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  [v2.78] Marching Band Bosses
Posted by: MothEnthusiast - 10-13-2023, 04:19 AM - Forum: Bug Reports - Replies (1)

When you have a marching band and set your options to 'music: custom only', you can hear your marching band music just fine in normal fights, but only silence in Korvara boss fights. Haven't tested with G6 bosses. My guess is that it's prioritizing boss music over the player's music, but since that's not custom, it plays nothing instead.

Which, not 100% certain if that would count as a bug, but it is disappointing since those tend to be the longest fights.

Tested on Winged Serpent and Bandit Boss.

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  Duelist - New Axe Skills
Posted by: Snake - 10-12-2023, 08:37 PM - Forum: Class/Race Ideas - Replies (1)

Quote:Stillcut

Axe skill. Strike the ground under you while driving yourself off-balance. You will attack all enemies in a 4 range circle. If you do not have Poise active, you will be inflicted with Immobilize until your next round.

Voltiger will make it so the enemies are all pulled towards you for X tiles, and increase the range, but it will not increase the damage.



Quote:Unfettering Swing

Axe skill. Requires you to be movement-impaired. Perform a spinning strike, targeting all enemies within 1 range with a basic attack, and then an uprising slash, releasing yourself from any immobilizing effects, and sending earth spikes in the shape of a 4 range star.

Rank 1: 6 FP, 50% Earth ATK, 80% Scaled WPN ATK
Rank 2: 10 FP, 60% Earth ATK, 90% Scaled WPN ATK
Rank 3: 14 FP, 70% Earth ATK, 100% Scaled WPN ATK



Quote:Daring Counter

4M+

Axe skill. Raise your axe and spin it mockingly, entering a defensive stance until your next turn while becoming unable to use Offensive Skills or Spells for the duration (Basic Attack and Riposte still work). The maneuver will increase your Evade and Critical Evade (Based on Rank), and make you immune to Flanking.

Every time you are attacked or suffer damage from skills or spells, the Counter Strike's LV is increased by (2 + Rank), or twice as much if you evaded instead.

Once this expires, you will perform a spinning Basic Attack that targets all enemies within 3 range of you, dealing bonus damage equal to LV to the first target hit.

If the LV ends equal or higher than 100, all targets that are hit will be knocked back for 2 tiles and may be inflicted with Knocked Down.

Rank 1: 10 FP, +15 Evade/Crit Evade.
Rank 2: 15 FP, +25 Evade/Crit Evade.
Rank 3: 20 FP, +35 Evade/Crit Evade.



Quote:Reckless Cleave

6M+

Axe skill. A powerful, yet reckless swing that leaves both you and the targeted opponent wide open. Target one adjacent enemy and cleave into them like a lawnmower, dealing physical damage of your weapon type which can critically hit.

If you hit, you will reduce their Physical Damage Reduction by 30% until your next round. If you critically hit, you can use this skill again for no momentum or FP cost. (max. 2)

Due to the reckless nature of this attack, you will also randomly receive 25-50% of the damage back as Kickback Damage.

Rank 1: 50 FP, 130% Scaled WPN ATK
Rank 2: 52 FP, 150% Scaled WPN ATK
Rank 3: 54 FP, 170% Scaled WPN ATK



=======================

Alternatively, just make all Duelist skills work with Axes as 'hybrid' clauses (I.E = Sword/Axe for Sidecut, and Polearm/Axe for Sillcut, etc.), which may likely cut most of the necessary extra additions to support axes.

I do not know about the ultimate skill, however. Eclair Lacroix's theme is for a sword swing, and while axes can do it too, it can detract from the weapon's specialty and theme. So just make it be Reckless Cleave as a new skill and call it a day.

Make it M E A T Y and spammable, since it makes that different from Eclair which is a long-lined swing-into-explosion and Lance De Lion, which ignores evade and guard.

Reckless Cleave could be something that ignores natural defenses, while being spammable if you are really lucky, or the opponent does not have the needed Crit Evade to stop it.

