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  Witness true strength
Posted by: Raigen.Convict - 09-06-2023, 10:22 PM - Forum: Balance Fu - Replies (31)

Alright it's time to open this can of worms. Would like strength as a stat to apply .5 crit damage per point. I know most of you would agree this makes full sense and has honestly very little going against it given it's 100% possible to scale a strength weapon with like 60 strength, have 50-60 skill, 40-50 luck, and then tack on whatever last stats you have among defenses, but when you factor in guile, you miss something necessary suddenly and now feel entirely inferior for it, wether its actual scaling on your crits or some defensive stat. Its time for that to end. This change will allow strength scaling weapons to actually feel worth using again that arent just axes or excel.

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  Auto Summon [2.76c]
Posted by: renowner - 09-06-2023, 09:35 PM - Forum: Bug Reports - Replies (1)

Auto summon gives you the drain as a battle begins, as it summons before the round starts. But round 1 doesn't give you your fp regeneration or anything, so you pretty much start every battle with less than max FP. I assume this isn't intentional, but i'm not entirely certain.

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  Chimera Mutation Ideas (and +2 Traits)
Posted by: Snake - 09-06-2023, 06:47 PM - Forum: Suggestions - Replies (2)

This is fully based on the Chimera-Eat-Type verb in the Test Server as I see them and get ideas, so some of those may be for comical reasons (they'll be obvious, but for the youngins who can't tell, I'll put a red color over them), and most being serious suggestions. 

Viewer discretion advised. 

Please don't judge the balance on those, it's obviously gonna be wacky. But feel free to pitch in your own suggestions/views over what each could be in your opinions.

Quote:Trait - Metamorphic Stability

Your body has finally grown resistant to being modified through what you eat. You cannot gain mutations from consuming Monster Corpses, however, consuming monsters them will heal a bonus +15% HP and FP on top of the base heal.

Quote:Trait - Sudden Feast

Fools rush in where angels fear to tread. In your case, you're rushing for a bite. Grants a Chimera Racial Skill that can be equipped, named "Sudden Feast".

Requires 25 Physical Stamina to use, and costs 4M+. On use, target a monster enemy within 5 range and leap on it, tackling it down and biting it several times while dealing protection-ignoring Pierce damage equal to Character LV + 50% of its missing HP and healing your HP/FP equal to 50% of the damage done.

If this skill defeats the target, it counts as if you consumed its corpse, gaining the effects and/or mutations, and all enemies are inflicted with Fear and Hesitation LV50 permanently against you.

You can only use this skill once per battle.

Quote:Chimera's Otherworld Perception

Soul/Undead Mutation. Grants you the ability to see and interact with Spirits or Spirit Masses without the need of talents or traits. Grants an additional option which allows you to consume those to restore your HP and FP.

Quote:Chimera's Gel Secretions

Jammer Mutation. Grants +2 HP regeneration. There is a Character LV% chance that any injury you receive in battle will treat itself immediately as you receive it. +5 Water ATK.

Quote:Chimera's Goblin Ingenuity

Goblin Mutation. The fuse for Bombs is lowered by 1 round (min. 1), and traps you lay become empowered twice as fast each round. Your body can be further decreased in size for customization. You can now select a Green body as a customization option. +5 Earth ATK.

Quote:Chimera's Beefy Body

Goblin Giant Mutation. Grants you +10% max HP, but reduces your total Evade by 10% and your Fire Resistance by 25%. Your body can be further increased in size for customization. You can now select a Green body as a customization option. +5 Earth ATK.

Quote:Chimera's Sparkly Pecs

Mirror Mutation. At the start of combat, grants Spirit Mirror for 5 rounds. Grants an out-of-combat ability that allows you to copy over someone's appearance. (This follows the logic of Sandbox Items, so performing any limited actions such as logging off, exiting the map or entering battle will remove it.) +5 Light ATK.

Quote:Chimera's Helpful Masochism

Dummy Mutation. Every time you take damage, you regain FP equal to the damage taken. Being defeated in spars will yield your opponent bonus EXP equal to Character LV% of your own TnL (capped at 25% of their TnL).

Quote:Chimera's Irregular Form

Mutated Jammer Mutation. Every round in combat, you'll brutally change, making one Chimera Mutation be available while all others will be disabled. If there is 5+ Mutations and you roll Chimera's Chaotic Form as your mutation, you'll transform into a Jammer Queen for 2 rounds (+10 to all stats, can only use Jammer Queen skills or basic attack), while regenerating 20% of your maximum HP.

Quote:Chimera's Mind Trick

Possessed Mutation. Grants the Adapted Mind Control skill. +5 Dark ATK.

(Adapted Mind Control - Costs 25% of your maximum FP and 25 Mental Stamina to use. A chimera's adaptation to paranormal powers, giving them the limited ability to possess one enemy within 5 range. Using only 80% of your Status Infliction, you'll attempt to Temporarily Convert (2 rounds) an enemy monster, or inflict the target with Confusion if it fails (or they are not a monster) for the same duration.

