Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 281 online users. » 0 Member(s) | 279 Guest(s) Bing, Google
|
|
|
Engineer New Passive (Support Engineer Idea) |
Posted by: Snake - 02-10-2024, 09:22 PM - Forum: Suggestions
- Replies (3)
|
 |
Ideally, after Engineer gets its so deserved Skill Points crunchdown, it should gain a new passive worth 1 SP that does not take a skill slot.
Quote:Upgrade Tweaks
Turn powerful upgrades into portable floating orbs that better enhance your allies or machinery. While equipped, this skill will change Engineer's Upgrade skills in the following ways:
- No longer grants a specific Skill to your allies or machinery.
- Changes the targeting to a 4 range diamond, that targets all allies in it.
- LV bonuses will become LV * 2, and duration is increased by 2.
|
|
|
(v.2.82b) Sharpen is out of order |
Posted by: Snake - 02-10-2024, 06:16 PM - Forum: Bug Reports
- Replies (1)
|
 |
The animation for Sharpen seems to be out of order, a vestige of the previous patch that updated how animations work. The sound effects and two-step animations are overlapping each other rather than happening one at a time.
|
|
|
SL2 Version 2.82 |
Posted by: Neus - 02-10-2024, 05:30 PM - Forum: Announcements
- No Replies
|
 |
2.82
New Promoted Class - Ruler - Added a new Mage promoted class, Ruler.
- A support-focused class specialized in using whips, with the ability to create golem automaton allies in battle.
- Contains 27 new class skills, and additional subskills.
- Skill icons courtesy of Slydria, Kunai.
New Items- Added 10 new weapons.
- 3 of these items are 10* weapons.
- Basic Whip weapon is available in most weapon shops in Korvara.
- Various forum bug fixes.
|
|
|
Evoker Excel Invocations (Reimagined) |
Posted by: Snake - 02-10-2024, 03:41 PM - Forum: Suggestions
- Replies (2)
|
 |
I woke up 56% less insane today, let's try this again. Effects will happen on top of their current effects and conditions.
Quote:Exgalfa (Excel Crash)
LV1 - Deals 15% more damage per charge level.
LV2 - Before the damage is applied, if the enemy is Burned, nullify their Fire protection, absorption, reflection or immunity for 3 rounds.
LV3 - Great Accuracy.
Quote:Intensify Cold (Excel Crash)
(No longer ignores evasion.)
LV1 - Deals 15% more damage per charge level.
LV2 - Before the damage is applied, if the enemy is under Frostbite, inflict Slow LV10 for 5 rounds.
LV3 - Great Accuracy.
Quote:Vydel (Excel Crash)
LV1 - Deals 15% more damage per charge level.
LV2 - Before the damage is applied, if the enemy is Airborne, inflict Out Of Battle until their next round.
LV3 - Great Accuracy.
Quote:Isenshi (Excel Crash)
LV1 - Deals 15% more damage per charge level.
LV2 - Before the damage is applied, increases the spell's range and pull strength by 2. Magnetized enemies become Crystallized for 5 rounds.
LV3 - Great Accuracy.
Quote:Overload (Excel Crash)
LV1 - Deals 15% more damage per charge level.
LV2 - Before the damage is applied, if the enemy is under Interference, increases this spell's base damage equal to 50% of the enemy's current FP.
LV3 - Great Accuracy.
|
|
|
Mob Spawn Rate (Korvara) |
Posted by: Trexmaster - 02-10-2024, 09:56 AM - Forum: Quality-of-Life (QoL)
- Replies (2)
|
 |
Currently mobs respawn in dungeons on Korvara every 2 in-game hours. This equates to roughly every 15 minutes real time provided no server lag affects BYOND tick rate.
This makes it fairly easy to wipe out an entire dungeon well before the mobs would come back with only a single party active, making for a whole lot of waiting if you're trying farm the same dungeon, or sharing it with anyone else.
Could we have the spawn rate changed to every in-game hour? If not providing some option to increase the spawn rate of a dungeon by paying cypelle or something, so that the dungeons can better handle high activity, such as in the wake of new items dropping.
It feels bad that your best option when you want to farm a dungeon is to spend 1-2 minutes wiping relevant spawns then waiting for 13+ minutes.
This makes for a lot of empty time that artificially inflates the time players/characters spend grinding and thus not being able to participate in RP, I feel it'd be more fun and engaging for everyone if we didn't all have to spend so much time tabbing out of the game while we wait for spawns to come back.
EDIT:
I think it also worth mentioning that the number of monster spawns available could afford to be slightly increased in dungeons that aren't Terra Flamma. For whatever reason Terra Flamma has about double the number of mob spawns (and still gets totally wiped with an in-game hour typically). Even if just one more spawn of each level bracket is added.
|
|
|
Tome Dual Wielding |
Posted by: the REAL Minos Prime - 02-10-2024, 04:46 AM - Forum: Quality-of-Life (QoL)
- No Replies
|
 |
Currently, when you have two differently elemented tomes equipped, spells will cast with whichever's in your mainhand. Instead, it'd probably be better for mages if it used whichever is the same element, if applicable, to apply the bonus instead. So, for example, say you have a Chorusaf in your mainhand and a Hymnnurtach in your subhand, if you cast Shine Ray, it'd use the Chorusaf, but if you cast Eternal Darkness, it'd use the Hymnurtach.
This is mainly to give book-mages more flexibility with their spells, since at the moment staff-mages are kinda just... better, unless you can't afford to take two-hand for whatever reason.
|
|
|
[v2.82b] Heavenly Back |
Posted by: Autumn - 02-10-2024, 01:43 AM - Forum: Bug Reports
- Replies (2)
|
 |
While this is not technically a bug, and is more of a leftover from the past, basically all targeted gap closers turn you towards the target you're attacking (hanging/geldoren/pinball/warp strike etc.) except for Heaven Kick, which can leave you open if you decide to end your turn with it, as it almost always faces down after the attack you could have a random (and likely) chance of leaving your sides or back exposed, or you have to spend extra FP to turn around with shukuchi.
I'm sorry if it ain't a bug but I figure I'd try this first before going elsewhere.
|
|
|
(v.2.82b) Storm that isn't approaching! |
Posted by: Snake - 02-09-2024, 05:31 PM - Forum: Bug Reports
- No Replies
|
 |
After defeating an NPC enemy or attacking a knocked out Player, upon using Sheath Sword (Fatal Stroke from Hisen) on the same round, the potential skill's visual effects will still activate even if there is no valid enemy to activate Hidden Cut towards.
This will make it so the screen becomes red, but, given there are no enemies available to receive damage, it will do nothing as Hidden Cut will not activate.
The skill should probably check if Hidden Cut's damage will proc before attempting to do its own effects.
|
|
|
|