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[2.97b] yeah just dodge (...
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[2.97b] Misplaced badge
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[2.97b] Slum Lords
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[2.97b] Poisonous Blubber
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[v2.97b] Turn Order Shena...
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Your instincts were wrong, young Felidae (Momentum Bug) |
Posted by: THE Xecron - 01-30-2015, 09:28 PM - Forum: Bug Reports
- Replies (1)
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Okay so i found a bug with the felidae (I think. Could be other races too but haven't checked). It seems that when at 25% hp or less (i.e. the health circle is red) it causes the felidae's movement to cost 1 momentum(Instinct racial Skill). As seen in figure 1 and figure 2, this is true.
Now applying the action rules, when you perform an action, the cost for the action to be used again increases by 1 momentum. However, this is not the case. Comparing Figure 2 and Figure 3, instead of movement costing 2 momentum as it clearly states, it in fact reducing momentum by 3.
Out of curiosity, I decided to try out the same thing with full health (See Figure 4, Figure 5 and 6). To see if the momentum was working correctly, I used fleur to give myself extra momentum. When moving twice (should cost 3 and 4 momentum respectively) the same thing occurs where movement costs 1 more than what it specifies.
I am not sure if this is just Felidae alone or whether others have this same issue.
If you want the image files, then I can provide them over skype. Seems uploading them doesn't work due to their file size.
Low hp momentum
Figure 1:http://gyazo.com/1df5ce327d0c0773e55face7f133ec85
Figure 2:http://gyazo.com/e2776912fa48efd67ec5f33f23162ae8
Figure 3:http://gyazo.com/5897f6694d3865b46327caf74fdb430e
Full hp momentum
Figure 4:http://gyazo.com/eacb4930a0809fb9b520550703d64eed
Figure 5:http://gyazo.com/16a01574798a9af3b117ce198053453e
Figure 6:http://gyazo.com/1ee0279e0326c50b1902140252ebef31
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[Bulletin Board] Mary Shiratori's alternative sermons! |
Posted by: Ranylyn - 01-30-2015, 04:10 PM - Forum: Lordwain
- Replies (1)
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A notice is written in fine calligraphy, and delicately pinned to the board. It is otherwise unremarkable.
Attention: Mercala's Faithful!
With regular services in Lispool on haitus, I have taken it upon myself to provide guidance to those who seek it. My intrpretations of the teachings may seem a little radical, at times, but everything I preach is about living a good life you can be proud of. I occasionally extrapolate and contrast the examples of other gods in comparison to Mercala, as well, so do try to have an open mind if you attend these gatherings.
Please note that I am not an official Church member, so any official business you may have with the Church will need to be taken elsewhere. I am simply a member of the community using the Church grounds for meetings of the faithful.
- Signed,
Mary Shiratori.
Below is a description of the preacher in question, so as to prevent others from claiming to be her. She is an elf, and it mentions that her surname is because of an Onigan father.
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Quaking Heaven Kick |
Posted by: MegaBlues - 01-29-2015, 07:46 PM - Forum: Balance Fu
- Replies (28)
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Quaking Heaven Kick is superior to any other Quaking-enchanted skill. Or, for the matter, any other enchanted skill.
Knockdown is already debilitating as-is, and being able to do such from essentially anywhere on screen, with promos that have access to up-close knockdowns as well, isn't fair.
I would like it if Quaking Heaven Kick was changed to only do extra Earth damage based on rank, like all of the other Quaking skills.
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Forever Staves |
Posted by: Ryu-Kazuki - 01-29-2015, 12:33 AM - Forum: Bug Reports
- Replies (1)
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Unequipping Curate and its promotions to a different class does not unequip what staves you have on your item belt from it. I figured this was a bug, since you have to have Curate or a promotion and the Use Staff skill in order to equip them in the first place.
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Staff Balancing |
Posted by: Rendar - 01-28-2015, 09:50 PM - Forum: Balance Fu
- No Replies
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So, not even a few minutes into the update and I think. Hey, maybe we should try and balance the staffs a bit.
Staff of Forging- Kind of long range, restores 3 durability to a weapon or half of the weapons, whichever is lower. This is kind of a cool effect. Until you look at the fact that it costs FIFTY FP to use. 49 with Staff Mastery, which that -1 FP cost does literally nothing to help. Maybe have it be "Restores FAI durability or Half weapon Durability, whichever is lower." to make it more useful for that FP cost.
Staff of Antidote- Cool, very nice. Curing poison at range for a decent FP cost of like. 14. It's basically Anti-Toxin, but everyone. However, it still gets fucked compared to an Anti-toxin which gives 10% Status resist. Maybe it could give the "Good medicine" bonus. That'd be nifty.
Staff of Cooling- What even burns you again. If you're getting burned, its fire damage, and most people have a lot of fire resist, or a red letter.
Staff of Warding- Woo.. a 1-tile push and blind. That's... Cool I guess?
Staff of Mend- Okay like, this is nice. WIL/2+FAI heal for 20 FP. Except, graft will almost always heal for MORE. For 1M more, your graft will also heal a ton of people, for even less FP. No seriously, my staff of mending healed for 72, my rank 1 graft heals for 142. That's kind of pathetic considering Graft costs less FP.
Staff of Restraint- I have no real qualms with this staff. It's pretty nice, if a tad overpowering with someone who has obscene FAI. ( I'm looking at you people who will smack me for -50 HIT/Evade and -2 Move. )
Maybe we could have Staff Mastery have a few more ranks, which at max unlock some extra 'goodies' for the staves like the good medicine bonus with the Antidote staff, etc. Possibly even have staff mastery reduce the FP cost by Rank*10% so certain staves don't cost you an arm and a leg to use.
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