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  STATUS EFFECTS
Posted by: Rendar - 12-23-2014, 03:41 PM - Forum: Balance Fu - Replies (37)

So. The current formula for status effects is

WIL+SKI*2+LUC

vs

RES+LUC

What does this mean, exactly? Well, let's do a basic run down of it, to be quick.

Offender has 60 WIL, 50 SKI, and 30 LUC. Simple enough

Defender has 50 RES, and 20 LUC.

That is

60+100+30= 190 versus 70 defense.

Which means that the defender will always be afflicted, no matter what, even if they had Anti-Status, it's still be 190 vs 80, which would result in the same issue.

I propose that status effect chance, since we now have a DEDICATE STATUSER, be changed to WIL+SKI/2+LUC vs RES+LUC

If this were to happen, it would change the above to 60+25+30 vs 50+20+10 which is 105 vs 80. Sure, it lowers it, however Hexer has .numerous. things to increase their "potential" for statusing someone, and hell. Even if these two have those stats, thats still.. 25% chance to inflict with something that has a chance.

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  Game Back Up
Posted by: Neus - 12-23-2014, 02:35 PM - Forum: General Discussion - Replies (3)

The game is back up. There should no longer be any issues with loading savefiles.

I apologize for the inconvenience.

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  Roleplaying Experience
Posted by: Argonus - 12-23-2014, 04:18 AM - Forum: General Discussion - Replies (17)

I'm curious about everyone's experience with roleplaying:

  • Where did you first start roleplaying?
  • How long have you been roleplaying?
  • Where did you have your best roleplaying experiences? (Other than SL 1 & 2)
  • Do you have any experience with tabletop games, MUDS & MUKS, LARPing, or anything else besides graphical RPGs?

And feel free to post any interesting RP stories you want to share.

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  Archer Love
Posted by: Ryu-Kazuki - 12-23-2014, 04:13 AM - Forum: Suggestions - Replies (8)

Looking at this class, it's really, outdated, and Archers aren't a common type of play in the game currently. I had some modified ideas on some old skills I thought might be interesting to bring back to the table. One of them has some decent synergy with guns.

Archer

Offensive Skills:

Two Shot

In a quick motion, the archer is able to fire their weapon twice within seconds. Simply firing, reloading, and firing again quickly in the same motion.

Weapons: Bows, Guns (Single-shot only, but guns cannot critical)

Single Target: Enemy Only

Cost: 20 FP, 4M (allows two normal shots and one normal attack for a cost of 7M)

Rank 1: 20 FP Cost, -40 to Hit, -80 Hit to Guns
Rank 2: 20 FP Cost, -30 to Hit, -60 Hit to Guns
Rank 3: 15 FP Cost, -20 to Hit, -40 Hit to Guns
Rank 4: 15 FP Cost, -10 to Hit, -20 Hit to Guns
Rank 5: 10 FP Cost, No Hit reduction


Chain Shot

Requires Two Shot Rank 3.

Even quicker than two, the chain shot is a fast but sloppy way to send arrow flying at your target. Guns wouldn't be able to keep up with accuracy in this manner at all. (Each successing arrow increasing its Hit reduction by -20 each time, like so. Arrow 1: No Hit Reduction, Arrow 2: -20 to Hit, Arrow 3: -40 to Hit). The chain's momentum stops if an arrow misses. Critical rate is also halved.

Weapon: Bows only

Single Target: Enemy Only

Cost: 55 FP

Rank 1: Fires three arrows, FP Cost: 50.
Rank 2: Fires three arrows, FP Cost: 45.
Rank 3: Fires four arrows, FP Cost: 40.
Rank 4: Fires four arrows, FP Cost: 35.
Rank 5: Fires five arrows, FP Cost: 30.

Chain shot may cost less M and provide more in the end, but it also more risky in the event you have a dodgy opponent and based on the fact that you have a better chance to miss as it goes on.


If anybody else has some Archer related stuff to add, please do so.

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  [Archer] Snipe
Posted by: Ryu-Kazuki - 12-23-2014, 02:21 AM - Forum: Balance Fu - Replies (9)

Could we make this work with guns as well? It seems that it should work with people who are trained to focus on a target before firing (especially with sniper rifles). Plus it might alleviate the dodge problem for MGs somewhat. People are always saying Archer needs more synergy with MG, this would be a nice way to do it.

At the least, make it work with sniper rifles only?

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  Never Ending Sayakana!
Posted by: Rendar - 12-23-2014, 01:33 AM - Forum: Bug Reports - Replies (4)

So, one of these two things are bugged.

