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  Three Approaches to Omina
Posted by: FernGilly - 11-30-2024, 09:32 PM - Forum: Balance Fu - Replies (2)

Thesis: Omina is in a problem spot right now.






There are a few notable traits about Omina that keep them from greatness. Their stat distribution isn't terrible, but it is lackluster compared to other species and, lore-wise, doesn't totally match up. Their racial abilities are screwy and they lack a racial identity that makes them stand out as an option.





What follows is the result of a detailed discussion between three Omina players about how to resolve the issues with Omina and breathe interest into the class as a whole.






Approach One: The Stat Switcheroo





This is the easiest approach to implement, but too many changes risks invalidating the work that players have put into their builds. Hesitance when it comes to stat redistribution is definitely warranted, but Omina are desperately in need of adjustments.




Lore-wise, what kinds of stats work well for an Omina? The answer feels easy, but a quick overview of each stat and where it sits for then right now reveals complications.




Omina favor evasion builds. They have CEL 7 and LUCK 4, both of them justified as having 'supernatural senses for danger'. These together are so overwhelmingly strong that any attempt to build outside the paradigm of the species (I run a Destiny Mage myself!) is fighting against their statblock... but what does their statblock do for them? They have GUI 2, which means they can't use guns very well. STR 4 gives them access to some Ranger approaches, and WIL 4 means that they have magic options open to them. Even so, nobody plays Omina to be good at dodging; they'll play species like Redtail or Felidae to maximise their ability to dodge. They won't play Omina for their damage output, either. A crit-based build could find success, but at what cost?




The question becomes: where is the flavor? What is the design philosophy of their statistics?


For a species which has been through hell, what sorts of stats are actually supported by the text? Ironically, they're the stats most neglected on an Omina-- VIT, RES and DEF. Vitality is a vital stat used by everyone, so having Vitality at 4 is at most decent... but their RES and DEF are a pitiful 2 each. For a species which, per the lore docs and their racial passives, drain the luck of everyone else, they should be good at casting curses. Instead, they're some of the weakest hex casters... which is ironic, given their high SKI also supports the concept of an infliction-based mage.




SKI 5-- Skill is a great stat to look at when making a lore-friendly statblock for Omina. Skill increases the odds your victim is inflicted with a status debuff, decreases their ability to dodge your attacks and increases ice damage. Why is this an Omina stat? Two of the racial moves-- Red Misfortune and Green Misfortune-- have strong relationships to ice. Green Misfortune trips someone-- almost like they were sliding on ice. As for Red Misfortune, making someone who steps on a tile lose movement... in this case, their whole turn? It sounds exactly like Ice Sheet tiles.




Sanctity 4 and Faith 2 are not doing much for Omina. With its poor choice of racial passives and Faith being a pitiful 2, these stats make no impact on any Omina-friendly build. Their stats could be appropriated elsewhere and few would blink or miss them.




Consortium notes about Approach One:





- Polkjim suggests increasing Omina's Guile. The text seems to support this, as they are more perceptive, and it would improve their flexibility.





- Nekojinn warns against shifting stats in a way that overly punishes evadie builds. Most players have already built to be evasive Omina.





- FernGilly thinks that increasing Skill has good lore synergies, as Skill is the stat most represented by their racial passives and abilities.





- Both FernGilly and Nekojinn agree that Resistance should be raised, even if it comes at a cost to something else; it feels more lore-friendly.





- Everyone agrees that Sanity is not doing very much for Omina. Sanctity can be lowered to 0 without damaging the racial identity at all.









To summarize: Omina's best stats should be CEL, SKI, LUC and RES, rather than the current statblock.





Approach Two: Adjustments To Racial Abilities









As anyone who has played an Omina can attest, Omina have pitiful, nearly useless abilities with some niche applications. The second approach to fixing Omina would be to adjust each ability slightly to make them more usable. Changes don't need to be big to have big impacts on each move's viability. An Omina SAN build does nothing special at time of writing, so the goal would be to make SAN a worthwhile stat to invest in.







Firstly, the racial move Omina's Curse is a non-button. What it does is that, for 3m and 10FP, you can apply three stacks of Fortune Vacuum... for two rounds. I don't think it's an exaggeration to call this the worst move in the entire game with no applications in any use case. I'm sure the veterans of this game could workshop a move that was worse than this one, but I'd be hard pressed to agree with them. 









