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  Face Icon Custom Display
Posted by: MegaBlues - 12-12-2023, 08:50 AM - Forum: Quality-of-Life (QoL) - No Replies

Requesting that we be able to set ourselves how many rows and columns each page of the Face Icon pop-up displays. Would make it possible to organize your layout much more cleanly.

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  QoL Mat. Kit Description Change
Posted by: Crystal232 - 12-11-2023, 08:19 PM - Forum: Suggestions - Replies (3)

I'm sick of being able to read what Enchants do, but not Mat. Kits. Update the description to the Mat. Change Kits to tell me what the Material gives! I will be forever generous with this one change. I'm sure many would be happy with this especially whenever new materials come along.

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  Hey let me axe you a suggestion.
Posted by: iStabOreos - 12-11-2023, 07:33 PM - Forum: Suggestions - Replies (11)

THE DAWN OF A NEW WORLD IS UPON US LET US REJOICE AND GET SOME CHANGES HERE FOR THE BETTER

I PRESENT YOU WTIH THE LABRYS

[Image: Kyz05uU.png]

*slaps axe, cuts hand*

This baby is used my those bastards--I mean kind gentlemen called the Minotaurs, fancy huh? It's actually an incredible axe, I like it, but there's a big glaring weakness I see. Now I know it's hard to see, trust me it was harder for me to notice with all my excitement over this beautiful weapon, until I saw that it's a heavy axe, and not just a heavy axe, but a heavy axe missing the Greataxe type. 

Look at that sexy (I know what I'm doing) flavor text about it, look at it's style, it's grace now wouldn't you want to help a poor axe in need of its Grandaxe sub typing? I know I would, please donate  post to our dev trust fun where you too can help an axe feel right at home.

(P.S. I believe they're other weapons that needs an added subtype ex. Abberition Spear as a Greatlance, etc etc. feel free to comment down below if needed, but I do strongly preference this towards the Labrys.)

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  Mechanation Trait Compensation
Posted by: Snake - 12-11-2023, 05:51 PM - Forum: Balance Fu - Replies (8)

All these traits require you to remove your gear to be able to use them. Since it was said before or at least speculated that we'll never be able to use those racials with gear equipped, I'd like to request at least a compensation for all of those traits.

This, more technically speaking:

Sturdy Standard Body - The upgrade also passively grants immunity to Poison.

Chronicling Cabal Memory - The upgrade also passively grants immunity to Confusion.

Agile Accel Booster - The upgrade also passively grants an additional +5 base Evade.

Revolver Raid Cannon - The upgrade also passively grants an additional +10% Critical Damage.

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  Weapon Suggestions: The Chainsaw / The Gunblade
Posted by: Snake - 12-10-2023, 02:00 AM - Forum: Suggestions - Replies (14)

Quote:Darkwood's Massacre
Power: 10
Accuracy: 80
Critical: 10
Critical Damage: 125%
Weapon Type: Sword
Damage Type: Slash
Range: 1

Item Description:
It's a chainsaw, said to have been behind the Black Forest's entire deforestation. Ignore its whispers, don't start a murder spree!

Item Effects:
- On-Hit: Deal protection-ignoring bonus Slash magic damage split over 4 times, to a total of 30% of the weapon's SWA. (Damage can critically hit.)

Scaling Tags:
Cunning (70% STR, 40% GUI)
[Image: image.png?ex=6591f9ca&is=657f84ca&hm=c4f...9c8e6380a&]

Quote:Imperial Gunblade
Power: 10
Accuracy: 80
Critical: 0
Critical Damage: 110%
Weapon Type: Sword
Damage Type: Slash
Range: 1

Item Description:
The cutting aspect of a sword, and the blasting aspect of a gun, wrought together by the ingenuous craftsmanship of the Empire's finest.

Item Effects:
- Also treated as a Gun.
- Attacks done to enemies beyond 1 range become Pierce damage.

Scaling Tags:
Basic (100% STR)
[Image: image.png?ex=6591f9ed&is=657f84ed&hm=04a...7b5fe2b2a&]

.zip   chensowe and gonbled.zip (Size: 1.92 KB / Downloads: 113)

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  A much less urgent conversation.
Posted by: Raigen.Convict - 12-09-2023, 06:03 AM - Forum: Balance Fu - Replies (2)

This is more like a general survey mixed with a suggestion board... Do you all feel Summoner is in a fun to use and healthy place right now? I sure don't. Feels more like a balance nightmare where because of the bonus stats and passives out the butt you gotta limit what youkai can do because summoner both does TOO MUCH and NOT ENOUGH at the same time.

 You may wonder what im proposing. A rework of some kind, not just to the class but all youkai as well. The fact that Youkai are so easily called out in Zerg rush fashion when in the right cases fp sustain for them is very possible for enough rounds to get absolutely massacred forces them to be relegated to being weaker statblocks than most PVE monsters just with neat passives that either destroy people like Suzaku or Seiryuu, or are useless like orbelo.

 So, I propose an idea. Summoner having another meter to manage where all youkai have a rating. Depending on a few factors, you can only have a certain number of youkai on field according to this. In my head I thought of the Ascendeds being the highest rated and thereby can only have one on field at once, maybe two if using grand summoner with a specific passive skill from it. In turn, youkai that are weaker can have more out at a time like a snow crow alongside a hippogriff and a fairy. I also thought of this system causing you to only be able to ever have 3 youkai on field max if not using grand summoner for 5. A main class skill for sure. This limiter will help remove some of the un-fun nature of grand summoner, slightly...