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  [v.2.78] tonfa parry red text is probably missing an exclamation mark
Posted by: Fern - 10-12-2023, 09:17 AM - Forum: Bug Reports - Replies (2)

every other parry shows an exclamation park! Eviter! Stalemate! Ice Point Guard! but not tonfa parry?!
probably unintended?!
[Image: image.png?ex=653a2e9a&is=6527b99a&hm=4a2...a53a24f82&]

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  Free for all
Posted by: Senna - 10-10-2023, 10:30 PM - Forum: Suggestions - Replies (3)

Just as the title suggest. A battle option that allows us to fight (Probably party members), in a free for all.

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  Remove Pretty Face Racial Requirement
Posted by: Poruku - 10-10-2023, 04:14 PM - Forum: Suggestions - Replies (3)

Aside from liches and dullahans, I'm pretty sure any other race can look pretty. The artificial skin of mechs doesn't make them less cute, and most corrupted don't even have anything wrong with their faces. You mean to tell me having butterfly wings makes someone suddenly not able to seduce others?

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  [2.78] Trap Extra Activation range
Posted by: Autumn - 10-10-2023, 04:01 PM - Forum: Bug Reports - Replies (2)

For some reason or another, and this is not stated anywhere, traps gain extra range specifically when enemies are pulled or pushed nearby with most pushes/pulls, tested using a variety but the main one that makes the easiest is Pulling Shot, I can also  confirm both repel and cold front's knockback types also work the exact same way.

I'm not sure why this occurs but as you can see, not changing the activation method other than by letting Prinny walk into it and then pulling shotting Prinny into it, the trap grows significantly in size.

[Image: RjlG58n.png]
[Image: gmzjrFx.png]


This does not occur on any Knockback effect that makes the opponent simply take a step back like Warning Shot, Shotgun's KB or Warding Staff.

Steps to replicate:

1.) Lay down a trap (Ice/Entangle are easiest to see)
2.) Pull or Push someone near a trap by using anything but the skills I excluded above.
3.) Observe

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  Caw caw v2.78
Posted by: Senna - 10-10-2023, 02:50 PM - Forum: Bug Reports - Replies (1)

If the user uses Roaring Falcon, it, for some reason, destroys the user's Sanctuary

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  Monstrous Resistance
Posted by: Rendar - 10-10-2023, 12:46 AM - Forum: Balance Fu - Replies (1)

Currently, if a monster is WEAK to an element, but has 6 sanctity or more, you won't be able to proc WEAK on them. This is especially true for the Volcano, which most of it's enemies should be proccing Ice weakness.. but because they have the slimmest amount of Sanctity, they don't.

It would just be nice for enemies, if they have the MONSTER tag on them, to not gain the benefits of Sanctity raising their Elemental Resistance.

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  Tentacles
Posted by: Entropy - 10-09-2023, 04:16 PM - Forum: Balance Fu - Replies (6)

Hey gamers remember when we all universally hated Explosion because it was free damage that you couldn't do much about, ignored evade, inflicted an annoying status effect (burn), and was unavoidable if the mage you were fighting went last? Which made it super good at killing dodgies, the main thing it countered?

So let's talk about Aquamancer! Specifically tentacles.

Dancing Water is, in practice, an evade-ignoring damage button that inflicts immobilize for two turns, and if you go last in the turn order, your opponent can't do SHIT FUCK ALL to stop it. Making it incredibly frustrating to deal with for dodgies, who often live and die by their mobility option.

My proposal is simple:

-Dancing Water no longer inflicts immobilize on the first round when it is summoned.

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  [2.78] Body Guardn't
Posted by: Rendar - 10-09-2023, 10:33 AM - Forum: Bug Reports - Replies (6)

Body Guard, when activated, is not reducing extra damage from Bonus sources.

Tested with an Electric Axe smashing me upside the head for 62 damage whenever the hit prior procced Bodyguard and put me in range.

The electric axe still did 62 damage on it's crit effect.

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