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[Board] Saffron Scorpions: Soldiers for Hire |
Posted by: Ryu-Kazuki - 03-08-2015, 07:33 PM - Forum: The Great Six
- No Replies
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"The law means nothing to us, especially if we didn't break it."
If you're in need of services, regardless of ambition, we have potential business for you. Our organization is an outsourcing of employees that offer taking any job you may have (and we mean serious jobs, we're not a brothel). While members have the right to refuse your job, you'll probably find someone who will take it. If you'd like to do business with us, contact one of our roaming employees (you must know they're an SS member, so no metagaming just because they have their guild badge on). If you'd like to do business with our leader, one, or a few of our associates will take you to him and probably kill you if you tried anything funny.
Payment options will be negotiated with the person hired. Refunds are non-negotiable. This may be subject to change.
We're serious when we say any job will be accepted.
Current Permanent Services:
- BDP Escort
- Crafting (This varies from an employee to employee basis)
- Material Gathering
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Invocation for days Bug |
Posted by: Murderfox - 03-08-2015, 03:54 AM - Forum: Bug Reports
- Replies (5)
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Ocasionally, but I haven't been able to constantly reproduce the effect 100%:
I seem to be able to keep an invocation if I'm in a party and cast it right as the battle is about to end. The animation stays on my character -- and if I use the invocation on round one of a battle it counts and allows me to cast it instantly as if I'd spent two turns casting it normally.
I thought this was a rare bug, but I've seen somebody replicating it within a dungeon reliably one time. I'm not certain how they did it exactly, but this was a good 5/7 battles they were able to cast Summon Storm on round one during a dungeon after casting it on the last round of the previous fight. I was in party with them but I've forgotten their name (And I'm sure it wouldn't be too helpful if I called somebody out) but this is definately a thing.
I haven't seen it happen in a day or two, so it might Have been fixed?
Has anybody else seen this?
When it happens I'm going to upload a screen shot.
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Magical Internet Powers |
Posted by: Soapy - 03-07-2015, 11:24 PM - Forum: Suggestions
- Replies (16)
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Quote:OOC Swift The Wraith: oh whut the reports isn't pda only?
OOC Swirlz of Death: nope
OOC Swift The Wraith: i never even bothered checking without a PDA
OOC Master of Many Faces: I think it should be, though
OOC Swift The Wraith: Agreed
OOC Swift The Wraith: I thought it was, all this time
OOC Master of Many Faces: Or at least, 'you must be at the terminal to access this'
OOC Swift The Wraith: Agreed
OOC Swirlz of Death: guess i'll go suggest it
OOC Master of Many Faces: Meaning PDAs make it an anywhere thing, and MAKES PDAS WORTH THE MONEY
OOC Swift The Wraith: I mean that means PDa only has a use until you finish the asagos
Seems like it'd be fair to only be able to get BDP reports remotely if you had a PDA.
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SL1 & 2 - Downtime 6th of March |
Posted by: DJScias - 03-05-2015, 09:10 PM - Forum: General Discussion
- Replies (4)
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Hey there,
A foreword
Hello, I'm DJScias, the current host of Sigrogana Legend 1 & 2 for Dev. Most, if not all, of my messages are related to the server's condition. I don't frequent SL1 or 2 much myself anymore, so you can find me on the forums (sometimes) or contact me on Skype in case of an emergency.
The actual meaning of my post
Quote:Between midnight and 5am PST on March 6, we plan to upgrade all VDS-hosting machines to reflect the most recent Xen patches, which fix newly-discovered, serious security vulnerabilities. For these upgrades, machines will need to be rebooted, which means that we will have to shut down all VDSes on each machine, then start them back up after the operation is complete. We expect for this process to take around 30-60 minutes for each machine.
Please note that if you have a Windows 2012 R2 VDS, it may have trouble booting shortly after the machine reboot because of a Windows design flaw combined with heavy hard drive access that leads to slow I/O during that initial period. Specifically, it might crash during the boot process and show recovery screens that require clicking a button to reattempt (these can be seen through the VNC console page).
The same message can be read into this image:
![[Image: 659cPQ0.png]](http://i.imgur.com/659cPQ0.png)
What this means to you, players
The server will be offline from somewhere within that time range (current PST time for time calculation) until Dev finds the time to put it online again. I don't deal with that.
