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The Tailoring Table & Hand Equipments |
Posted by: Kiyo Takamine - 01-09-2024, 10:23 PM - Forum: Suggestions
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~Tailoring Suggestion~
Hand equipment, much like Accessories, generally provide minor benefits such as increased stats or unique effects that can also be further improved by enchanting hand-slot catalysts that go in them. -SL2 Wiki
Hello suggestions forum, I wanted to create this post due to their being a lack of hand equipment tailorable. On the list there is only Chunin Gloves Plus and Insulated Burning Bracers which isn't a lot of choice at all. I would like to suggest more to be tailorable. I will list a few for considerations. I would like all of these to require at least 3 (Cloth) Material for us to choose from, that way it would be able to get the stats from the cloth material as well. Now, I won't suggest too many and the ones that I suggest will be ones I consider easy and basic to probably keep things balanced. We should be able to buy these recipes from a book called "Textbook of Gloves". Make sure that the icons colors change with the material being used like usual. There are 13 choices of shoes, but only 2 choices of gloves in tailoring, let's change that.
I will choose these 6 gloves.
First, my top three picks. (To be considered first.)
1. Rogue's Work Gloves,
Cloth, +10% Critical Damage, +2 Power if attacking an enemy from behind, 1 ★, For showing enemies your stabs.
(Note: Another great option for an equip.)
2. Dazzling Glove,
Cloth, Dealing Lightning damage to an enemy has a chance to inflict Spelldaze on them for 2 rounds. (Chance = 50% of Damage Dealt), 3 ★, A pair of magical gloves. They shine in a stunning way when exposed to intense light.
(Note: They're just pretty. And tailors love to make elegant things, would work well with an elegant RP involving making one!)
3. Green Gloves,
Cloth, Increases Experience Points gained by 10%, 1 ★, A pair of gloves meant for beginners to hard work.
(Note: We already have the Green Shoes available, why not have a matching set with Green Gloves!)
Lastly, my bottom three picks.(Can be considered second.)
4. Archery Gloves,
Cloth, + 2 SKI + 2 Power to Bow Weapons (Basic attacks only.), 1 ★, A set of gloves made for archery. You don't have to use them for archery, though.
(Note: Another great option for an equip.)
5. Chunin Gloves,
Cloth, + 1 CEL + 1 STR, 1 ★, The gloves of a NINJA! Strike swiftly, strike hard!
(Note: Since we already have plus version available it would make since to have these in too.)
6. Harp Pluckers Gloves,
Cloth, +5 Sound ATK Increases Hit by 5 for Instrument weapons. Reduces the FP cost of Song skills by 10%. (Applied as an Efficiency effect; doesn't stack with other Efficiency reductions.), 3 ★, A decorated pair of gloves that are meant to help take the pain out of playing the harp, or other instruments.
(Note: Also just pretty to look at~ the tied ribbon around the glove would also make for an elegant RP involving making one.)
With these 3 and 1 star items, it should be much more convenient for players to get more hand gear but customized.
Edit: It was just pointed out to me that Harp Pluckers Gloves are metal as I thought it was considered cloth from the Wiki, I would also like to request that it be changed to cloth for more access to players and inclusion to the Tailor's Table. The icon of it looks like cloth instead of metal which would make more sense.
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Aid Me Please |
Posted by: Autumn - 01-09-2024, 09:54 PM - Forum: Balance Fu
- Replies (4)
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I think that Aid is a little weird when you consider that pretty much every other class that isn't strictly Faith or Caster based has a heal that doesn't actually have a scaling to it, I like the novelty of Aid but it is incredibly niche and could be an important tool for monks to generate Ki, on top of that I think its just outdated compared to what Ranger, Dark Bard, any Bard for that matter and even Tactician can bring to the table now.
I'm not asking for Monk to gain godlike support, but I think Aid could do with a 50/100/150 Heal instead of 2x your WIL. I think its just outdated and can be a flat heal with no issue, it already has a cooldown associated to it, so let monks be able to use it.
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Glowing Glow QoL |
Posted by: Autumn - 01-09-2024, 07:55 AM - Forum: Balance Fu
- Replies (2)
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Technically its balance so it goes here but Golden Glow is a bit of a meme passive, I've been utilizing it well so far but I have to say for 5 SP it doesn't feel very worth it when I have to use powerup consistently to maintain it, I'd like for it to be a reward for good ki management potentially so I'm going to suggest the following change:
Golden Glow should potentially activate at a certain ki threshold similar to Woki instead of activating by using a specific skill to reach 30 Ki, I'd propose that it should take effect at 30 Ki and only go away when you drop below 20 Ki. This would stay in line with what it is currently and allow someone to keep it up consistently if they're good at managing their ki, such as with builds consisting of various methods of getting ki like with All Fight or Ki Awoken.