 From here, touching up Grand Summoner a bit would be needed as well, such as Summon Storm. I now propose it summons the first youkai in your list up to 5 but takes the meter into account for how many are actually summoned. As a bonus i'd like it to also prioritize summoning ascendeds to their proper side of the field if only because its an invocation.

With the changes above neutering swarm tactics, now youkai can have their stats changed to be a little bit better, but the biggest thing is that I want youkai to gain 'items' as they level up from 1 to 60. They have torso, hand, and accessory slots, this could be where they get better stats or effects they're known for from... For example, Drowned Woman no longer has Amendum, sin, and purpose as a passive but instead its moved to a torso effect. This srops summoners from being able to install her for tanking purposes and encourages summoning her for the effect. this also allows something like cripple arm to MATTER as itd remove a glove item temporarily if applicable. This change combined with treating their monster weapons like monsters in game and having them actually scale their power hit and crit based on youkai would give Bonder the actual feeling of fighting with the youkai AND make the youkai with cooldowns on their skills actually feel WORTHWHILE.

 Okay, now onto the problem of passives... the summoner I feel should only ever gain halved, quartered, or altered effects from evoke passives given they're all so stackable and effective. Certain passives arent as eggregious but due to having so many it gets overwhelming... On top of install passives... This is a tough one but I had the thought of removing sync mind... Instead give that effect to promo classes! Shapeshifter specifically receiving a passive to allow the summoner to use the evoke passives of a youkai while installed so the other two cannot make easy use of it. Bonder on the other hand having a passive to use the passive evokes of only BONDED youkai. Grand Summoner will not have one so they cant start summonimg powerful youkai while being immune to elements.

 Finally, I want Evoke skills/Spells to properly use SWA in their calculation which makes them use weapon accuracy so they dont miss as stupidly often. It also makes buffing a youkai far easier and an option to consider.

 Okay, thats all i got so far, I havent thought of every interaction but I poured some time and my soul into this. What do you all think? Maybe add suggestions to the mechanics? Or suggest an entirely different system. My goal was to address the power of install, zerg rush, and how weak youkai feel.

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  [2.80 V3] All Enemies in All Dungeons (G6)
Posted by: the REAL Minos Prime - 12-08-2023, 11:24 PM - Forum: Bug Reports - Replies (2)

The randomly generated dungeons on G6 seem to be able to spawn any enemy to fill themselves up, rather than just their dungeon type's enemies. For example, in a bandit den, snakemen may spawn, or in a Crypt, goblins may spawn. This doesn't seem to happen in the quest BDPs (the Haunted Mansions, the Mirage Deserts, and the Spirit Forests); those seem to have proper mob spawns.

To reproduce, just go to one of the randomly generated BDPs on G6 (Not one of the objective-based BDPs).

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  Meiaquar R&D's Robots & the Anchor Point
Posted by: Toffee - 12-08-2023, 06:24 AM - Forum: Character Applications - Replies (3)

Applicable BYOND Key - ChewingToffee
Character Name - Kip Di Lucchi
Request Type - Invention

Request Details - Not a new invention, but rather a proper cementing of details for an old, approved invention. Made to ensure concrete details and that any future applications follow the same format.
Reason why you are making this request (if applicable) - During and after the Geladyne vs. Meiaquar war, there was a lot of confusion and questions about the robots that I didn't have all the answers for. So I'm aiming to remedy that by creating a proper list of details about the robots and how they function, and what makes them special in regards to their role in the nation they were made to serve.
Roleplay & Lore supporting your request - With Meiaquar R&D only now starting to begin work on new robot models, this is all old roleplay information. The robots and Anchor Point have been worked on for years, ICly, and are the basis of the factory's creation with the intent of creating a steady stream of made-to-order automatons - with production currently taking a turn for what can be done in the future with new ideas and modifications.

Inspiration - Years ago, when Kip had just become a Noble of Meiaquar and tensions were high, she proposed the idea of utilizing the nation's technological flair to its advantage by introducing a proper, fully-automated force that could protect the people of the city defensively and through force, if need be. 
Limitations - The document below explains the basic jist of how Anchor Points work, but there are notable limitations. As with any machine, interfering with its circuitry through electricity or other means can disconnect it from the Anchor Point and render it weakened or immobilized depending on the strength. Focus expenditure is a real issue if Anchor Points are put under enough strain, as these models lack a means of gaining focus on their own. Currently, the orders the robots can be given are very simple ones. Their sight is based on focus signatures and are incapable of making complex decisions without guidance from allies (guards, officers, soldiers, etc). The robots are bulky, but easily outsmarted because they lack even instinct or the ability to improvise. They are effectively bolsters to the defense of Meiaquar that won't be capable of much on their own.
Existing Technology - These robots use the basis of the technology that Engineers have access to, but with the added quality and research of Meiaquarese craftsmanship and ingenuity to make them capable of serving their purpose without needing to be watched constantly by an operator.
Development Time - These automatons have been in the works for several years ICly, though the logs of their initial creation weren't saved. As of the war, there have been no new, direct developments of this technology.

Below is a document with details on the robots themselves. It will serve as a hub for any future models to be kept if they are approved as well.
Meiaquar R&D's Robot Models

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  [2.80]Titan Galen't
Posted by: Rendar - 12-07-2023, 06:55 PM - Forum: Bug Reports - Replies (1)

If you use Titan Gale on an opponent in an FFA and a member from another team takes down the Titan Gale'd opponent, they do not gain the SWA boost.

Team 1 Titan Gales Team 2
Team 3 kills Team 2.
Team 3 does not get Titan Gale benefits.

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  v2.80v3 bone marauders don't have a head for headshot
Posted by: Fern - 12-07-2023, 08:02 AM - Forum: Bug Reports - Replies (1)

bone marauders don't count as having a head for headshot

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