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  (V2.73) Not so Obsessive Mantra
Posted by: Shujin - 05-17-2023, 10:58 PM - Forum: Bug Reports - Replies (3)

We tried making a Duo for an Event and played around with how Obsessive Mantra works. It does however not work how you expect it from the Description:
[Image: imag2e.png]

This part in particular. As it stands it does only TO the causer, not from. In battle it also says it behaves like that:
[Image: image.png]

So there is a inconsistency there. The idea for the characters was to be each others Obsessions so in that case going by the trait description, it would stack since each of them are both causer and receiver. That is however not the case so it remains at 10% healing boost, instead of the expected 20%

Furthermore... Obsessive Mantras healing almost doesn't apply to more than half of the healing from the game, which is a real bummer and cuts down the useage of this tier 3 trait alooot.

We tested it with only a few but I think know on which it would work from it:

DIDN'T WORK WITH:
-Potions
-Bard Heals
-Refreshingflow
-Black Elixir

DID WORK WITH:
-Graft

I assume it works with any healing that has NOT a fixed value, so I assume Phoenix, Healing discharge, etc would also be boosted. Stuff like Malmelo or ranger heals wouldn't.


I think this really reduces its usage from an otherwise thematically really cool concept of a obsessed couple that fight in a duo.
I don't know if its actually a bug, but its certainly not doing what the Trait Description suggests. It would be also cool if other forms of healing would also benefit from it, its a pretty niche trait that you can not really utilize on your own anyway.

Let me be more obsessed plox! its already almost never used as trait.

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  Orc Race
Posted by: Poruku - 05-17-2023, 10:23 PM - Forum: Suggestions - Replies (8)

So, every other race in this game is very similar to the others, allowing most playbys to be usable for most races... But I would like to see a bit more diversity in what we can see in the world. To be honest, races feel like they don't matter in roleplay 99% of the time, and it's a shame in my eyes. Usually simply "anime girl with different ears". I think races should be more different especially visually and in their origins, and it's really sad that we lost dullahan and lich for that reason. What's the difference between a phenex and a corbie in every day roleplay? Almost nothing. But I digress.


I suggest we add a green-skin race that originates from the earth. We have elves, but no orcs? Come on! It would be a fun addition that allows for plenty of playbys and would also make sense with the lore of the world. I believe a strong racial identity is a natural part of what makes roleplay enjoyable. The idea is to make them a race that has a primal feel, and abilities that focus on war, anger, and shamanic magic, especially isespian. I didn't want them to feel like lupines in the way that they get stronger on lower hp, instead drawing inspiration from dnd barbarians with the rage skill. I want the race to feel like you have this choice between shaman or warrior, to draw connection with the in-game mobs, and generally is very inspired by the in-game goblins and their abilities. They are a race focused on offense only, due to their aggressive nature, but I also wanted them to be fine to use with virtually any build while still having a few small specific synergies.

Also, it is my personal design philosophy that having simple but unique racials with plenty of traits to modify them is a great way to make a race iconic and impactful while also allowing a lot of build variety.


Orcs AKA Earth Children

Racial stats, vaguely:
High DEF (earth focused race)
High VIT & STR
Medium SKI, CEL, SAN
Low WIL, GUI
Zero LUC, FAI

Racial Skills:
Earth Child: -30% fire resistance, +15% earth and water resistance. Counts as GOBLIN race.
Rage: Active, 3m. Enter a rage that increases your SWA by 1 per 4 SAN +5 (minimum 8) and your vitality by 1 per 2 SAN +5 (minimum 15). When the rage ends, you lose the health you gained and become worn out lvl 5 for 3 rounds. Can't be dispelled or stolen. Lasts 3 rounds. 8 round cooldown.
Goblin Warrior: Gain +5 hit with polearm weapons. +1 power to polearm weapons for every 10 SAN.