Omina's Curse needs to scale based on SAN. At high levels, this move barely even removes 1 point of effective luck. Alternatively, lowering the cost of Omina's Curse to 1m momentum cost makes it a viable way to quickly build up Fortune Vacuum stacks and build the Unluck resource; many builds could make use of an ability like that, and it would support many of the other suggested move changes.









Speaking of Fortune Vacuum, that ability sits in a weird place. It applies one stack of Fortune Vacuum to every enemy... except boss monsters, and those who are in stealth, and not if you're confused or suffering from interference, and not to anyone already suffering from Fortune Vacuum at 3+15% of your SAN... not that you'd ever build more than three stacks of this, since there's no point making a SAN build and many fights end within five rounds. Flame forbid you are in a 1v1 PvP match, this passive is going to do nothing for you.









To buff Fortune Vacuum, you'd need to examine the premise-- increasing the maximum amount of -LUC this move inflicts is probably not the play, but making it easier to apply -LUC and to apply more in a 1v1 situation. My suggestion is to have it inflict 1 stack of Fortune Vacuum to 3+15% of SAN targets chosen randomly each round. Additionally, stacks of Fortune Vacuum applied to someone who is immune should still generate Unluck, preventing this species from being starved of their class resources.









Next up, Yellow Misfortune; no notes. This is an Omina's best move, and it has power equivalent to a class move. -15 to hit for 3m is incredible for dodgy classes! The only suggestion I would give is to make this move cost less Unluck, but if the other moves are buffed and the species is adjusted to better produce Unluck more consistently, this one wouldn't need any changes.









Green Misfortune suffers from a high cost for a small effect; a 3m trip which costs 10 unluck (requiring rounds and rounds of combat) for 15 FP... it's not bad inherently. Lowering the Unluck cost considerably and reducing how much momentum the trip requires would go a long ways towards making it viable as a move. A 2m Green Misfortune wouldn't be much different, but it would give many players more setup opportunities; otherwise, the 10 Unluck cost requires a considerably long time for a move which only reduces the victim's momentum by 3m.





Nekojinn believes these changes aren't enough, and we should be looking at a 1m Green Misfortune or even giving it area of effect. While I'm inclined to agree, those kinds of changes might fall under the next approach, Radical Realignment.









Red Misfortune needs to go. Even if it were effective and easy to cast (and with the 15 Unluck cost, you will not be using it), it would be too toxic to keep around. People being deprived of their turn is not a meta we want to encourage. Axe it entirely. Remove it from Omina's skillset. Replace it with something, anything else.









Consortium Notes about Approach Two:





- Nekojinn loves Yellow Misfortune. They DID suggest having it scale off stacks of Fortune Vacuum or SAN instead.





- Right now, 1v1 fights as an Omina are unreliable; racial abilities do nothing. Bosses are immune to Fortune Vacuum, putting us in a weird place.





- Red Misfortune is one of those moves we think people might balk at removing, but it needs to go, especially if the other moves improve.





- We want Unluck and stacks of Fortune Vacuum to be generated more consistently with high SAN.





To Summarize: The Omina's Moveset Could Do With Some PvP Friendly TLC




Approach Three: Radical Realignment



Well, this is the part of the suggestion box where we throw the baby out with the bathwater and suggest something COMPLETELY different. Omina are in such a bad place, literally adding anything to their kit would be seen as a positive. Let's go over a few 'wild' ideas that aren't so wild.




Replace Red Misfortune with the choice of temporary Flight or the Play Cute ability. There are two kinds of Omina, and having the ability to pick a trait for free which allows them to take a temporary Flight or Play Cute (exclusive to bird or cat Omina) would fill the gap Red Misfortune leaves behind. It's been suggested in another thread (Omina Deserve to Be Cute!) and should be reiterated here, since everyone seemed to agree on that thread.




Rework Omina like Hexers. Basically, give Omina hexes-- change their statblock to be about inflicting debuffs (high SKI, high WIL), make their debuffs matter more, give them a debuff that's inflicted when they're attacked, so forth. Really enable Omina to make other people suffer. Polkjim suggested this after I made my Skill being supported by lore remarks, and I like it so much I really want to push it.




