Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 843
» Latest member: salisy
» Forum threads: 11,874
» Forum posts: 59,011

Full Statistics

Online Users
There are currently 865 online users.
» 6 Member(s) | 856 Guest(s)
Baidu, Bing, Google, Druby, Lolzytripd, Nekojinn, Rendar, Slydria

Latest Threads
Poruku
A humble Ruler Buff Sugge...

Forum: Balance Fu
Last Post: Poruku
17 minutes ago
» Replies: 0
» Views: 3
Nekojinn
Strength Crit

Forum: Balance Fu
Last Post: Nekojinn
33 minutes ago
» Replies: 7
» Views: 150
TheCommonNoob
Arblalest Including Launc...

Forum: Balance Fu
Last Post: TheCommonNoob
44 minutes ago
» Replies: 0
» Views: 27
Autumn
Starter Pickaxes and Wort...

Forum: Suggestions
Last Post: Autumn
10 hours ago
» Replies: 2
» Views: 56
Tana
Duyuei's Wall Raid, Opini...

Forum: Suggestions
Last Post: Tana
11 hours ago
» Replies: 3
» Views: 172
Poruku
Flash of Light

Forum: Balance Fu
Last Post: Poruku
11-06-2025, 09:25 PM
» Replies: 12
» Views: 1,563
Tana
Ornamental Plant Seeds

Forum: Suggestions
Last Post: Tana
11-06-2025, 07:13 PM
» Replies: 0
» Views: 31
Neus
[v3.04] Low Voltage Overl...

Forum: Bug Reports
Last Post: Neus
11-06-2025, 05:34 PM
» Replies: 2
» Views: 80
Neus
[3.04] Glowing Oddities

Forum: Bug Reports
Last Post: Neus
11-06-2025, 05:28 PM
» Replies: 1
» Views: 85
Neus
[3.04] Mountain Art: Aval...

Forum: Bug Reports
Last Post: Neus
11-06-2025, 05:28 PM
» Replies: 1
» Views: 58

 
  [3.03c] Medis Bullshit
Posted by: Rendar - 09-17-2025, 12:52 AM - Forum: Bug Reports - Replies (1)

Petrified Protector Medis used Rage Trample.
Lanky Ginger takes 28 Earth magical damage. (Rage Trample)
Glancing! Lanky Ginger avoids the brunt of the attack!
Lanky Ginger takes 53 Blunt physical damage. (Rage Trample)
Lanky Ginger is now suffering from a minor bruise.
Lanky Ginger takes 28 Earth magical damage. (Rage Trample)
Lanky Ginger takes 28 Earth magical damage. (Rage Trample)
Lanky Ginger takes 28 Earth magical damage. (Rage Trample)
Petrified Protector Medis used Welcome to Lazarus.
Lanky Ginger takes 608 Darkness magical damage. (Welcome to Lazarus)
System: 1 spirits have stopped possessing you and vanished.

Normally, I'm fine with mobs being bullshit. Medis didn't even do his Bellow to WARN that Welcome to Lazarus was going to proc.

This was just a straight up 'Whoopsie. Die." out of thin air.

Verglas/Druid, so it's PROBABLY something to do with Brain Freeze. This is the second bug report on this exact same issue, can we please just have Brain Freeze / Ooze Armor just not work on boss monsters, or at the least not work on boss monsters that intimately RELY on their cooldowns to not fucking explode people without any warning.

Print this item

  GR1 Leftovers
Posted by: Autumn - 09-16-2025, 09:12 PM - Forum: Balance Fu - Replies (3)

There's some weapons that have lower power that was often offset by their higher than normal scaling. These are likely just GR1 leftovers and while I don't think its super important to address them all on an individual level, getting them back to their niche is just a matter of increasing their base power to vaguely match what they might have achieved pre-GR2

For example: Seed Sniper

A weapon that previously had 120% total scaling, 100% SKI and 20% DEF, now it is 70% GUI and 40% DEF. Total scaling wise it lost about 10%, but it also lost the utility in being able to build 60 SKI for the majority of it's scaling. 

I would say where you would see it achieve about 115-120 SWA before with 60 SKI 45 DEF, you see it now obtain barely 100 SWA with 60 GUI 45 DEF, in an example screenshot here you can see that Seed Sniper has lost a whopping 14 SWA from before, this would be patched up much easier if it bumped up from 4 base power to 14 base power.


[Image: 3pJknrf.png]

This is just one example too, there are multiple weapons that still suffer from low base power as if they still had their old scalings that called for much lower weapon stats overall, I merely think these to be oversights so thats why I am bringing it up, and coming up with a hopefully helpful list of weapons that have fallen behind due to this reasoning. I have curated the list to weapons with low power primarily, and I am not considering the 1 star weapon line up you'd want to replace anyway.

These weapons include:

Quote:-Seed Sniper (120 -> 110%)
-Dual Blade (120% -> 100%)
-Baihurai/Xuanwuken/Qinglongram/Zhuquelare (150% -> 120%)
-Torment Noctis (120% RES Lean -> 110% WIL lean, also the accuracy of this weapon is still 70% despite every tome getting updated to 85%)
-G6 Exclusive: Custom Tomes (120%-> 110%, still 5 base power)

Bumping all of these up to more reasonable numbers (9-14 range) is enough to set them back into their niche.

