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Cleanse Skills and Immunity |
Posted by: Snake - 07-07-2023, 03:07 PM - Forum: Balance Fu
- Replies (3)
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More often than not, a non-supportive Black Knight is left with only 3 points left over to decide between three skills that don't quite do much and require full SP investment to be barely usable. (Such as Steel Blood only going as far as to cleansing LV45 Poison). Not only that, but the skill does not prevent them from being reapplied in the same round they purify the skill.
Status effects often come along damage, so using the skill puts them at a pretty bad disadvantage. In terms of skills like these, and going as far as to include Recklessness from Magic Gunner, it's just wholly superior by one simple factor: It gives immunity for a few more rounds. So, technically, it makes the 3M investment worth the action.
This is not the case here, so I'd like to request at least for all skills which have their sole purpose be removing a single effect to give at least a 2 round immunity. The following skills are listed below, and the changes to this should be exclusive to investing SP on it:
Quote:Black Knight
Steel Blood (Rank 3) - Immunity to Poison for 2 rounds.
Steel Mind (Rank 3) - Immunity to Fear, Hesitation, Charm for 2 rounds.
Steel Body (Rank 3) - Nullifies additional effects that reduce your bonus DEF for 2 rounds.
Martial Artist
Cleanse Body (Rank 5) - Grants Debuff Immunity LV1 for 5 rounds.
Engineer
Bashfix (Rank 3) - Grants Debuff Immunity LV1 for 5 rounds.
Void Assassin
Obscure (Rank 3) - Immunity to Watchful Eye, Glowing, Claret Call and Hunted for 2 rounds.
Lantern Bearer
Guiding Light (Rank 3) - Immunity to Blind for 5 rounds.
Tactician
First Aid (Rank 3) - Trickery also grants Debuff Immunity LV1 for 5 rounds.
Firebird
Burn Away (Rank 1) - Grants Debuff Immunity LV1 for 5 rounds.
Performer
Curing Cantus (Rank 1) - Grants Debuff Immunity LV1 for 5 rounds.
I'd say Priest has too, but it so does have a passive that gives 5 round immunity to allies and half of that to self after the cleanse, so it's fine on that aspect. So does Aquamancer with Purifying Aquae, since it doesn't really target something specific and it only reduces the duration.
How about it?
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Flame Art: Poison / Flame Art: Purification |
Posted by: Snake - 07-07-2023, 02:30 PM - Forum: Balance Fu
- Replies (1)
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![[Image: image.png]](https://cdn.discordapp.com/attachments/568875587502997518/1126878122357301368/image.png)
This is not really very good for what it does, in both damage and poison chance, and I believe it can be made better by a large margin with a simple change.
Quote:Flame Art (Poison)
Flame Art trait (only 1 can be selected). This Salamandra's flames have gained the oddity of the wyvern. Fire damage that deals at least 50 damage have a chance to inflict Poison LV X (X = Character LV/4) for 2 rounds.
If the target is already Poisoned or Burning, the effect will instead corrode them, dealing bonus Acid magic damage equal to the Poison LV (or Burn LV, whichever is higher) + Acid ATK, which ignores armor.
This effect has a 1 round cooldown.
![[Image: image.png]](https://cdn.discordapp.com/attachments/568875587502997518/1126880665913278484/image.png)
For 3 rounds of cooldown that doesn't prevent them from reapplying any buffs, this is also pretty unusable. So, to justify the cooldown, this could work better:
Quote:Flame Art (Purification)
Flame Art trait (only 1 can be selected). The flames of the Salamandra purify magic it touches. Salamandra Flame will also replace 1 random stealable beneficial status effect from the target with Burn LV X (X = Character LV/2 + Scaled SAN + 50% Fire ATK) for 2 rounds, and disable absorb, reflect and immunity to Fire damage as a sub-status of Burn.
The effect puts Salamandra Flame a 3 round cooldown, but if the target has no eligible beneficial status, this effect will not activate and no cooldown will be applied.
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Area Transition Blackout (2.74c) |
Posted by: ThatOneHop - 07-06-2023, 07:15 PM - Forum: Bug Reports
- Replies (1)
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When exiting the area from the massive wind crystal, the screen itself just goes entirely black. This was tested both with area transition on and off.
1) Go to the massive wind crystal west of Duyuei and enter the warp to get down there
2) Go back up to leave because your business there is done
3) Go blind until you transition to a different map or relog
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Character Application: Blood Eyes |
Posted by: Senna - 07-05-2023, 10:45 PM - Forum: Approved Characters
- Replies (3)
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Applicable BYOND Key - Snowsen
Character Name - Hidden (DM for name)
Request Type - Ability/RP Character ability.
Request Details - Pure Bloodlust
A powerful death aura that may create illusions based on the person. Anything created solely out of the user’s bloodlust. When active, this bloodlust infects everyone nearby. The fight-or-flight response of those impacted will have an effect. It has a structure based on the person it affects and the instincts it awakens in them.