Omina could use more Fae-related abilities. Omina are Fae, definitionally, and leaning into this fact might produce interesting moves and combinations of racial passives to make use of. Make us crave honey, make us trail feathers behind us, give us resistance to something fae are resistant to, give us an immunity to some debuff. Something to tie Omina to their heritage or show that they're a product of agglomerated Focus.




Make Good on Lore Doc promises.

Quote:While many Omina see their curse as that and nothing more, there are those who manage to become intune with it, learning to harness its potential and managing to assert some amount of control over it, having it target those who they wish to inflict with ill-fatedness, ranging from a simple inconvenience, to something potentially fatal.
None of Omina's racial moves can do damage. We can change that. We can make things worse.




Give their bad luck IC influence over dice rolled near them. This one is just a bit of flavor, but if we're throwing ideas at the wall, why not? Snack it, give them bad dice rolls. We're completely reimagining Omina in this approach.



Ice Ice Omina Baby. Rework Omina so they're all about ice. Putting down ice sheets, slipping on ice, ice sliding. Whatever. Any element works, really-- darkness, fire, lightning. Omina being elemental would be very flavorful. Okay, this one's a joke suggestion, but...




Forget the lore! Catbirds! Give em all flight after a Legend Extension! These suggestions are getting a little silly. I'll wrap the discussion here.



To Summarize: The Omina Needs A Fresh Coat of Paint


I hope this long, extra long message brings with it some long-awaited TLC to a maligned species and helps bring it out of the shadows of the Redtail. I love playing as an Omina, I love being an Omina, and I want to share this love with other Omina players, but players avoid the Omina like the plague. Perhaps that's appropriate. Perhaps I've said too much; in any case, I hope that you can all find it in your heart to give more suggestions on ways to treat Omina right in this messed up world of Korvara.

-FernGilly, Local Catbird Enthusiast Who Made An Account Just To Say All This

Before anyone asks; I do not know why there are so many spaces...

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  [Tool] Omen's SL2 Toolkit/Log Converter
Posted by: systeromen_ - 11-29-2024, 02:07 AM - Forum: Guides - Replies (2)

Images

For a bit, I've been working on a program to allow you to convert logs into a more human readable format, and now I have a first release candidate for that. I plan to maintain it as long as I'm active in SL2, and if I'm not, it's primary Github is here.

Basically you can load any log file you save from `Help -> Download Latest Chat Log` and boot it up in the program to suit it to your settings. Having a character who runs therapy, logging can be kinda rough sometimes, and I wanted something to make that a lil easier.

Within the program, there's little tooltips that let you know what to do.

Any logs should generally be placed in 'put_logs_here', which will let the program autoload them on start, but when in the program there are ways to open them from just about anywhere.

As with the Calculator, Any suggested/requested features or bugs should be sent here, in PMs, or on Discord. With Discord, if that becomes too much, I will let people here know that.

Anyways, here's your...

Download Link:
https://github.com/thatonekriegerwriter/...r/releases

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  Korvara - Safia Magic Request
Posted by: Illumi - 11-28-2024, 11:57 PM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Illuse

Character Name - Safia

Request Type - Character (Magic)

Request Details - 


I would like to have a character use ink based magic to keep it simple, primarily for flavoring purposes but I have other things planned that are rp centric such as simple creatures and the like that have a very short duration, tattoos and naturally art. For the purpose of entertainment and empowering others with short-term tattoos for more exciting and chaotic fights using EM aid.

There were plans for fights to be setup in which I wished to icly create very short term creatures to fight, or to use things such as tattoos with magical ink (That take time, much focus and effort to prepare) for very short term and limited boosts as an in lore excuse for buffs and the like for more fun in such fights for others or for creatures to excuse stronger creatures or animals.

Such things are intentionally limited and draining so as to have limits in place and to not extend it to other things for something more impactful. It is very intended to be contained.

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  Not my starsign [2.93 v4]
Posted by: matthewmwps - 11-28-2024, 07:23 AM - Forum: Bug Reports - Replies (3)

The description for the PEARL describes the constellation as being close to Venus, when it should say Mercury.

