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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: 236)

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  Pain Proof
Posted by: Senna - 12-17-2023, 06:20 PM - Forum: Balance Fu - Replies (16)

Fuck it, why not.

Okay so, I believe Pain proof might need an adjustment. As it stands, it's just the worst guard. Its requirements are a little too steep for what's worth. A 50% reduction is nice until you realize you're not getting that full 50%; given how the game does bonus reduction; since it ain't no 'bodyguard', you're getting 25~35% worth of it.

That may still seem like a lot until you realize you're also losing 10% of your HP doing so, which only works against individuals who are marked with CC.

If you're a mad person that runs Afflicted spectre, that's like losing +100 HP, if not, you're losing 70~80 HP for a guard that probably reduces that exact amount of HP in damage you're using to proc the skill.

So it's pretty much 'You can't hurt me if I hurt myself more..!'.

A reason why the skill isn't used much if at all outside of a few rare circumstances.

So what I was gonna suggest was; to reduce the HP cost from 10% to 3%~5% and give it a two-round CD to balance it out.

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  Itemization vs immobilize
Posted by: Autumn - 12-16-2023, 10:08 PM - Forum: Balance Fu - Replies (3)

In the same way that there is itemization vs silences, there should be significant itemization against immobilize (and immobilize-like effects) available to players, it can be a shoe slot if you need the slot to be a sacrifice in some way. 

A few such examples off the top of my head could be:

-Heron feather like example that lowers immobilize/frozen/clumsy duration by 1 turn
-Shoes that give you a way to break immobilize/clumsy for 1m
-Torso item slot that makes you immune to immobilization (Like Braveheart)

I think Kameron brought this point up a very long time ago but I still think it relevant enough to bring up again still. If you want my opinion, a heron feather-like effect against immobilization results in faster builds having a leg up on immobilization spam, such as with Tentacles, soaked + ice damage etc.

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  Absolute Death is Underwhelming
Posted by: Deja Vu - 12-15-2023, 09:49 PM - Forum: Balance Fu - Replies (4)

Right now, Absolute Death's effects and passive extra strikes are flashy, but otherwise useless. The little 35 damage to targets is just not as good as Absolute Pace and Absolute Fear.

I would like to see this effect buffed. Such as Lingering Damage, Applying On-Hit, or Qualifying for Sheathe Sword's Hidden Cut proc.

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  The Spirit Problem
Posted by: Rendar - 12-15-2023, 07:16 PM - Forum: Balance Fu - Replies (10)

Spirits are notoriously either really good or quite literally just 5 extra damage (if that). Some skills go from 120 ele + 100 swa to 130 ele + 100 swa. Which isn't that much.

Meanwhile, other skills go from giving you 300+ extra hp to giving you 400+ extra hp. Not all skills are created equally in terms of spirits, and instead of saying "Lets just remove spirits", it's probably best to just touch up on the especially egregious ones that are, for all intents and purposes, insane whenever spirited.

Wraithguard: 300 hp > 400 hp
Second Set: 150 hp base > 200 hp base
Rain Trap: 1 extra tile (This is all around just a difference between it and other traps. Why? idk.)
Hell's Beating: Crit: +15%, Sound Damage: +30%, Hesitation: +5 lvl
Cherry Blossom: 10% extra earth attack, +50 on the global heal
Gentle Garden: Extra 60 hp on the heal (in most cases)
Pied Piper: Less that spirited Pied Piper is a problem, and more getting 50% DR pre-defenses is actually a problem. lvl 48 charm is insane.
Idol Step: I will actively hate this ability for ever. Gets an extra step.
Mass: 1 extra size
Rescue: 1 extra tile (This is mostly just insane with enhanced Mass)
Water Tentacle: +20% water attack (done every round for 10 rounds)
Brine Blade: Can get wonky. +20% water attack on every melee attack for basically the entire fight
Refreshing Flow: Everyone loves having 60 HP regen instead of 45 HP regen.
Needle: Extra needle, 48% light attack scaling.
Blink/Swap Position: Both get extra range, which makes them kind of insane but alright sort of.
Jetpack: 1 extra tile of range
Bash: Becomes 0m
Hanging: +1 range (more hit / tile traveled)
Haunting: +1 range
Forced Move: Bigger.
Winged Serpent: +1 range (but like. What else would putting levels into this do?)
Pinball Strike: I don't think literally anything in the game should have an eight tile knockback. Seven tiles is already borderline insane on a teleport.

I'm almost certainly missing other classes having wildly insane Spirited potential that I didn't notice, but I went through the list of classes on the test server and checked what I saw what really stood out amongst the "+10% elemental attack" crowd. +10% SWA is, generally, more than +10% ele attack.. but it's generally in the same vein, and therefore alright in my eyes.

Realistically, the answer is "just make spirits equalized" or "Just make spirits a slight buff, rather than an extra skill rank".

Though, spirits as is, for certain classes, is just insane value for.. taking like 7% more damage maybe if someone's running a specific build.

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