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Table Talk |
Posted by: Rendar - 09-29-2023, 07:14 PM - Forum: Quality-of-Life (QoL)
- No Replies
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A new type of chatter and/or Whisper Augmentation.
All it does is allow you to doubleclick a table prop (or one thats on the map) to 'Join the Table'. What this does is allow for people to be able to talk at an Inside Voice that allows for everyone at the table to hear, and maybe within a few tiles of said table.. but not let the people 5 tables down hear you because you're using Say.
This is mostly the case for tables where seat participants are more than just 2 tiles away (because the table is a 2x2 and chairs are on opposite sides. Etc.)
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Basic Attack Ranger FP help |
Posted by: caliaca - 09-27-2023, 10:40 PM - Forum: Balance Fu
- Replies (8)
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I know we're not going to see any significant buffs for this archetype but its FP costs are a bit nuts.
Pulling is 10-14,
Snake is 18-16,
Retreat is 18-16.
Cripple Leg/Cripple arm is TWENTY EIGHT
Starbow is 18
Nest is 10
Twin shot is 12.
All ranger spells are 20-16 too. Those are probably fine.
But basic attack rangers need to use at least one of those things above a turn to function, often 2. Would it kill us to make them more fp accessible for an archetype that builds 160~ at most due to needing stats EVERYWHERE?
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Baxter's request for a special armor system. |
Posted by: ItsSomeone - 09-27-2023, 10:08 PM - Forum: Character Applications
- No Replies
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Key: ColonelTouchButt
Character Name: Baxter
Request Type: An armor system for a group of characters.
Request Details: The armor system in question is a system made up of a enchant put on the armor and is connected to the user via an anchor point in the armor. The purpose of the enchant is to move the armor according to the will of the user connected to the anchor point with as minimal conscious effort as possible. To achieve this, the user is connected to the enchant via an anchor point. They then project their will to move the armor as if manipulating a spell, or focus to do it. This enchant receives this projected intent and then preforms the specified action. The enchant is only capable of (at this moment) movement based actions. The enchant is also powered by an internal focus battery inside the armor to not drain the user. The battery itself is able to be changed by the user, or any direct contact with focus on a small terminal on the back.
Reason why you are making this request: I'm making this to have interactions with the Geladyne R&D and something cool to do with friends. If our little group becomes something more, I wouldn't mind more people joining.
Roleplay & Lore supporting your request: As far as lore, Baxter spent a large amount of time developing this enchantment system after the original disbanding of his group. After getting it to a usable state, he plans on reviving the group and working with R&D to perfect it, produce more durable materials for it, and produce more of it. On the side, perhaps making tools and devices using the same enchantment system. As for rp. We wanted to wait and see what ya'll had to say before we got too serious with it.
Any feedback, changes, suggestions, and questions are more than welcome! I love to think of things like this and am more than willing to work for something everyone can agree with.
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Dodge and PvE |
Posted by: Rendar - 09-27-2023, 09:52 PM - Forum: Balance Fu
- Replies (3)
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I'll just be forthright here because I'm maybe-a-little-salty.
Dodge is either useful, or useless. There is no real inbetween on it. In High End PVE (See: Relei/Radigal/Snow Crows/Yetis) unless you spend many turns buffing up, you will have zero chance to actually dodge, because their baseline hit is well over 100% on you. Even fully buffed up, its about a 60% chance for them to hit.
It'd be really, really appreciated if we could audit their to-hit so dodge characters (who typically have less HP than tanks as well) have a chance to actually dodge, or not take 40% of their HP every time they get hit/targeted at random.
This is SOLELY for PVE, not for PVP.
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'Examine' range |
Posted by: MothEnthusiast - 09-27-2023, 02:00 AM - Forum: Quality-of-Life (QoL)
- Replies (2)
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Would it be possible to extend the range of the right click > examine command? On even moderate sized screens, you see much further than you can examine in, despite being able to double-click someone to see their profile from that range. Only problem is that it's impossible to double-click when someone's moving around.
