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Raigen.Convict
Solblader Thread (But not...

Forum: Balance Fu
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Rendar
[2.99] Sunlight Shyness

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[2.99] Druid-Fu

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[2.99] Wolf Agility

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  Fun-o-Gram Upgrade
Posted by: Poruku - 12-20-2023, 06:47 PM - Forum: Suggestions - Replies (3)

Allow us to use a youtube link for Fun-o-Grams instead of a 3mb ogg file... Please!!! Ripping all these songs and lowering their quality is kind of a pain, and not being able to put a long playlist defeats the purpose since nobody wants to hear the same 3 minute song over and over again. But if I could use a 1 hour mix that fits the vibe, it would be perfect. For events, for houses, etc. Right now fun o grams are just not that worth it imo. We have the technology for youtube embed songs anyway! Please Dev I beg of you!

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  [2.80] I'm really Whynsfeeling it
Posted by: Rendar - 12-18-2023, 08:14 PM - Forum: Bug Reports - Replies (1)

If a Lantern Bearer uses Gentle Embers LB Spells and a person wearing a Whynsfelt is in the range (and an enemy). Despite the spell not having any effect upon the Whynsfelter..

The skill still gets put on cooldown.

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  Bashfix (Engineer) is kinda worthless.
Posted by: Snake - 12-18-2023, 05:42 PM - Forum: Balance Fu - No Replies

I don't got anything to report about this aside the fact that it should probably be removed or turned into a Passive that interacts with my suggestion for Repair.

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  Repair (Engineer) needs change.
Posted by: Snake - 12-18-2023, 05:31 PM - Forum: Balance Fu - Replies (2)

[Image: image.png?ex=6592f090&is=65807b90&hm=ae5...d8085e401&]

This costs 5 SP, and spending SP on it only makes the skill use less FP, which means for a SP starved class like Engineer, no one will want to use it.

While lowering this to 1 SP cost and calling it a day would be more than fair and enough, the fact the heal is tiny also does not help. So I'd like to propose the following for this, making it similar to Meditate, but scaling from Guile instead of Skill, not extending positive effects, having the possibility of happening immediately if you move, yadda yadda:

Quote:Repair
6+M.

Take your time and fix up broken machinery. Target an Engineer device or Mechanation, and at the start of the next round, you will heal your target equal to 200% of your Scaled GUI, plus a bonus based on Rank. If either you or your target are moved away from each other, or you are inflicted with Clumsy, the heal happens immediately, but is reduced by half. (Only one effect may apply at a time, multiple Repairs cannot stack.)

While you are repairing your target, both gain 5% Damage Reduction (per Skill Rank) for the duration. If you are defeated, the skill ends and will not heal.

At Rank 5+, if you have at least 20 Any Ingots, you'll be prompted to enter a series of directions. If you enter them successfully, you will use the resources on your target to lower the duration of all negative status effects by 3 rounds, and revive ally Mechanations. (Failure has no penalty.)


Quote:Rank 1: 14 FP,   2% Max HP.
Rank 2: 12 FP,   4% Max HP.
Rank 3: 10 FP,   6% Max HP.
Rank 4:   8 FP,   8% Max HP.
Rank 5:   6 FP, 10% Max HP. Can revive defeated Mechanation allies and shorten debuffs.

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  Eventline Review/Approval
Posted by: Lonestar - 12-18-2023, 05:27 PM - Forum: Event Applications - Replies (1)

Hello.

I'm looking for a GM who is willing to review and/or approve/reject an eventline that I am planning for Korvara, due to the nature/impact planned for it.

Please DM me on Discord to discuss as I wish to avoid spoilers here, thank you!

