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  Mastery of Weapon Arts
Posted by: Snake - 02-14-2024, 08:27 PM - Forum: Balance Fu - Replies (12)

This should be lowered from 25 to 15. The number is too excessive for just a 15% scaling bonus on weapons that don't even scale from the stat itself.

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  [v.2.82b v2] AI for pieces is borked
Posted by: Poruku - 02-14-2024, 03:55 PM - Forum: Bug Reports - No Replies

As it stands, pieces other than pawns will simply use different skills that have literally no effect. They use energy and skip their turn. For instance, the move skills don't move them, and the threaten skills don't create counter-attack tiles.

I know you're supposed to use total control for your good pieces as a ruler, but it would be nice if at least they simply used their basic attacks or something.

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  [v.2.82b v2] It's not crashing in to me.
Posted by: Balthie - 02-13-2024, 11:11 PM - Forum: Bug Reports - Replies (1)

I'm a crash potion enjoyer. Maybe THE crash potion enjoyer. Fellow crash potion enjoyers rise up.
Upon trying to test out crash potions with the new whips for the sake of an event mob, I noticed it wasn't working with some. I went through each one (aside from Blind Bright and Black Zepla, which shouldn't crash), and noticed that it was explicitly just the tome whips that weren't getting the crash potion effect.
To be safe rather than sorry, I tried it with a flamberg- and THAT didn't crash either. So I'm fairly certain that it's tomes specifically that aren't working with crash pots right now.
This occurs both when manually drinking a large crash pot, and when click applying the status.

[Image: 10c1d8d69e.png]

By description- and classically, too -they've historically worked, and always been a fun aspect that basic attacking tomes (typically bad in the past) had over guns and bows.

Whilst I don't think it matters too much, this was my list of tested weapons, and why I'm pretty sure it's tomes and not whips;
Whip, Creeping Darkness, Monster Spine, Kusarigami, Spine Leash, and Gryphon Wing all work.
Rose Whip, Sthenno, Stone Vector, Manic Slasher, Balrog, and Flamberg all don't.

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  [v.2.82b v2] From The Ashes delay
Posted by: Snake - 02-13-2024, 02:38 PM - Forum: Bug Reports - Replies (1)

From The Ashes has a weird 1 second delay between it activating and healing the Phenex in question. It should probably have an animation tied to it, like a recolored Graft or something.

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  [v.2.82b v2] Pulling Shot delay
Posted by: Snake - 02-13-2024, 02:37 PM - Forum: Bug Reports - Replies (1)

Pulling Shot continues trying to pull enemies, even if they are within 1 range of you. This is more notable at higher Skill Ranks. It's best to work like Black Hole does, I.E, "the pull does not happen if the target is in 1 range of the user".

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  [v.2.82b v2] Phase Fang does not face enemy
Posted by: Snake - 02-13-2024, 02:30 PM - Forum: Bug Reports - Replies (1)

Similar to Autumn's latest post, this is another instance of that happening. Just figured out today while using the skill for fun.

It does not face the enemy when you teleport on the second condition, of 'teleports to a random enemy'.

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  Don't Get The Joke
Posted by: Cogster - 02-12-2024, 09:19 PM - Forum: Balance Fu - Replies (7)

All of the new whip weapons have been pretty fun to use and build around, some even being best in slot in my opinion until any major changes happen to them.

But the one that's been confusing me a little is the Endless Handkerchief, it has one of the most unique effects and scaling modifiers I've seen on a weapon and yet it feels extremely underwhelming to use outside of it being kind of a joke weapon.

The high San scaling make it really fun to build for, but you're then left wondering where to even use all this san for? It's not an instrument, so nothing in Bard really will work with you. It's a sword so it won't have much to do with crits or high damage. It qualifies as a whip, so I suppose you'd be obliged to use it with Ruler— But at that point, you might as well just use the other stronger variants. 

The strength of it comes from how much range you can get with it, but to then suffer from far-shot penalty feels kind of harsh.

I'm not pitching for a major rework, but I think maybe it needs something else on top of what it already has? I've been told maybe a 1 tile-pull, an inflict based KD or even reducing Guard by 1 lvl (Because you tickled your opponent) could be interesting.

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  Pick-Up-Ruler
Posted by: Autumn - 02-12-2024, 09:19 PM - Forum: Quality-of-Life (QoL) - Replies (3)

Given that mages can give their allies elemental enchants to also grant them elemental augment, it'd probably be a good idea to slightly tune badges to be more friendly to random compositions for Ruler's to be a part of. I of course refer to the following scenario:

If you were to enchant someone like a firebird with Nerhaven, while they already have a fire badge, they would gain a -50% ice weakness cause the weaknesses stack together, I think that badges should have the following exception put into them which doesn't change much except allow a Ruler to enchant their fire buddy with the buff that gives them fire ATK.


Quote:Elemental Badges changed to have their -25% elemental weaknesses apply if the user is not already enchanted with an element (Such as Nerhaven/Galren etc.)



This should in theory make it so that enchanting my buddy with Nerhaven makes them keep only their -25% ice resist, instead of potentially screwing them over even more. On a side note it'd probably be helpful to see the little bead that appears beside your character portrait to see their equipped badge.

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  According To Plan Rework (Tactician Parry)
Posted by: Snake - 02-12-2024, 09:02 PM - Forum: Suggestions - No Replies

Since Tactician out of the three Soldier classes do not have a parry, I had a small idea on how to make something unique for the smart boys, through changing how the bloated and worthless 'According to Plan' is to something more usable.


Quote:According To Plan (Innate, Main Class-only?)

Studying the enemy's movements is essential for your own survival. You gain a chance equal to 30% + (Scaled GUI/2) to glance any damage from enemies you have marked with Watchful Eye, Analyze Weakness or Enemy Evaluation, reducing damage by 30% (+5% per Tactics Rank).

Additionally, hitting enemies with a Tome or Sword's Basic Attack will restore FP based on Rank (Swords will only restore half).

Rank 1: 6 FP restored.
Rank 2: 8 FP restored.
Rank 3: 10 FP restored.

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  Medical Kit
Posted by: Rendar - 02-12-2024, 08:56 PM - Forum: Quality-of-Life (QoL) - Replies (1)

Can we please make a new "Medical Station" map icon.

The only thing craftable at these crafting stations will be medical supplies, which will be Each of the Injury fix kits, and potentially bandages.

And also throw this as a new 'listing' on the Portable Science Kit. Please. I'm begging thee. It's silly that mappers have to put a MIXING BOWL in the hospital just so we can get burn ointment.

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