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  EE ain't reducting v2.77
Posted by: Senna - 09-23-2023, 04:23 PM - Forum: Bug Reports - Replies (2)

Enemy Evaluation doesn't seem to be reducing damage correctly. 

Before: 

Code:
System: Debug: Mercalan Mist Bonus Evade: 0
System: Debug: Before Use Skill called. Senna, Knight, Attack, 1
System: Debug: Protect - Checking Senna.
System: Debug: Protect - Checking Knight.
Knight attacks Senna with Longsword!
System: Debug: Mercalan Mist Bonus Evade: 0
Senna takes 83 Slash physical damage.
System:
* Initial Damage: 88 Slash Physical, flags: , sk: null, wep: Longsword / /obj/items/equip/weapon/swords/longsword
* play_atk_anim was 1.
* 117 Evade VS 213 Hit.  (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: 51 Critical VS 41 Critical Evade. (88)
* spec_flat_reduc was 0. (88)
* amp_multi was 1.05. (92.4)
* reduc_multi was 90.1. (83.2524);  MAG DEF, 9.9 PHYS DEF, 100 REDUC
* elem_reduc was 0. (83.2524)
* armor was allowed. armor_reduc was 0. (83.2524)
* Damage caps applied. (83.2524)
* Damage shields applied. (83.2524)
* Final damage was: 83.
Knight recovered 1 FP.
System: * basic_attack(atk:Knight,def:Senna,W:Longsword,dmg_mod:1,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 121. crit_dmg_flat was 0. attack_num was 1.

After:
Code:
System: Debug: Mercalan Mist Bonus Evade: 0
System: Debug: Before Use Skill called. Senna, Knight, Attack, 1
System: Debug: Protect - Checking Senna.
System: Debug: Protect - Checking Knight.
Knight attacks Senna with Longsword!
System: Debug: Mercalan Mist Bonus Evade: 0
Senna takes 79 Slash physical damage.
System:
* Initial Damage: 88 Slash Physical, flags: , sk: null, wep: Longsword / /obj/items/equip/weapon/swords/longsword
* play_atk_anim was 1.
* 117 Evade VS 154 Hit.  (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: 35 Critical VS 41 Critical Evade. (88)
* spec_flat_reduc was 0. (88)
* amp_multi was 1. (88)
* reduc_multi was 90.1. (79.288);  MAG DEF, 9.9 PHYS DEF, 100 REDUC
* elem_reduc was 0. (79.288)
* armor was allowed. armor_reduc was 0. (79.288)
* Damage caps applied. (79.288)
* Damage shields applied. (79.288)
* Final damage was: 79.
Knight recovered 1 FP.
System: * basic_attack(atk:Knight,def:Senna,W:Longsword,dmg_mod:1,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 121. crit_dmg_flat was 0. attack_num was 1.

This was used with a level 31.
[Image: image.png]

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  [v.2.77b] Unbound Nest
Posted by: JamOfBoy - 09-23-2023, 01:27 PM - Forum: Bug Reports - Replies (2)

Arbalest's Chained Leap cannot connect with Archer's Nests, despite Nests being a field object.

Tested on version in the title and on the testing server v.2.78 v3.

Unclear wording means this might be intentional: "where it latches onto the first dense tile, field object, or unit it encounters." Nests are not dense, but they are a field object. Arbalests being able to create their own hook points seems like the intended outcome of this interaction.

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  The Grammar Check (Weapon/Item Suggestion)
Posted by: Balor - 09-21-2023, 12:37 AM - Forum: Suggestions - Replies (3)

Tome

Accuracy:80
Crit: 10
Crit damage:105
Attack Range: 2
Power: 15
Damage Type: Blunt

Scaling 60 will/ 40 Str

Base effect: Basic Attacks deal 20% more damage to anyone who has less than 1 point in the Fluency talent. 

Potential skill: Book Smack inflicts knock down instead of reducing momentum to anyone who has less than 1 point in the Fluency talent.


My reasoning? This would be really funny.

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  [v2.77b] Many Talents
Posted by: Autumn - 09-20-2023, 04:11 PM - Forum: Bug Reports - Replies (2)

The following traits can be purchased regardless of the stat requirements met:

-Guardian Spirit
-Daily Prayer
-Song Writer

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  Snakey Boi 2.77b
Posted by: Senna - 09-19-2023, 05:35 AM - Forum: Bug Reports - Replies (1)

Snake shot isn't poisoning. It doesn't seem to be doing its inflict check for poison.

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Photo [2.7X] Unable To Create New Background Layer
Posted by: TheCommonNoob - 09-18-2023, 12:56 PM - Forum: Bug Reports - Replies (2)

As the title suggests on one of my characters the option to create a new background layer does not exist with "Blank" being the only one available.
When prompted to choose a background layer to edit, only the options of "Blank" and "Default" are available.

This character hadn't interacted with the background layer options prior to 2.71.

Attempting to edit or make a new layout (clicking the blank sheet):
-
[Image: CC2EnYb.png]  

Choosing between layouts currently available to me (clicking the sheet with the cogwheel):
-
[Image: SHile2v.png]

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  'Carry Item' for Guild Flag Skin tone
Posted by: Deja Vu - 09-18-2023, 02:35 AM - Forum: Bug Reports - Replies (1)

Upon selecting 'Carry Item' on the Guild Flag to attach the item to your sprite, the skin tone of said sprite turns black.


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  Elemental Oil
Posted by: JamOfBoy - 09-16-2023, 04:55 AM - Forum: Class/Race Ideas - Replies (6)

Arbalest's Accelerant is omni-elemental which is awesome, but the triggering factor, Oil Chain, is locked entirely into being fire damage. This is... counter-intuitive, and prevents the class from being truly coherent in terms of elemental specialization for anything other than fire.

It doesn't seem unfeasible for this to change.

Functionally (please correct me if I'm wrong) the fire tiles left by Oil Chain are identical to Cinder tiles. Why not ditch the flames for Cinders, then add elemental impact functionality? Ice sheets, Air Shafts for wind, Static Fields for lightning, with poor earth left with a tossup between rocks and flowers.

Alternatively, simply have Accelerant and Oil Chain share the same criteria for typing, keeping the flames and maybe making their colouration obvious as to what element they'll deal.

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  Tank Boxer
Posted by: Cogster - 09-15-2023, 09:49 PM - Forum: Balance Fu - Replies (7)

Boxer's in a weird spot right now but this isn't going to be a thread pitching a class rework or anything to that degree, I'm simply asking for some minor changes to some small hiccups.

The Struggle skill (granted when Frozen), Racial skills, as well as Guard shouldn't reduce your Sturm by 2. 

It's cool that Boxer gets rewarded for spec'ing into evade through Krahenflugel which grants you +1 sturm for evading something because of the nature of evade which incentives going harder in offense over defense.

But if you try to build a defensive playstyle with Boxer, you're automatically on the backfoot because you can't use Guard which is a major staple of playing a tank.

I feel that because Guard, and subsequentially any racial skill, punishes you by taking away Sturm. It tends to make Boxer feel even more narrow than it already is. It should honestly just restrict class skills and movement but nothing else.

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  Aliagmato v2.77
Posted by: Senna - 09-15-2023, 12:32 AM - Forum: Bug Reports - Replies (1)

Seems you don't get the range increase with Aliagmato regardless of your bonded. It's stuck to two range only.

I tested it with 3 youkai, 1 bonded, it was stick to 2.
A single youkai, bonded, it was still stick to 2.

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