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  i would buy the FUCK out of more background pages
Posted by: FatherCrixius - 12-18-2023, 05:00 PM - Forum: Suggestions - No Replies

either on their own or tie them in to the profile packages to incentivise buying them, prolly like 2 each or something

but otherwise, see title, mrow~

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  [v2.80] Blazing Drag
Posted by: Autumn - 12-18-2023, 12:27 PM - Forum: Bug Reports - Replies (1)

Homura's Potential "Blazing Wind' has a component where enemies take damage when passing through the fire tornado, but notably this is split for pushback/pulling skills like most regular tile effects have, notably there'll usually only ever be one blazing wind out on the field when it comes to players so while I don't think its necessarily a bug that this specific tile is splitting damage for pushes/pulls, I think that it might be an oversight given there'll only ever be one on the field at a time.

The difference between critting a repel and not critting a repel could be upwards to 75-100 damage lost, because it splits the damage but I only have 1 blazing tornado out on the field at once. This would make it work with all knockbacks in an effective fashion instead of just a few.

To replicate what I am referring to:

-Try using Bash on an enemy into a flame tornado, the damage is not split
-Try using any knockback more than 1 tile into a flame tornado (Such as Sharenzan or Crit Repel) and see the damage is split.

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  [2.80] Face Stomping Deer
Posted by: Rendar - 12-18-2023, 07:58 AM - Forum: Bug Reports - Replies (4)

Mobs ignore the KD requirement on Face Stomp.

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  [2.80 v3] Seal Item Material
Posted by: MothEnthusiast - 12-18-2023, 02:14 AM - Forum: Bug Reports - Replies (1)

This one is a bit odd and may not be a bug(?), but I figured it's worth posting just in case.

The 'Seal' line of items from the casino count as metal items, instead of cloth like the wiki lists them as (and would make more sense for).

[Image: image.png?ex=65921eff&is=657fa9ff&hm=aee...212041712&]

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  Weapon Suggestions: Healer's Arsenal
Posted by: Snake - 12-17-2023, 11:08 PM - Forum: Suggestions - Replies (4)

This is so we can have a non-magic way of healing people that is not music or potions. I've been thinking about making a whole-ass class suggestion but why do that when the addition of one (or maybe more) new weapon types can fix the problem I'm having? Check it out, bros!

Quote:Daily Apple
Power: 10
Accuracy: 80
Critical: 0
Critical Damage: 110%
Weapon Type: Bow
Sub-Type: Crossbow
Damage Type: Pierce
Range: 3

Item Description:
A modified crossbow that fires syringes full of goodies (or baddies). Like an apple a day, it can be a blessing (for you, or allies) and a curse (for doctors, or enemies).

Item Effects:
- Weapon's Basic Attack costs 4M.
- Weapon can target allies, dealing only 50% of its damage, but applying Regenerating LV X for 3 rounds (X = 75% of Scaled Weapon ATK).
- On-Hit: Deals 50% of your Acid ATK as bonus Acid magic damage.

Scaling Tags:
Cunning (70% SKI, 40% GUI)
[Image: image.png?ex=6591f39e&is=657f7e9e&hm=75d...cd31b550b&]

Quote:Last Aid
Power: 3
Accuracy: 80
Critical: 0
Critical Damage: 110%
Weapon Type: Gun
Sub-Type: Handgun
Damage Type: Pierce
Rounds: 1
Range: 3

Item Description:
A modified pocket pistol that can fire both poisoned bullets and syringe-like darts. While this weapon can still gun down the bad guys, it suffers a loss of potency due to the fragile attachment below.

Item Effects:
- Grants skill: Healing Dart
- On-Hit: Inflicts or powers up Poison by LV3 and 1 duration.

Scaling Tags:
Firearm, Tool (40% SKI, 40% GUI)

Healing Dart - 3M. Costs 4 durability, and cannot be used if durability is 0. Target one ally (cannot target self) with the lowest HP in your weapon's attack range, and fire a healing dart on them, healing them for (Scaled WIL + Scaled GUI/2) HP, increased by 2% per 1% missing HP. This weapon has 60% reduced effectiveness if the target is afflicted with Potion Sickness or Badly Beaten, and is not affected by Healer's Legacy.
[Image: image.png?ex=6591f398&is=657f7e98&hm=ad7...a24611315&]


.zip   crossbruh.zip (Size: 641 bytes / Downloads: 192)

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