[Image: dbDM8Rx.png]

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  Dogs of War
Posted by: catabur - 11-27-2024, 12:23 AM - Forum: Balance Fu - Replies (3)

As a prolific Lupine player, in recent years the addition of Will to Lupine instincts has always been a little strange to me. When it activates, you gain some max FP, status inflict, and 1-2 Elemental Attack. Out of that, you'll probably be making the most use out of the Status Inflict, but that's not that helpful most of the time. People either have 0 or 130 Status Resistance. 

My proposed changes is one of the following:

WIL -> GUI
This helps focus improving the non-magical killability of the Lupine, giving anywhere from 2 to 10% more crit damage. 

WIL -> Power/SWA
This makes it so the Lupine is more damage focused upon lower HP, but also assists the rare mage Lupines. Since there is no softcap/hardcap to these, it never feels truly useless to invest in Lupine instinct. Power would be slightly more useful as it can play into other things like Rampage compared to being pure about damage.

WIL -> Armor/M.Armor
This plays more into making them difficult to kill. As they lose HP, their natural defenses become better, so that they can stay in the fight for longer. Although unless one really invests into SAN, 4-6 Armor & M.Armor won't be game-changing.

Out of these options, I would personally prefer the SWA increase to keep up with the theme that Lupine Instinct has of being Damage Stat, Damage Stat, Defensive Stat, Defensive Stat. Mages (who want WIL) and Bards (who probably just enjoy the bonus Sound Elemental Attack) would also suffer the less from the change to WIL with this.

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  [v2.93] Raid Wide Healing
Posted by: Druby - 11-27-2024, 12:17 AM - Forum: Bug Reports - Replies (1)

With the recent update allowing for raid fights, it was noted that healing would apply between all parties. It appears to be working for most heals, but Radiant Solace from Solblader does not heal raid wide.

Was tested during a mob test, where Radiant Solace on an Expanded Solsphere only healed party members and not other nearby raid members.

I am unsure if any other heals have this issue as this was not deeply stress tested due to the ongoing testing of mobs/mechanics at the time, but at the very least Radiant Solace is having this issue.

If other people notice this issue with other abilities or spells, feel free to put them in this thread as well.

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  [v2.93] Dungeon Lockup
Posted by: Druby - 11-26-2024, 08:00 AM - Forum: Bug Reports - Replies (2)

So this is a G6 only issue, but it appears as if whoever enters a dungeon and is the one to generate the floor has their controls lock up. You are still able to interact with the game, such as examining other characters, opening inventory and changing equipment, but you are completely unable to move or turn, or even click move.

Tested this between two people, and it happened reliably whenever one of us would be the one to generate a new dungeon floor in a Black Door.

Relogging seems to fix the issue, but it is rather annoying to have to relog every floor.

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  [v2.93] Duyuei Outpost Oddities
Posted by: WaifuApple - 11-25-2024, 06:45 PM - Forum: Bug Reports - Replies (1)

[Image: ICgb2oE.png]
You can stand on these sacks here. Not the bottom tile, though - just the other two.

Also under the dock tile the yellow stuff sack is on is a grass tile despite being under water. This problem is also mirrored, meaning it occurs on the other side too.

It also seems that the dock edge used visibly changes to a different piece (or something odd stacked underneath) when it reaches land.

[Image: 6bTBgvU.png]

You can walk under this fence tile (the one aligned with the floating pet).

[Image: fuE9Sp0.png]

You can also fish on the dock! Literally.

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  [v2.93] I take of-fence to this sink
Posted by: WaifuApple - 11-25-2024, 05:59 PM - Forum: Bug Reports - Replies (1)

[Image: gDLVjrv.png]

The bottom left of this sink in the new inn over in Duyuei Outskirts is now a fence!

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  [2.93] From The Heavens or so I thought
Posted by: Rendar - 11-25-2024, 03:52 PM - Forum: Bug Reports - No Replies

Heaven Kick is so ancient and decrepit that it counts tiles that you move over in the animation (When you go down) as being moved over in some instances.

The most egregious of these are Firebird Feather's are expended and placed upon every tile that your icon moves over, potentially draining you instantly. Furthermore, if there is a Solsphere, you actually proc it. As a victim of it, you take damage.. And I imagine if you're the one who owns it, you probably trigger Holy Aura.

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