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EE ain't reducting v2.77 |
Posted by: Senna - 09-23-2023, 04:23 PM - Forum: Bug Reports
- Replies (2)
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Enemy Evaluation doesn't seem to be reducing damage correctly.
Before:
Code: System: Debug: Mercalan Mist Bonus Evade: 0
System: Debug: Before Use Skill called. Senna, Knight, Attack, 1
System: Debug: Protect - Checking Senna.
System: Debug: Protect - Checking Knight.
Knight attacks Senna with Longsword!
System: Debug: Mercalan Mist Bonus Evade: 0
Senna takes 83 Slash physical damage.
System:
* Initial Damage: 88 Slash Physical, flags: , sk: null, wep: Longsword / /obj/items/equip/weapon/swords/longsword
* play_atk_anim was 1.
* 117 Evade VS 213 Hit. (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: 51 Critical VS 41 Critical Evade. (88)
* spec_flat_reduc was 0. (88)
* amp_multi was 1.05. (92.4)
* reduc_multi was 90.1. (83.2524); MAG DEF, 9.9 PHYS DEF, 100 REDUC
* elem_reduc was 0. (83.2524)
* armor was allowed. armor_reduc was 0. (83.2524)
* Damage caps applied. (83.2524)
* Damage shields applied. (83.2524)
* Final damage was: 83.
Knight recovered 1 FP.
System: * basic_attack(atk:Knight,def:Senna,W:Longsword,dmg_mod:1,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 121. crit_dmg_flat was 0. attack_num was 1.
After:
Code: System: Debug: Mercalan Mist Bonus Evade: 0
System: Debug: Before Use Skill called. Senna, Knight, Attack, 1
System: Debug: Protect - Checking Senna.
System: Debug: Protect - Checking Knight.
Knight attacks Senna with Longsword!
System: Debug: Mercalan Mist Bonus Evade: 0
Senna takes 79 Slash physical damage.
System:
* Initial Damage: 88 Slash Physical, flags: , sk: null, wep: Longsword / /obj/items/equip/weapon/swords/longsword
* play_atk_anim was 1.
* 117 Evade VS 154 Hit. (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: 35 Critical VS 41 Critical Evade. (88)
* spec_flat_reduc was 0. (88)
* amp_multi was 1. (88)
* reduc_multi was 90.1. (79.288); MAG DEF, 9.9 PHYS DEF, 100 REDUC
* elem_reduc was 0. (79.288)
* armor was allowed. armor_reduc was 0. (79.288)
* Damage caps applied. (79.288)
* Damage shields applied. (79.288)
* Final damage was: 79.
Knight recovered 1 FP.
System: * basic_attack(atk:Knight,def:Senna,W:Longsword,dmg_mod:1,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 121. crit_dmg_flat was 0. attack_num was 1.
This was used with a level 31.
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[v.2.77b] Unbound Nest |
Posted by: JamOfBoy - 09-23-2023, 01:27 PM - Forum: Bug Reports
- Replies (2)
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Arbalest's Chained Leap cannot connect with Archer's Nests, despite Nests being a field object.
Tested on version in the title and on the testing server v.2.78 v3.
Unclear wording means this might be intentional: "where it latches onto the first dense tile, field object, or unit it encounters." Nests are not dense, but they are a field object. Arbalests being able to create their own hook points seems like the intended outcome of this interaction.
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The Grammar Check (Weapon/Item Suggestion) |
Posted by: Balor - 09-21-2023, 12:37 AM - Forum: Suggestions
- Replies (3)
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Tome
Accuracy:80
Crit: 10
Crit damage:105
Attack Range: 2
Power: 15
Damage Type: Blunt
Scaling 60 will/ 40 Str
Base effect: Basic Attacks deal 20% more damage to anyone who has less than 1 point in the Fluency talent.
Potential skill: Book Smack inflicts knock down instead of reducing momentum to anyone who has less than 1 point in the Fluency talent.
My reasoning? This would be really funny.
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