I hope you'll use this information well.
Kind regards,
DJScias
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Needle. Still. Forever. Always. |
Posted by: Ranylyn - 03-04-2015, 06:04 PM - Forum: Bug Reports
- Replies (1)
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Upon Detonation, Needle...
- Damages the user, regardless of range. The damage always seems to be 9 with R5 needle. Untested with lower ranks since lower ranks are useless.
- Does not seem to do the listed effect of healing allies within 2 range.
Tested: Mob was faster, ended turn at the max range needle can reach. I cast needle at max range, and ran away with R5 Quickness and Initiative. Ally detonated it with Holy Spark. I still took 9 damage about 20 spaces away, and they were not healed despite being point blank.
EDIT: Fixed a typo. Accidentally wrote the french word for "move" (as in to a new house) instead of "Damages" because I'm in the middle of moving.
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[Shine Knight] Minor AI Tweak |
Posted by: Ranylyn - 03-04-2015, 12:17 PM - Forum: Suggestions
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I will be using diagrams to outline what I mean.
K = Knight
P = Player
M = Mob
Player summons a Shine Knight for protection. They're low on health, and want to rely on Protect while they recover.
PKM
Mob is obsessed with getting beside the player at all costs. Shine Knight's protect soaks up damage.
M
PK
Shine Knight has Alondite. Hits the mob from where it stands. And then... moves beside it, anyway.
MK
P
Suddenly, no longer covered by the Shine Knight, the player moves beside the knight again.
MKP
Mob is obsessed with getting beside the player at all costs. Shine Knight's protect soaks up damage.
KPM
Shine Knight has Alondite. Hits the mob from where it stands. And then... moves beside it, anyway.
Suddenly, no longer covered by the Shine Knight, the player moves beside the knight again.
Mob is obsessed with getting beside the player at all costs. Shine Knight's protect soaks up damage.
Shine Knight has Alondite. Hits the mob from where it stands. And then... moves beside it, anyway.
Suddenly, no longer covered by the Shine Knight, the player moves beside the knight again.
Mob is obsessed with getting beside the player at all costs. Shine Knight's protect soaks up damage.
Shine Knight has Alondite. Hits the mob from where it stands. And then... moves beside it, anyway.
Suddenly, no longer covered by the Shine Knight, the player moves beside the knight again.
Mob is obsessed with getting beside the player at all costs. Shine Knight's protect soaks up damage.
... you get the idea!
Pretty please, could Shine Knights have the same AI as PVE Mobs that will not close in if within attack range, but also don't run away if engaged up close? The above scenario is absolutely infuriating to deal with, especially against multiple mobs whose turns land in between, so you can't just keep moving beside the knight again, since they either finish you off while exposed, or block you off so you can't get beside the knight.
Considering Protect doesn't block autohits, I don't see this being a PVP concern. It's just a PVE thing. Thanks for understanding.
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[PVE Mob Skills] Immolate |
Posted by: Ranylyn - 03-04-2015, 12:08 PM - Forum: Balance Fu
- Replies (4)
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(No. The alias in the screenshot is not an ACTUAL "alias." It's her main Youkai's name. I RP the Youkai with the alias and faceicon states.)
Log: http://i.gyazo.com/d3199b499ae53f955655695aa6860ca5.png
For awhile, now, I've noticed that Immolate seems to do too much damage. In this screenshot, I've included Sierra's stats and a snippet from an arena chat log where Immolate (Presumably mitigated by Resistance, since it completely decimates some of my more defensive characters) outdamaged a 25% weakness (that also likely scales against resistance, for the same reasons.) A little bit of simple math shows that without the 25% weakness, Petrification Gaze would have only dealt 20 damage, vs Immolate's 27 unmodified.
This may not seem like much, but at higher levels, it can get fairly absurd. Alanna Whisperwind, my Doriad, has enough Fire Resist to nullify her weakness, and over 50 res. Against level 50+ Wings of Fire, she takes over 70 damage per immolate. Alanna can tank firesplitters better than she can tank Wings of Fire. At least Firesplitters can only boom once.
Could we get a clarification on the mechanics behind Immolate, and possibly discuss ways to make it a bit more in line with other PVE Mob skills?
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