Quote:Chimera's Forgivable Regret

Half-Human Mutation. Just like humans, but only half of it, so you can be half-ashamed about your cannibalism and/or kinks tied to it.

Quote:Chimera's Demonic Will

Demon Mutation. You gain access to the 'Devil Trigger' skill, without needing Demon Hunter as your main class. +5 Fire ATK.

Quote:Chimera's Loss of Words

Half-Human 2 Mutation. Technically supposed to be a full human, if it's Half-Human 2. You gain no real benefits from this, and you should feel ashamed for eating a human. Disgusting.

Quote:Chimera's Wired Nerves

Jelly Mutation. Grants the 'Adapted Wired' passive skill. +5 Lightning ATK.

(Adapted Wired - A Chimera's adaptation of 'Wired', which makes them electrically charged when struck too deeply, dealing 150% of Lightning ATK as Lightning magic damage when critically hit with a melee weapon.) 

Quote:Chimera's Parasitic Drain

Parasite Mutation. Grants the Life Drain skill and Adapted Infect skill. +5 Dark ATK.

(Adapted Infect - 3M. Costs 25% of current HP and 25 Physical Stamina to use. Inaccurately stab an opponent in 2 range with a tendril or tail protrusion (caps at 50% of your Hit, 100% if the target is stunned or grappled), injecting them with a mysterious poison that permanently drains 4% of their maximum HP every round and store as LV. Whenever you use Life Drain or vampiric effect, you'll remove the status and gain a bonus to the HP healed equal to its LV).

Quote:Chimera's Apocalyptic Form

Starbeing Mutation.
Grants the Starbeing Attunement skill, which lets you transform into a certain scouting entity from another world for 5 rounds.

Quote:Chimera's Stone Muscles

Golem Mutation. Grants the Consume Rock skill, +5 Armor/Magic Armor/Critical Evade and gain +1 HP per point of VIT. Reduces Water Resistance by 25%. +5 Earth ATK.

Quote:Chimera's Instinctive Rage

Minotaur Mutation. Grants the Adapted Trample skill and Matador Stance is treated as always active regardless of class, allowing you to store Rage Energy upon taking damage (This will be disabled while you are a Demon Hunter). Allows you to use Horns for customization options. +5 Earth ATK.

(Adapted Trample - Costs 150 Rage Energy to use. Onrush in a 7 size line that must end in an occupied tile. All non-Airborne enemies you pass over take Blunt and Darkness physical damage, and may be knocked down. If they are not knocked down, they are instead knocked airborne. These effects, when triggered, will also apply to you and immediately end the movement, however.)

Quote:Chimera's Babbu Mode

Insect Baby Mutation. Grants the ability to let out an unholy screech every time you want your momma to feed you, instantly killing all enemies around you. +5 Acid ATK.

Quote:Chimera's Final Form

Insect Cocoon Mutation. Upon being defeated, you will encase yourself in a cocoon and become inert/out of combat for 10 rounds. Monsters cannot target you, but non-monsters can. After that time has elapsed, you will revive fully healed with +20 to all stats.

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  [2.76c] Geladyne Edge
Posted by: Pyro - 09-06-2023, 09:28 AM - Forum: Bug Reports - Replies (2)

Using Ice Skate puts you on the very edge of the map.

[Image: XlDO4hh.png]

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  Scravus Thorne - Request for family curse
Posted by: Sawrock - 09-05-2023, 04:18 AM - Forum: Approved Characters - Replies (6)

Applicable BYOND Key - Sawrock
Character Name - Scravus Thorne
Request Type - Character Creation
Request Details -  


I'm requesting for a family curse. The curse would affect the firstborn child as soon as said child's curse-affected parent has died. Visible indicators of the curse are that the affected's sclera are red.

The curse itself is to obey the orders of the wearer of a specific ring, as long as the ring is both worn and touched by the opposite hand, both against bare skin. Due to the size of the ring, shaitans would be unable to wear the ring, but it otherwise would fit most fingers- it strangely never seems to be loose or too tight-fighting in most circumstances.

New orders have priority over old orders, so one could not order "never listen to orders again", as the next order would just trump such. Orders that are impossible to follow (such as "fly by flapping your arms really hard") are ignored, if the afflicted believes the order to be impossible. Long-lasting orders ("kill these roaches in my house and continue to do so for every roach that comes in") will continued to be followed until the orders are deemed impossible by the afflicted (the house is demolished, someone casts an illusion that makes the afflicted think the house is demolished, etc).

The ring would appear to be an ordinary gold ring with miniscule carvings on the inside of said ring. The ring would be Divine-enchanted, in such a way that it is indestructoble. The ring can still be lost, however- thrown into the ocean or otherwise.