Otherwise I am liking how golden glow functions with my own build currently, I just wish I could have better ways of getting it back up.
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Luck and Drop Rates |
Posted by: Rendar - 01-07-2024, 07:12 PM - Forum: Balance Fu
- Replies (11)
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Very simple. Very short.
I enjoy grinding for loot as much as the next guy. But between the RNG nature of "Getting the 9 star drop you want out of a pool of a ton of bad drops." and the like. Luck is a stand-out in the Have vs Have Nots. You can run a boss, or what have you. Do exceptionally fine and.. Oh. No one on your team had high LUC? Well. You just killed a level 80 boss between the 4 people in your party. Everyone gets 1 gold bar and four 1-3 star items dropped.
It's just an antiquated system, and luc factoring in on drop rate feels bad for people who aren't basic attackers or lightning mages. Either rebalance the drop system to not HAVE to factor that in (but still probably keep the Lucky Enchant around...) or make/add a way for people to acquire 'tokens' from breaking down certain high star gear that allows them to, eventually, just purchase the thing they want with said tokens.
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[2.81] Double Down Wear Down |
Posted by: MultiWonder - 01-07-2024, 02:18 PM - Forum: Bug Reports
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Weapons Used: Fuuma (Potential Skill worth nothing: Wear Down)
Move Used: Double Down
Issue: Hitting an opponent with maximum Wear Down stacks (20) with Double Down will reset the stacks regardless of rounds left. (In Double Down's case, LV 5)
Replicating this bug is fairly simple. Take any weapon with the Wear Down shared potential and hit an enemy until they reach the maximum amount of LV for Wear Down (LV 20). Upon hitting them with Double Down (the only skill I'm aware of that applies wear down at the moment, but I'm pretty sure other skills that apply wear down do the same thing in this case), all of these stacks will go away, only to be reapplied once more and effectively resetting the stacks.
On a slightly related note!
This seems to apply to some charm effects too, though I may just make a separate post regarding this (since I'd have to do a little more studying on how those in particular work)
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Invention Application - Bluing (or korvava equilevalent) |
Posted by: Mikuel - 01-07-2024, 09:10 AM - Forum: Applications
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Inspiration for the invention. What made your character come up with this idea?
Daralam was doing his usual stuff in factory and noticed there was task on coming up more cost effective way to prevent/reduce rusting. Due being researcher in this factory, he started experimenting with different alchemical solutions and procedures to come up with better way to hold off rust.
How the invention works. What does it do, how does it do it, what are its limitations?
What does it do?: In real life, "bluing" is process that has some evidence being used from medieval times though it is claimed that the process may have been done accidentally by some skilled smiths. It was more commonly used for early fire arms and basically coats the metal parts in "black oxcide" by submerging it into specific salts at high temperatures. Specific mixtures also can be used to give the coated item more decorative coating if its desired.
How does it do it: while the coating is a form of rusting, it doesn't spread due the lack of the salts that were originally used to make it are absent after process. This coating then prevents oxygen and water from damaging the metal below it, thus causing it to be protected from rusting.
Limitations: Due the process requiring the object of proofing to be submerged into the mixture of salts and water and boiled, it can technically only be used for smaller parts and only done in facilities that have the necessary tools. The coating itself isn't the strongest thing when it comes to physical strain and would break if handled wrong, thus making it unusable for anything that experiences regular abuse (armors, weapons...)
Due lack of modern understanding, this would also be limited to specific compounds those happened to work during testing and further experimentation would be needed to understand exact cause of "why does this work" in character.
Existing technology. What within the established lore supports the invention existing as you have described?
In real life? Yes. In Korvava? There has been prior usage of alchemy and such to give similar effects (material changing kits are a loose example) and this is adaptation of it
Development time. How long have you been working on this IC? Do you have logs or screenshots supporting your claim?
Few irl days, no IC logs are available atm due me accidentally deleting wrong folder when cleaning my files. There is notify on discord about Daralam taking the job on fifth of january 2024, channel being Meiaquar "Research and dev reports". If it is required, I can recreate the screenshots of the rp I have done for the experiments.
Creator: Daralam Altranest with assistance of Meiaquar Research and Developement facilities, resources and unnamed npc assistants.
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Treasure Ball Rates |
Posted by: MothEnthusiast - 01-07-2024, 06:37 AM - Forum: Suggestions
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With the advent of new style seeds, I decided to try my luck in getting the style I wanted by chance, knowing it was pretty unlikely that I'd do so. In this, I found that... really, treasure ball rates are pretty abysmal for getting what you want, unless you want candy. It's a gambling mechanic, I get that, but given it takes a while to even open a large number of them (there's a delay between each ball before it will let you open the next), as well as to purchase them, I decided to make this post.