I have both pieces of the NEVER ENDING story set equipped, alongside a Sayakana. A scarebear ROARED at me, yet I didn't get a resist < which is 25% needed >

If the Never Ending story set gives 15%, and a Sayakana gives 10% resist all, which it does since my main weapon is rustic.... Why didn't I get a RESIST! ?

One of two possibilities.

A) Never Ending Story set doesn't actually give 15% Sound Resist.

B) Sayakana's do not give 10% Resist All < Atleast in reference to SOUND damage. Possibly other new damage types too >

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  LETTTT THE SUNSHINE!
Posted by: Rendar - 12-23-2014, 01:20 AM - Forum: Bug Reports - Replies (3)

[Image: 6b001ade93.png]

Angler light doesn't say what type of damage it deals, and since it scales based off of WIL, we would have assumed it goes through RESISTANCE, but apparently its physical damage because a level 60 angler broke through 57 RES, and atleast 35% LIGHT resistance. My armor also has like. 14+ Magic Protection, so it broke though at least 70 points of "NOPE"

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  [Hexer] Dense Fog
Posted by: Ryu-Kazuki - 12-23-2014, 12:43 AM - Forum: Bug Reports - Replies (2)

Earthbound Fog's visual effect seems to stack on top of itself, and doesn't go away when a battle ends (at least when a battle happens in the arena); and it makes training day Hell because all the instanced maps are affected and nobody can grind because they can't see anything.

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  DickFog 2 thick
Posted by: Rendar - 12-22-2014, 11:20 PM - Forum: Balance Fu - Replies (3)

Wild Huntsman says "(Oh man I was worried it'd be a race to dickfog.)"
Wild Huntsman chants "Stand your ground and fight into the grave..."

So, this raises a valid point. Why does this 'fog' persist over the entire battle field. Why can a tornado, or other Sylphid spell, not clear away a 'section' of it? This would be really neat for 'shifting' the battle field to your favor.

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  RP-Friendly Combat System
Posted by: Rockabye - 12-22-2014, 08:00 PM - Forum: Suggestions - Replies (49)

All debating on these suggestions will be in the thread itself. This post is updated only with newly introduced ideas.

This is a thread (open to all) to suggest things that would make the combat system more RP-friendly. As it is it can be metagamed to high hell and back, and in a role-playing game I view that as somewhat of a problem. I'll start off with some of the worst offenders.

Hit/Crit
I don't believe you should be able to see these things on an enemy when you target them. You shouldn't instantly know how well an opponent is able to evade your attack until you attempt it. I recommend changing this to a system that tells you how much you hit or missed by, but only after the attack is made. Damage is in kind of a gray area to me, because you might be able to tell how well armored your enemy is by looking.

Movement Range
Same as above. You shouldn't be able to see the movement range of other characters just because they open their movement grid. I've already seen movement range metagamed ICly when the person who opened their grid ended up not even moving. Rather than this, I recommend the system tell you how many spaces an opponent moves when they move, so you can have an accurate view of how far an opponent can move, but only up to the amount you've seen them move so far.

Level
Stop letting other people see this. It's caused nothing but problems so far.

Setsuna
Change the effect to not show skills, and instead show stats relative to yours (whether they're higher, lower, or identical.)

Turn Timer (Sarinpa1)
The ability to modify turn timer, for those that prefer lenghtier and more in-depth roleplays. Sure, common courtesy exists, but it's hard to willingly end turn for someone to do what they wanted to do in the RP, especialy because status-effects.

Armor Ratings (Rendar, Sarinpa1)
Perhaps as some sort of an "Armor rating" thing in description showing unarmored/light/heavy?

Encumbrance Display (Rendar)
Example (in the status window?):
"This person looks to be able to carry their weight in battle just fine!"

"This person seems to be weighed down a bit but doing just fine!"

"This person is weighed down so much by their gear they shouldn't even be able to move properly..."

Modifiers (Maikito)
Mechanation Traits: Mechs should have some sort of trait that allow them to see normally unseen statistics, maybe not all of them, but some of them at the very least.
General Traits: Traits to analyze an opponents range of movement after moving, their known skills, and other various things could also be introduced perhaps.
GM Powers - Should be able to circumvent all of these above mentioned features for the sake of stopping bug abusers. If bugs -do- arise.

Record Erasure (Ryu-Kazuki)
As a Trait, maybe?

Everyone else, have at it.

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