Racial Traits:
Shaman: Req. 10 will, 20 SAN. Your rage increases your spell power by 10
Berserker: Req. 20 SAN. Your rage also grants you +15 critical (these rage traits are mutually exclusive)
Mud Mage: Req. 20 def, 20 vit. Deal 10% more earth and water damage to enemies affected by the Muddy debuff.
Tribalism: When you cast Rage and an orc ally is also already affected by Rage, you extend the duration of all allied Rage buffs by 1 round.
Warleader: Req. charismatic or exaggerator. When you use charismatic, exaggerate, or a tactician order while raging, allies also gain +1 to movement speed and +1 to their SWA for every 10 SAN you have until your next turn. These bonuses are doubled for orc allies.
Cool-headed: Rage is removed. You gain +2 FP regeneration, 30% status resistance against charm, hesitation and fear, and you gain +2 skill slots. When another orc uses rage, this trait is disabled for the rest of battle (you can use rage yourself).
Savage Warrior: Applies the racial to axes instead of polearms.
Bomber: You have a 50% chance to not consume a bomb item when used in battle.

Lore:
The goblin are a race of humanoids who live in primitive tribal societies. Not born from the blessing of a god, they are instead children of the earth who have existed for a very long time. It is said that the first goblins were literally born from the mud of the deepest abyss of the world, from the sheer power of the elemental force of earth. The wild goblins that exist in the world are far too violent and savage to blend in with society, but occasionally, a goblin is born with higher intelligence and a more powerful body. These so-called orcs are usually seen by the tribes as a symbol of change and war to come. They expect the orcs to lead them to conquest, where they sometimes become the fabled goblin giants. But if they are not sufficiently savage and vicious, they are rapidly cast out of goblin society. These orcs often end up joining civilization and learn to live in society over time, though they still retain their roots as an aggressive and primal race. Some orcs are born of orc parents and live just fine as part of society, though some of them return to goblin tribes and choose to live a life of war like their ancestors.

Leave a like for orc wife.

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  Sweeping The Competition
Posted by: Autumn - 05-16-2023, 11:05 PM - Forum: Suggestions - Replies (5)

I think it'd be cool if Greatweapons had a sweeping arc as their targeting range to sort of differentiate them from their non-great counterparts, this only has to apply to basic attack similar to Sweeper to be pretty cool to experience, the obvious downside is that durability is consumed per target as per usual.

[Image: image.png]

The Sweeper in question has been enchanted with Giant Gene, which is to showcase the usefulness of putting range increasing parts/enchantments on these targeting variants, which to a greatsword actually gaining a benefit from Huge Blade is pretty fitting to be quite honest.

There's not much else to really talk about, it would be a pretty small change overall that even gives Flavor to the most vanilla of Greatswords, Nelten. Please consider 

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  Skull Shield Peirce Bug
Posted by: Musicka - 05-16-2023, 06:55 PM - Forum: Bug Reports - Replies (1)

Skull Shield no longer deals bonus damage on Eviter.



Attached Files Thumbnail(s)
   
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  Nihilist Buff
Posted by: Autumn - 05-15-2023, 11:38 AM - Forum: Balance Fu - Replies (2)

I believe that Nihilist is deserving of a buff of some kind, not even a terribly strong one, but one that allows it to fulfill it's niche far more effectively, in sacrificing damage for the ability to play to your element correctly.

In PvP, both Red Letter and Circle Ring got nerfed, which diminishes the usefulness of Nihilist almost nearly entirely. As for PvE purposes it hasn't seen the best of use either given that modern monster design often has monsters either heavily resisting their element or outright reflecting it, both of these things Nihilist cannot target.

While I think that Indignant Idol does a great job at targeting resistances, I think that Nihilist should instead target Immunities/absorbs and reflects, giving an option to mages who simply do not have good ways of targeting certain monsters to actually deal with those monsters, for heaven's sake earth mages absolutely cannot deal with Minotaurs, its actually impossible by using Earth Magic, and there's not enough skill points to throw around in Evoker or Mage to use anything else effectively. So these mage types often just avoid the dungeon all together.