- Those who are ready to fight yet have self-preservation are nonetheless impacted by this, but to a much lower extent. Something that could make others feel a little anxious or make them wary. It is up to the victim how they resist or how much it affects them.
- Those who are only concerned with their own survival do not want to fight, but prefer to live. The people most impacted by this will be those who desire to continue living. If they do not leave the location, illusions of their demise will repeatedly play until they pass out. The victim decides how long it takes and how they effectively resist it.
- Those who don’t want to fight but are always eager to give up their lives have a desire to die. Normally, this aura doesn’t affect them because they have no fear of dying. They can’t get rid of the fear that their bodies could get incapacitated.
- These folks are just too vicious to be influenced by this effect; they both want to fight and desire to die. They simply see the user getting ready for battle. Nothing more and nothing less.
How is the rating calculated? It works on a dangerous scale. The individual will select one of the four alternatives based on the amount of risk and what they wish to accomplish. But if the user activates this Aura, they must consent to being in a level 3 or 4 of danger.
- Danger level 1~2 individuals will be impacted. 3 to a much lesser extent; they can handle it, but it is undoubtedly a terrifying experience. The fourth degree of danger is unaffected. These are those who are willing to risk their lives.
A fear factor and also an out to give individuals that does not want to fight or be around a danger level 3~4 scene.
Reason why you are making this request (if applicable) - DM for more info but public reason….Something that developed within the character itself. Its lawful evil nature showing as well as its weaponizing its bloodlust.
Roleplay & Lore supporting your request - It's base on things like Death Gaze, Black Knight's intimidating and so on.
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Geist Schritt Direction |
Posted by: MuniCuz - 07-05-2023, 04:01 PM - Forum: Balance Fu
- Replies (2)
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Geist Schritt can make your character move, but not turn them around to the direction moved, which is really awkward as a defensive/evasive tool that can leave your character open to flanking. I think it should be changed to actually change character direction on proc.
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(event tools) New battle pvp horde mode |
Posted by: Lolzytripd - 07-03-2023, 07:34 AM - Forum: Suggestions
- No Replies
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If we -ever- have a war again in korvara we need something like the described battle mode proposal.
"dynasty warriors mode"
The mode can only be initiated by an Eventmin
The eventmin Selects a Team of npcs for Side A and how many spawn at start
The eventmin then selects a team of npcs for side B and how many spawn at start
The eventmin decides if Total control is enabled for the leaders of the parties
The eventmin sets the Kill goal for the battle
The eventmin then selects a party from a list of all parties on the current map for Side A, then Side B
A counter loads above the battle map displaying the number of npc's defeated
Every three rounds or when there are no npc's a new group will be spawned (Similar to the function of the Seto Raid)
Players take 75% reduced damage from other players
Players deal full damage to npcs
Players take 50% damage from npcs (so event mins don't have to spend time making horde mobs and pve only fight mobs)
Effects that target all Allies do not target non summoned npcs.
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Martial Magical Inflicts |
Posted by: Pyro - 07-03-2023, 02:38 AM - Forum: Balance Fu
- Replies (10)
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As it stands, certain class combos have it too easy busting down everything in their path. Namely, martial classes with a subclass in hexer. Don't like a mage? Black bubble. Tank? Wretched oils. It's free. It's easy. It's simple. It's build a counter with no investment.
And sure, you could argue that they should build SAN. But who can reasonably build SAN in the modern day that isn't a Bard or a gimmick build? Who can build faith on their normal mage character?
I think that casting spells without a casting tool should cut the inflict rate in half. The average no WIL martial/caster will have somewhere around 120-130 status inflict (very situationally dependent), meaning that the rate suddenly becomes 60-65. You still have a chance, but it's no longer weighted completely in your favor. People should be made to invest in the relevant stats and use relevant weapons.
Or just use arcane, I guess. It reduces your damage which is an okay enough balance.
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Character Request - Employed at Geladynian Inn, Advanced Age |
Posted by: the REAL Minos Prime - 07-02-2023, 09:04 PM - Forum: Character Applications
- Replies (1)
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Applicable BYOND Key: RealMinosPrimeUltrakill
Character Name: Mikhail "Misha" Morozov
Request: Affiliation with pre-existing group, considerable age.
Misha is a very old Geladynian Elven bartender, having recently celebrated his 190th birthday - almost as old as Geladyne itself. Misha is a freebooter, employed by Tyrus Gelfeather (the Geladynian NPC Innkeep) as a bartender. I know I probably don't have to ask for something like this, as the Geladynian inn is obviously not what you'd consider a "major group", but it's a pre-existing group nonetheless so I thought I should. I also thought I should ask about his age, since while it doesn't breach the limit of 200, it's still getting rather close so I thought to ask anyways.
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SL2 Version 2.74 |
Posted by: Neus - 07-01-2023, 11:31 AM - Forum: Announcements
- No Replies
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2.74
Event Tools - Spawner; The event spawner has undergone a huge overhaul with a much better interface and many new features.
- gm-heal-hp, gm-heal-fp; verbs that allow for healing of any unit's HP or FP of a specific value.