As for who would have the ring? Unfortunately, I haven't thought of that yet. If it is required for the approval, I will post an update to this thread with such.

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  Toggle skill to control Aquamancer Crest usage
Posted by: Lewdcifer - 09-04-2023, 08:12 AM - Forum: Suggestions - No Replies

It'd be cool if Aquamancer got a toggle skill of sorts that disabled the additional effects related to Crests.

This is mostly so that certain skills like Call Storm don't consume crests when you don't want them to, since sometimes you need the crests for something else.

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  Pacifist Boon Brighten
Posted by: Pyro - 09-03-2023, 11:19 PM - Forum: Quality-of-Life (QoL) - Replies (2)

(Posted on behalf of Sammy)

Pacifist Boon should prevent the infliction of the Brighten status effect on the mage casting the spell, because the bonus damage from being attacked while having it causes Pacifist Boon to break.

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  Additional Signs
Posted by: Pyro - 09-03-2023, 10:54 PM - Forum: Quality-of-Life (QoL) - No Replies

Hello.

More sign options would be nice. Especially for posting outside of doors. Many of the current ones are very visually obtrusive. And while they do convey information, it'd be nice to have smaller ones that are more aesthetically pleasing.

Example:

[Image: image.png]

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  Magic Gunner Skill Ideas
Posted by: Snake - 09-02-2023, 05:42 PM - Forum: Suggestions - Replies (6)

Quote:Overwatch
3M
3 Skill Ranks
10 FP (+2 per Rank)
Utility Skill

Shoot first, ask questions later. On use, you'll lock onto a direction. The next enemy that moves within your line of sight, or uses movement skills will be attacked with a penalty of -15 Hit.

If the enemy is Feared, the penalties are doubled, but movement will be interrupted and they'll be inflicted with Clumsy and Slow LV2 until your next round.


Quote:Squadsight
Passive
1 Skill Rank

You're adept at picking up hints from your allies behavior, becoming an extension of them. This skill makes Overwatch's line of sight also take account of your allies' lines of sight, but the penalty is further lowered to -20 Hit.


Quote:Take Cover
1M
1 Skill Rank
Defensive Skill

A good perception of where to hide your boots is needed for a well-lived gunner. On use, target a location within 6 range that has any dense field objects. You'll tumble and become adjacent to it and gain 'Taking Cover' for 4 rounds.

While you are taking cover, if you are adjacent to any dense field objects, all enemy projectiles will be destroyed before making contact, and all basic attacks outside of melee range have a 50% chance to deal no damage.

Every time this effect activates, the field object will take 10 damage (If the object cannot take damage, the duration is instead reduced by 1 round).



Quote:Close-Quarters Combat
3M
3 Skill Ranks
10 FP (+2 per Rank)
Defensive Skill

Sometimes, the enemy will be in your face, but that doesn't mean you'll be defenseless. On use, holster your guns, becoming unable to use them, and enter a Close-Quarters Combat stance which empowers your Bare Fists with the Finesse scaling and gives you a Scaled SKI% chance to parry attacks from daggers and fists (-50% damage).

The stance can be dropped if you use the skill again, in which you'll pull out your gun(s).

Rank 1 - Grants the Disorient and Suppress skills.
Rank 2 - Reduces Grapple's Momentum cost by 2 and enables Riposte (50% base chance) while stance is active.
Rank 3 - Grants the Takedown skill.

Disorient Skill: Delivers a sudden jab to an adjacent target's face, dealing Blunt physical damage (+100% bonus Scaled CEL) and inflicting Clumsy for 2 rounds. This can critically hit.
Suppress Skill: Delivers a heavy knee to an adjacent target's gut, dealing Blunt physical damage (+100% bonus Scaled STR) and inflicting Silence for 2 rounds. This will interrupt Invocations.
Takedown Skill: Requires opponent to be Grappled. Slams the opponent over your shoulder and into the ground, dealing Blunt physical damage (+100% bonus Scaled SKI) and inflicting Knockdown. This will extend the duration of any Clumsy or Silence by 2 more rounds, and if it defeats an opponent, they'll be inflicted with Certain Defeat for 3 rounds.

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  [v2.76c] - Duyuein Crypt Map Fixes
Posted by: Nehemoth - 09-01-2023, 09:41 PM - Forum: Bug Reports - Replies (1)

Some of the tiles in the new crypt map have different densities or layers than they should have. I assume the errors are symmetrical on the map, and are also reflected in other places these tiles are used. The pink lines by the statues mean that I do not think there should be solid tiles behind where the statues' heads are.

Additionally, apparently this map can teleport you into the Sunken Forest's first map with those insect enemies if:
you log out while sitting in the top left chair of the left table in the central tree area, then log back in there. I have not been able to reproduce it, but I should mention it.

I also made a map request thread about this you can see here:
https://discord.com/channels/98021552141...2130209893


Screenshots and more info from mapper:



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