The tl;dr is that Nihilist's value decreased recently, so I think it should fulfill a mostly PvE niche by being able to ignore Immunities and Reflects alongside ignoring Absorbs, it doesn't need to target Resistances as that's something Idol already does. I am 99% confident that this change would have very little bearing on PvP, especially if Summoner was planned to have it's immunities slated in the future anyway.

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Smile Ghost - Fencer ? I hardly know'er !
Posted by: Ray2064 - 05-15-2023, 08:19 AM - Forum: Balance Fu - Replies (7)

This thread will essentially be discussing Ghost's current balance - not that the class needs to be nerfed or buffed in any significant way, simply....adjusted.

See, there usually are two types of characters picking Ghost as a class :

A- Basic attackers who wish for a class to make better use of that archetype, usually only making use of Ghost for the passives and utility it and Duelist grant. (Fleur, Poise, Wraithguard, Claret Call, free RES/HP...)

There is nothing quite inherently wrong with that, and is quite the popular choice given the many combo of classes like Ghost/MG, Ghost/Monk , Ghost/Ranger , Ghost/Boxer , Ghost/VA or VA/Ghost, use the class for little more than the reasons aforementioned for good results, most of the time simply turning their class into Initial Class +. Good for'em.

B - Duelists with no real other choice.

Here's where the problem lies. Duelist's promotional structure makes it so Ghost will be the option by default if you dare picking something as odious as a REGULAR sword, or god forbid, an AXE.

A fencer character who doesn't quite use a katana will often be shoved into the class by default, due to being unable to make use of Duelist's two other promotions efficiently.

Let us look at Duelist's sword options.

- Sanguine Star : Costs 4 Momentum and therefore cannot fit into the structure of Fleur combos if you want to act thrice this turn.  Next.

- Ghastly Strike : Outright mediocre, with no real use outside of very specific conditions during teamfights. You usually will have no reason to ever use this over a plain basic attack, or... Anything else, really. Next.

- Blood Spike : Uses two easily resisted elements and drains 8% of your HP, though one of those is at least guaranteed to have decent scaling.
It's at least ranged, magic damage and applies Claret Call, though by the time your Rising Game Level is high enough for the spell to truly be good, using it will likely do more harm than good. Eh. Next.

- Scarlet Twister : Pretty good pulling tool, though suffers the same issue of easily being able to be resisted and therefore potentially breaking a Fleur combo. The fact it drains 1/10th of your HP doesn't help much.

Let's move on to the second weapon that Ghost advertises itself as a class of in theory - Axes.

With base Duelist offering no real offensive skills to Axes and Ghost at a first glance offering such a strong emphasis over those, it gotta make up for it, riiiiiiight ?
Wrong.

- Reaper Scythe : SWA based Skill, in a crescent. Costing moderately heavy FP. Great. Except not so much for a Weapon Type that mostly focuses on BASIC ATTACKING. Furthermore, the fact that you'd actually actively want to avoid using the Skill against a Guarding enemy, lest you wish to waste 20 Claret Call stacks to break a 1M Guard for one turn. Next.

- Cut Down : Stuffers from the same issue as Ghastly Strike where its only truly useful in specific team fights situation. Though in an actual 1v1 , well. Why would you want to actively consume your Claret Call stacks to inflict a reduction of their defenses for 3 rounds when the stacks would've increased your physical damage in the first place if you just kept basic attacking.

Dark Imbue : The dark bonus damage is essentially worthless due to not ignoring armor or DR, and while 15 hit is nice, the ridiculously low duration of 3 rounds essentially means you'll only use this when in an utter pinch.



Spells : Already defined in the Sword section.


Special mention to Ether Invitation also breaking the Fleur combos due to being 4M , though that applies to all weapons and is therefore not exclusively a problem for swords or axes.


