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  Misleading Hard Cap
Posted by: MegaBlues - 07-13-2024, 05:56 PM - Forum: Suggestions - Replies (2)

It seems as if you're allowed to invest up to 80 points in any given stat, but you're allowed to invest the full 80, regardless of your base. You won't get the extra stat points for your base/this over-investment, however.

[Image: pQRXOlc.png]

Shown is base 8 (Geladynian 7 Base Will + 1 from LE), then 72 points invested to bring it to the 80 hardcap, then another 8 points invested for no benefit.



(apparently this isn't a bug but i think it's misleading behavior and would like you to no longer be able to invest in a stat once you've hit base + investment = 80)

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  Stray Black Pixels in Lava Caves [v.2.89 v3]
Posted by: WaifuApple - 07-13-2024, 10:12 AM - Forum: Bug Reports - Replies (1)

[Image: eyvzbId.png]

Not a mapping error explicitly, I'm taking a break from those. Collecting them in the background but no big threads from me for a while on that stuff, promise.
What I have decided to report, however, is more along the lines of a spriting error - that is, it appears some black pixels weren't cleared from the tileset used in terra flama and the lava lake. Specifically occurs with the right corner tiles of the roof, but you can see on each of these four there are jutting out black bits that aren't the void - because you can see the floor is still present on the tile.

I dunno, I just thought it was something to report in the same vein as the tyrant pixels.

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  Class Equipment Expansion
Posted by: Fara Heims - 07-12-2024, 06:41 PM - Forum: Quality-of-Life (QoL) - No Replies

So I've noticed a few classes have really no specialized equipment for them.

Dancer among a few others.

Since I only have ideas for the dancer class at this moment. I'll only post about those.

And I have Four items already thought up! Numerics are placeholders, including chances and cooldowns. But the general idea for the mechanic is what is meant to differentiate and make it so that it can have a rough idea of what makes it a specialist piece of equipment!

Woven Wind Ribbon:
A whip-like ribbon that echoes the wind in motion, it is a whisper and a roar billowing in the air behind it's master.
Power: 8
Attack Range: 4
Accuracy: 80%
Critical: (80%)
Durability: 40
Dance Skills have a 2xUL% chance to trigger the activation of Wind Pirouette once per 3 turns.
Rating: 10-Star

Performers Leotard:
With Form and function in mind, this leotard is the main outfit of stage performers of various arts, ranging from dance to gymnastics. It provides great flexibility for those wearing it.
Armor: 1
Magic Armor: 4
Evade: 7
Unarmored type
For each 2 Tempo this character has, they gain 1 Scaled Celerity.  Additionally for each Tempo their final evasion is increased by +1.
Rating 6-Star

Steel Soled Shoes: 
Rat-tat-ta-tat-tap-tat. A pair of Tap Dancers Shoes which give your dances more punch!
Grants all dance skills an innate 15 Blunt Damage. Subsequent hits deal 3 less blunt damage.
Rating: 5-Star

Flowing Sarong:
A flowing fabric piece worn about the hip, accentuates the abdominal movements of dancers the likes of which that befuddles or beguiles them.
When a dance applies a debuff, there is a 5+(50% Scaled Guile)% chance that Hesitation is also applied. Chance doubles against targets affected by Charm.
Rating: 7-Star

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  [v2.89] Ivy Binds + Flower Wreathed Tunic
Posted by: Trexmaster - 07-12-2024, 10:46 AM - Forum: Bug Reports - Replies (1)

Related to this thread.

Ivy Binds effect to treat enemies as plants for your effects does not grant the 5% DR from Flower Wreathed Tunic.

I tested on Alraune to confirm the 5% dr does seem to be working (97 REDUC turns into 92.15 REDUC after putting on the tunic in the debug) (the 97 likely being the 3% dr from Heat of Battle).

Otherwise it does not change when plant tiles are put on units' tiles whilst using Ivy Binds.

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  Astral Belt Abilities
Posted by: MothEnthusiast - 07-12-2024, 10:07 AM - Forum: Balance Fu - Replies (2)

Totally not just making this because I got noob-trapped (despite years of experience playing this game) into thinking the skill's secondaries synergized with one another. Totally.