Print this item

  Pickaxe Selection
Posted by: Poruku - 09-16-2025, 12:17 AM - Forum: Quality-of-Life (QoL) - Replies (4)

Can we please not have to pick what pickaxe we use? It literally doesn't matter anyway and is very annoying if you have untradeable picks from tutorial
 [Image: ktbtfph.png]

Print this item

  [3.03b]New player sandbox rule link fails to open
Posted by: lordpidey - 09-15-2025, 10:52 PM - Forum: Bug Reports - Replies (1)

Hello,
On a newaccount, interact with a sandbox item such as a sign.
It will ask you to click a link in the chat.
One of the links provided works.
The other does not.  It sent my firefox to open: file:///C:/Users/WINDOWS_USER_NAME/AppData/Local/Temp/?tac_desc;function=browser_link;action=https://neus-projects.net/wiki/index.php/Sandbox_Rules 
Screenshot of the link:
[Image: XVAMacJ.png]

Print this item

  Weapon Potential - Cougar Strike (Cougar Claws)
Posted by: Snake - 09-15-2025, 07:47 PM - Forum: Balance Fu - No Replies

Quote:Potential Skill - Cougar Strike

Cougar Claws' Potential Skill. Targets 2 location within 1 Range. Location 1 must have an enemy, and Location 2 must be an unoccupied tile. You attack the target in Location 1 with your Cougar Claws, and then slide to Location 2.

This Potential skill feels very underwhelming. 

1 tile of range, 2 turns of cooldown, and nothing special attached to it. Still triggers tile and field effects and... nothing else. No Hit bonuses, no Critical bonuses. No busted 'ignores evade and deals 3x your SWA' or 'inflicts Blind on everyone within a 5 range circle. Not that it needs, but, doesn't it muddle the whole point of Weapon Potentials to be cool, signature add-ons you can unlock after bonding proper with your weapon of choice? Why is this so bad?

For a whole weapon potential investment of Chimeric Eyes, which is quite resource-heavy in Korvara, the payoff is just a glorified basic hit that nudges you 1 tile to the left, back or right? 

It needs a little more to it.

As is right now, my propositions are:

- The effective range you can slide to is a minimum of 1, and is increased by 1 per 15 Scaled CEL. And a bonus 1 range if you are under Cougar's Roar.
- If the Cougar Strike attack is a Critical Hit, it refunds 1M.

Really, that's about it. Just those additional things and this potential becomes amazing for close-quarters disengaging and mobility.

The end result would be something like:

Quote:Potential Skill - Cougar Strike

Cougar Claws' Potential Skill. Targets 2 location within 1 Range (+1 per 15 Scaled CEL, +1 if you have Cougar's Roar active). Location 1 must have an enemy, and Location 2 must be an unoccupied tile. You attack the target in Location 1 with your Cougar Claws, and then slide to Location 2. If the attack was a Critical Hit, restores 1M.

Print this item

  [v.3.03b] Weapon Potential Skills do not mutate
Posted by: Snake - 09-15-2025, 06:42 PM - Forum: Bug Reports - Replies (2)

Tested with Cougar Claws' potential, Cougar Strike.

It only works when this weapon counts as a Fist. If the claws mutate into a Sword, the skill is grayed out since the Sword no longer qualifies as a Fist, for the Potential skill. 

Dev logic says this is working as intended, since Sword is not Fist, but I'm wondering if this is an oversight.

(also pls buf cogar strik, its range is too tiny)

Print this item

  [v.3.03b] Ranged weapons' animation anomalies
Posted by: Snake - 09-15-2025, 06:21 PM - Forum: Bug Reports - Replies (1)

This is mostly a visual bug, but attacking enemies with projectile-based weapon attack animations, makes the projectile always point south, instead of towards the target.

To test this, use a Bow and attack an enemy within 5 to 7 range, and you'll see that the arrow is pointing southwards rather than where it is heading to.

Print this item

  Pocket Sand (Rogue)
Posted by: Snake - 09-15-2025, 05:34 PM - Forum: Balance Fu - Replies (7)

You can only use this skill once per fight, and Blind is still a gamble despite all. So here's an idea to make this 'once-a-fight' skill feel more impactful for its limited usage:

Quote:Pocket Sand

Reach into your pocket, grab a fist full of sand, and throw it in the eyes (or whatever seems the most like them) of 1 enemy within 2 Range, inflicting Blind for 3 rounds, and Disoriented LV3 for 5 rounds.

Afterwards, your pocket will be empty of sand, meaning you can only use this skill once per battle

Trickery: Automatically apply your Steal skill to the target.

Disoriented - Your senses are completely impaired, reducing your Hit to 0, and evade-ignoring effects are changed to Great Accuracy. Every time you perform any action with 2M+ cost, LV is reduced by 1. At LV0, the status ends.

Print this item

  Flamethrower (Engineer)
Posted by: Snake - 09-15-2025, 04:28 PM - Forum: Balance Fu - Replies (7)

This skill costs 5 SP on a class that is already quite starved for it, so could its effects be made a little better?

I'm thinking of:

- The targeting range should be the same as Firthrower, where it is shaped like a crescent cone.
- The scaling should start from 90% Fire ATK and SWA, and grow as 90/100/110/120/130.
- If there are no Ice Sheets on the area, it creates Cinders for 3 rounds (LV = 75% of damage).

That be all.

Print this item

  Imbue On-Strike
Posted by: Autumn - 09-15-2025, 02:21 AM - Forum: Suggestions - Replies (1)

I'm an idiot who didn't read that Imbue Strike only applies to basic attacks, so here is my attempt to get it to apply to your weapon instead of only basic attacks. This would open up synergies with DH, Solblader and Rune Magician primarily, I think it'd be neat and a cool synergy, one that this skill never sees to begin with.

[Image: MschqtU.png]

Print this item

Sigrogana Legend 2 Discord