Tldr, make Swords and Axes actually good for Ghosts.

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  Trait - CQC Mastery
Posted by: Snake - 05-14-2023, 10:01 PM - Forum: Suggestions - Replies (2)

Alright I caved. This is my honest thread about it.

Quote:Trait: CQC Mastery
Req: Mastery of Weapon Arts, 20 SKI.

You've trained for a good while in the arts of Close-Quarters Combat and know all of its basics. Enables two Special Maneuver actions while Grappling an enemy, or being Grappled by an enemy.

Quote:Grapple - Slam

1M, 2 round CD.

Can only be used while grappling. Great Accuracy. Slam the enemy into the tile directly behind you, dealing (Your Character LV/2 + their Battle Weight) as Blunt physical damage that ignores protection.

Additionally, if your Scaled STR is higher than half of their Battle Weight, there is a chance (70% of Status Infliction + Scaled STR/2%) that they will be inflicted with Knockdown.

(TL;DR: This is like Turnover that costs 1M and has a conditional Knockdown tied to it. Great Accuracy should force a glance, if it misses.)

Quote:Grapple - Takedown

3+M, 5 round CD.

Can only be used while grappling. Great Accuracy. Simultaneously sweep the legs (or facsimile) of an enemy while delivering an open palm to their face, dealing (Your Character LV + their Battle Weight) as Blunt physical damage that ignores protection, while knocking them down along their wits.

This will inflict a sub-status to Knockdown, named 'Takedown', which will randomly reduce an extra 1-2 Momentum when you get up from a Knockdown.

(TL;DR: This is like Fegen, but does damage and inflicts a more severe KD. Great Accuracy should force a glance, if it misses.)

Quote:Grapple - Reversal

3M, 5 round CD.

Can only be used while being grappled. You attempt to turn the tides against the one restraining you. On use, you'll be prompted to enter a series of directions. If you enter them all successfully, you will become the owner of the Grapple and extend the duration until your next turn.

(TL;DR: This is like Urazawa, with a different bonus effect that can be funny when used against Ice Giants. "No u!".)

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  Talent Suggestion - Shield Expertise
Posted by: Autumn - 05-14-2023, 10:27 AM - Forum: Suggestions - Replies (13)

This very likely won't make it in, but I feel like sharing my ideas for once anyways.


Quote:Talent - Weaponry - Shield Expertise
1.5 SP Per rank

Guardian - 1 SR

While guarding with a shield equipped, when hit by a projectile attack, the projectile will vanish. (You will still take damage.)

this effect is lost if you are guard broken.

Stalwart - 4 SR

While wielding a shield, gain armor equal to SR, amount increased by 2x when guarding, this bonus is lost if you are guard broken.

Phalanx - 4 SR

While wielding a shield, adds SR * 5 damage to counter-attack skills when you have taken damage while guarding this round, this bonus is lost if you are guard broken.

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  Removing Youkai Contract Amount Limit Due to Redundancy
Posted by: Fern - 05-14-2023, 06:30 AM - Forum: Quality-of-Life (QoL) - Replies (22)

It'd be a good idea to make it so there isn't a limit to the amount of Youkai you can contract. (I'm not referring to the active Youkai limit.)
  
As it stands, you have to use a fruit to restat so that you can get as much FAI as possible and get all the Youkai then restat again to go back to your normal build, which feels like very unnecessary steps.

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  [v.2.73d] Weapon Autocharge (Conversion Gloves) reduces Schwarz Sturm
Posted by: Snake - 05-14-2023, 12:08 AM - Forum: Bug Reports - Replies (1)

Like the title says, receiving Lightning Damage and activating Conversion Gloves' Weapon Autocharge reduces Schwarz Sturm for some reason.

Likely because it counts as if using the 'Charge Weapon' skill.

This is unintended as the previous effect of those gloves never reduced that and now they're suddenly doing that. It might also be the case for Dancer's Tempo, but I did not test it.

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