to be trained like youkai. Different races could also have different affinities for different beasts, allowing cross-skill morph use (Example: Leporidae morph into vorpal rabbit can use Rabbit Leap)

Base Class: Alchemist (No innate weapon)
Promoted classes: Spitfire, Herbalist
Gimmick: Using a mechanic similar to Essence/Ki/Magic Bullets/Void Energy, they would gather materials on the battlefield and brew concoctions for fun and profit. Every turn they'd salvage a few items nearby, and could use M to look for more iitems if need be. These crafting materials would be exclusive to their skills. One promotion would specialize in offense (Buffs, Bombs) while the other would be more supportive (Debilitations, Recovery.)

Print this item

  Guard Cap
Posted by: Ranylyn - 06-07-2015, 04:23 AM - Forum: Balance Fu - Replies (6)

I made a new Dullahan today, and something hit me. Like a truck.

Soul Rage + Tactician Trait = 10 Momentum
10 Momentum + Guard = 100% Damage reduction.

Yes, you still lose 10% of your hp per turn, but otherwise, you block ALL incoming damage. And there's ways to exploit this, such as biding time for an ailment to kill your enemy, waiting out turns to accumulate Ki/Void Energy/etc, or, the best two: Engineer bots and Youkai. If you can keep your Will low, your max FP won't even be high enough to be a concern with the 5% lost per turn guarding.

I propose capping Guard at 80%. It's a number a LOT of classes can achieve via damage between turns (Duelists via Riposte, Rogues via traps, Mages via Eruption, LB Via Raging Flame, Engineer via Flamethrower's Burn, hexers via Underworld Flame, MGs via Charged Fire Shells, etc, you get the idea) so it won't nerf anything besides Dullahans.

I know a lot of PVPers want Guard's percentage to be lowered, but that would just hurt PVE too much, IMO. Earlier today, I was in a Black Beast party; the only warrior in a group of spellcasters who didn't have fire (Priest/Tactician and Ice Evoker/Verglas.) Naturally, due to how beasts work, I rallied everyone around me and used Protect. Even at reductions of 70%, one of them needed to heal me every turn. We don't need to nerf Guard. This is just to prevent shameless exploitation by a single race whose unique mechanics happen to coincide with the issue.

Print this item

  Youkai Bases
Posted by: MegaBlues - 06-07-2015, 02:36 AM - Forum: Balance Fu - Replies (2)

Why is it that Dragons have a base total of 49, but Night only have a base of 41, and Sazae-Oni only has a base of 26?

Youkai base stats are wildly irregular, which leads them to be mismatched in power for installing. Their actives, passives, and install skills don't always make up for this either.

I support going back and redoing bases to make them slightly more uniform.

Print this item

  [Special Attack] Display issue
Posted by: Ranylyn - 06-06-2015, 07:23 PM - Forum: Bug Reports - Replies (1)

It's easy enough to do the math yourself, but Special Attack does not factor in modifiers.

Example: headshot gives -10% hit, +10% Crit. Across 2 turns trying against the same target, I managed to both miss and crit a 101% hit, -7% Crit.

I know it's been discussed before, but I didn't see the old thread anymore and I forget if this was ever noticed/acknowledged.

Print this item

  [Query] Medibot AI
Posted by: Ranylyn - 06-06-2015, 07:19 PM - Forum: Bug Reports - Replies (3)

Medibot's description says it heals the closest ally.

Medibot's ACTUAL behavior is that it "locks on" to an ally, so long as that ally is in range. An ally that gets closer to the Medibot on the next turn will be ignored. The original target needs to leave the Medibot's range for Re-allocation to take place, and considering the short range of Repair/Overclock, this basically means the Medibot is obsessed with it' creator 9 times out of 10, slaughtering it's viability as an asset to teammates.

Is this intentional?

Print this item

  [Needle] Detonation Anxiety
Posted by: Ranylyn - 06-06-2015, 07:14 PM - Forum: Bug Reports - Replies (1)

Detonating needle does not grant the allied recovery effect within 2 tiles as advertised. It instead does 10% damage.

Example: Needle totals 90 damage. Detonation causes 45 and 9, individually.

Should be: Needle deals 90 damage. Detonation damages target for 45 and heals allies in 2 range for 45.

Theory on what went wrong: At rank 5, Needle does 18 per needle. Totalling 90 damage. One half of 18 is 9. The CASTER used to take 9 damage upon detonation. That number appears to have been re-allocated to the target after an older report. So half of one needle explains the 9. I hope this helps narrow down where to start looking in the code.

Print this item

  [Text] Double Text. Still.
Posted by: Ranylyn - 06-06-2015, 07:09 PM - Forum: Bug Reports - Replies (1)

Due to recovery amounts now showing in the combat log, Parraeta's old message still showing means a double notification upon every use.

Print this item

  [Jackhammer] Arena's Bugging out.
Posted by: Ranylyn - 06-06-2015, 07:07 PM - Forum: Bug Reports - Replies (2)

An arena opponent was firing a jackhammer at me. Nothing happened. No hit/miss indication, no damage. I only know it was a jackhammer since I recognized the projectile.

Unknown if applying to all Jackhammers or just Arena Combattants.

Print this item

  [Enemy Spawn] Goblin Cave. Again. Forever and always.
Posted by: Ranylyn - 06-06-2015, 07:05 PM - Forum: Bug Reports - Replies (1)

[Image: 736e6abec912589218bb753fbd03008f.png]

This is the lower left corner of the Goblin Cave. After I scattered them. You can still clearly see some overlapping at the upper-left.

No goblins anywhere else in the cave.

EDIT: This seems to happen every time I enter the cave. I only assume they all spawn there after a reboot.

Print this item

Sigrogana Legend 2 Discord