Anyway. Astral Belt disappears when using its 1M ability BEFORE proc'ing its damage and airborne ability on magnetized enemies. I think it'd be a more utilized skill with decent niche benefits if it either didn't get rid of Astral Belt (and just disabled the 1M skill) or only got rid of it AFTER the effects (damage, airborne) happened.

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  Tactician's Performance Rating
Posted by: Skullcatrons - 07-11-2024, 11:00 PM - Forum: Balance Fu - Replies (8)

Your current performance rating reading this thread:
[Image: 0mToNxW.png]
It's no real secret that Tactician's Performance rating passive is probably the most annoying thing to maintain.  It goes up, and down. And if you start to get hit, it declines very rapidly and almost right away with no hesitation. You're punished if someone multi-hits you for more than 5% of your health per attack, and you can't do anything about it. All you can do is mope as you watch that ranking go down straight to D, and you become boring and mid.

No matter how you tried. You're going to lose that performance rating at first brisk, and it's downturn spiral. If someone in your party dies, or yourself even. Or your dog. Or your otherworldly species. Or some unknown eldritch horror that is somehow supporting you, perish. You're back to the starting point. There are few exceptions to the rule. Like Dark Eyes don't degrade your rank if they die. But still. Losing your rank sucks. 

First. Let remember the clear problem. 
You lose a rank if you take more than 5% of your health in damage.
Your rank is automatically reset if your ally is dead.

Now I'm not against for rank-resetting if an ally is dead. Because sometimes that can be easily avoided with good composition. But first one, not so much. You're bound to lose a rank, and it's going to suck completely. 

In case it isn't clear. Most players average around 800-900 HPs. 5% of their health is averaging 42 damage. The average damage before damage reductions, resistances, armor are generally hovering around 250~. After resistances, that damage tend to be 100-200~ damage. Meaning you just lose a rank anyways. 

While Tactician can max their rank in good composition, so can they lose it almost right away just simply by getting smacked a couple of times. 

it would be nice to see a change to losing a rank via damage retrieval, either by increasing their 5% to 15% (120-135 damage average), receiving a critical strike, getting weakness'd, and suffering knockdowns. Instead of just getting smacked in face with multihits.


[Image: ey6gDh0.png]
Description of skill for anyone who wants it.

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  I'm Screaming At Eventmin Mob Creation
Posted by: Rendar - 07-11-2024, 09:58 PM - Forum: Quality-of-Life (QoL) - Replies (1)

What if there was an option.

To tell mobs to stop using basic attacks. And instead use their skills/spells

Please.Please. I'm begging.

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  [Version 2.88 v5] Demon Translationn't
Posted by: MultiWonder - 07-11-2024, 09:39 PM - Forum: Bug Reports - Replies (1)

The visual appearance change for Demon Translation on Spatial Ravagers does not seem to apply anymore!  (They typically turn gold when doing so, but as of now, they stay their usual green)

On that note, I do not think the Shadow Guardian had a visual change prior to when this bug was found too, but if they did and it never worked, I may as well point that out now too lol.

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  Dagger Arbalest
Posted by: Poruku - 07-10-2024, 06:24 PM - Forum: Suggestions - Replies (3)

Add daggers to the list of weapons that can be used as armament. We have rifles that are usable which is a guile weapon; having a guile sub weapon only makes sense and would open up a few neat builds.

And I mean, shooting a knife from a gun makes like 20x more sense than shooting an axe from a bow

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  Plant Duration
Posted by: Trexmaster - 07-10-2024, 04:47 PM - Forum: Balance Fu - Replies (9)

It's become increasingly apparent that most tile generating skills are set to an extremely low base duration (typically 2 rounds) due to the existence of tile duration talent buffs (+5 rounds for most if not all).

Plants do not have this so are subject to only lasting for two rounds from most skills that create them from an impact effect.

It'd likely be something added to Geomancy since it's the only elemental talent missing a tile duration extension. Could be called Horticulture. SR*1 round duration extension for plant tiles. Easy.

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