In a batch of 500 treasure balls:
14 were style seeds (2.8% rate roughly)
38 were mirror shards (7.6% rate roughly)
The rest were candy or sticks / gentleman's literature.
Consider that we just got 92 new styles, added onto what we already had, and you're looking at REALLY bad odds to get what you want the 'intended' way. Consider further that making use of these to begin with already requires a donation item on Korvara, to counter anyone that would say 'just use style seed picker'.
Point is, I'd personally love to see the rates for non-candy / throwable items be bumped up to be somewhere in the 8% to 12% range, or at least SOMETHING higher than what we've got now. The results I got could just be from really really bad luck, of course, and I don't have the exact rates, but I figure they're not even close to 12%.
(when u post in the wrong place and quickly have to delete, woolad)
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[2.81 v5] Double Down Elemental Town |
Posted by: Sawrock - 01-06-2024, 10:25 PM - Forum: Bug Reports
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Either I missed an update that changed this and the ore mouse-over descriptions didn't get updated, or this is a bug. When using elemental ore materials on weapons, the elemental attack they give is double than what they state (+6, instead of +3). Tested with both carapace and planeterium material change kits on the weapons Shadow Wind Claw and Longsword.
If it means anything, for selfish reasons I'd prefer if they stayed +6.
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Sanctity Resistances |
Posted by: MothEnthusiast - 01-06-2024, 05:59 PM - Forum: Balance Fu
- Replies (7)
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The resistances Sanctity gives are jank, simply put. Some elements get it, some don't. Even on the stat page alone, not all of the elements are accounted for, which doesn't really make much sense to me.
So, simple suggestion: Make Sanctity give resistance to every damage type, save for maybe Akashic just to keep with the theme. Maybe Null as well? Past that, I don't think it'd really break anything to give it that little oomph, given Sanctity is far from being a premium stat (it's not a common damage type, it plays no role in hit checks, and its effects are minimal save for those that really need racials or want to avoid statuses).
6 Sanctity gives 1% resistance to the elements it protects, so at 60 scaled you'd have 10% DR (that is multiplicative, so ultimately it ends up being less), so I don't think this would be a particularly egregious change, and it might serve to place a little more value in a stat that I see put on the backburner pretty often.
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Invention Application -The Bloodfang X1 Protoype (WIP) |
Posted by: Benyah - 01-06-2024, 02:37 AM - Forum: Applications
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Inspiration for the invention. What made your character come up with this idea?
During a discussion (provided to GMs), Evizu was given the idea to adapt Geladyne's artillery in a way that suits Telegrad's specific needs.
How the invention works. What does it do, how does it do it, what are its limitations?
The Bloodfang X1 Prototype (Shorted to BFX1P or BloodFang) is a 60MM maneuverable cannon. It requires a crew of 3 (optimally) to operate, including:
A calibrator (Who aims the Bloodfang)
A loader (who places munitions into it)
And a gunner (who channels focus into a switch located on it's lower region)
The BFX1P houses a smaller munition than Geladyian Artillery.
The Bloodfang has an internal mechanism which channels focus into the lower chambers of the cannon, the energy then, as more focus is channelled into the item, specifically into it's switch, the focus within it grows to condense before combusting violently as it is stirred below, it is then forced upward due to how the barrel of the Bloodfang is made. Due to this, the munition projects outward forcefully, upward and following a trajectory dependent on how it is calibrated.
Aiming mechanisms:
Lower the cannon - Projectile goes further forward
Raise the cannon - The Projectile goes upward, lands closerby.
Move the canon on it's x axis to the left - it goes to the left.
Move the canon on it's x axis to the right - it goes to the right
The BFX1P is powered by planetarium therefore, it makes alot of noise & deals sound based damage as well as an explosion.
The BFX1P is lightweight and maneuverable, however it lacks explosive force comparable to Geladyian Artillery, however it gets the job done.
It must be operated from a safe distance from any front line, but vastly closer than Geladyian Artillery.
Limitations:
It lacks explosive force, and it is not as destructive as it's Geladyian counter-part.
It's light weight and maneuverable, but it's munition stacks onto the weight.
Due to it's focus-combusting properties, should it malfunction it can potentially hurt the operators.
Due to being powered by Planetarium, it is very loud, therefore it's not very stealthy to use.
Enemies will hear when a round is coming specifically toward them, due to how planetarium functions in this concept.
Existing technology:
Geladyian Artillery & the Railgan bot, my character was a part of R&D Engineering, where they specifically engineered bombs and so on for artillery pieces.
Development time. How long have you been working on this IC? Do you have logs or screenshots supporting your claim?
The character worked within Geladyian R&D, specifically in the Engineering sub-department where they studied & research bombs, explosives.
Currently, pending approval from GM's to proceed with actual research.
Creator: Evizu Va Valentine Rose-Marie Leclerc
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