- gm-cool-teleport; allows teleporting to a tile in view with the Bonder Warp animation.
- Eventon Mannington; Event NPC that can be used as an inn without isekai-ing player characters.
Map Requests- Wanderer's Vale Dock - Courtesy of Appo
- Duyuei Western Checkpoint - Courtesy of Appo
- Added Drill Sergeant NPCs to Telegrad/Meiaquar training areas.
GM Tools- gm-name-change; new command which allows for changing characters names even if the player is offline.
Animations- The animation system received a significant backend overhaul to support features in the spawner, as well as optimize performance. If any animations seem off or broken, or sounds aren't playing for them, please report it on the forums.
New Character Race - Muridae, a new Kaelensia race, was added. Includes 5 new traits.
New Icon Parts- Half-Hair (courtesy of Skullcat)
- Cheese Wheel (courtesy of Skullcat, Mirror Shard)
- Mobster Suits (11 total, all Mobster stuff courtesy of Shujin & Kentaromiz)
- Mobster Necktie (Mirror Shard)
- Mobster Hats (5 total, Mirror Shard)
- Mobster Weapons (4 total, Mirror Shard)
Item Adjustment- Animal Pelt; Weight changed to 3 (from 1). Default material is now Furcloth. Item effects are now - +10 HP, +3 Power to Nature Spells. Evade Up LV 10 for 3 rounds on battle start (6 if you are Beast race). +5 Evade for every other Beast ally within 3 Range.
- Battle Maid Dress; Additional item effect - On Battle Start: Gain Evade Up LV 10 for 5 rounds if you have the Servant Training trait.
- Half-Plate; New item effects - +5% Slash Resistance, +5% Pierce Resistance
- Swimsuit; Item effects are now - +15 HP, 10% Water Resistance, On Unequip During Battle: Infliction-based chance to inflict Charm LV 15 on all enemies (5 rounds), and gain Evade Up (Undispellable) LV 10+X (X = item's Evade stat) for 5 rounds.
- Flower-Wreathed Tunic; Additional item effect - Gain +3 Evade for every plant special tile within 3 Range.
- Blood Whistle; Default enchantment is now Bloodsoaked. Additional item effect; On New Round: Feeds blood-hungry items.
- Goat Lord's Hooves; Additional item effect - +15% Lightning Resistance
- Flower-Wreathed Shoes; When summoning a Fairy Youkai, also creates a random flower tile (4 rounds) at a random tile within 2 Range of it.
- Ring of Life, Ring of Focus; Now gives +40 HP or FP respectively.
- Tsukikage; On Critical effect changed to Spelldaze (2 rounds).
- Hikage; On Critical effect changed to Lingering Damage Fire (LV 15, 2 rounds).
- Hayabusa Set Effect; Changed to; +2 Attack Range with Daggers. Movement becomes Teleport. If Tsukikage is main weapon - Moon Style. Critical hits generate Moon Crests (max 3) and grants Moon Reflection skill. If Hikage is main weapon - Sun Style. Critical hits generate Sun Crests (max 3) and grants Rising Sun skill.
Enchantment Adjustments- Magic Pocket; Now also grants +1 Item Belt Slot.
- Warding; Now also grants +3 or +5 RES (for Legs and Torso) respectively.
- Sweet-Smelling; Additional effect - Damage you deal with Whip weapons does not reduce the duration of your Charm effects.
Trait Adjustments- Exaggerate; Hesitation now lasts for 2 rounds instead of 3.
- Blow Kiss; Charm LV capped at 40. Cooldown is now 5 rounds (instead of 3). Bonus infliction rate is now +10% (from +20%).
Ghost- Haunting; Now has a 2 round cooldown. CD reduced by 1 if Rising Game level is 3 or higher.
Ranger- Flip Shot; Now has a 3 round cooldown.
Tactician- Titan Gale; Titan Ghost now only gives a bonus to SWA after it has been transfered at least once.
Verglas- Ice Skate; Now correctly flagged as a movement skill. Now has a 3 round cooldown.
- You can now contract Youkai up to the maximum upper limit (12) even if you don't have the Faith required. (Available Youkai, as in those that can be summoned or apply for Sync Mind, still require Faith. This is just a convenience change.)
- Added Sunglasses to the Meiaquar Casino prize list.
- Adjusted the encumbrance weight of the following items to 0.1; Underworld Seed, Blue Cloth, Alga Plume, Bleeding Heart. To 0; Special Chocolate
- Lockpicking success exceeding 100% chance is now converted into a speed bonus (up to 1 second faster).
- Disabled swaying bridges outside of Darkwood Manor for reasons.
- Cached face-icons no longer contain information on player keys in the file name.
- Fixed a bug where Suzaku's Burning Strikes were not ignoring armor.
- Fixed a bug where pull effects could try to pull someone into an occupied tile.
- Fixed a bug where Charm Serpent affected all enemies, not just Snakemen and Serpentkind.
- Various bug fixes from the forums.
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