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  Patient Prayer + Mass
Posted by: renowner - 02-17-2023, 11:18 AM - Forum: Bug Reports - Replies (1)

Chorusaf's potential skill; 'Patient Prayer' has this range to begin with: 
[Image: 59906a00ac.png]
This is the normal 2 range diamond its supposed to be. However, if you use Mass, it grows to become this size, regardless of mass's rank:
[Image: ac9cf6130c.png]

Making it a three range diamond. However, I believe this may be a bug as i'm not sure Mass is supposed to grow it at all, since it remains this size regardless of how big your mass's boost is to begin with. (In the above example, my normal mass graft has this area of effectSmile
[Image: ecca05133d.png]

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  Trait Suggestion: Mystical Galdr
Posted by: Autumn - 02-17-2023, 12:49 AM - Forum: Suggestions - Replies (8)

A trait I rummaged around in my head, thinking it to be worth suggesting just on it's own, one that I think would be a fun little idea that follows the same logic as Mixed Martial Arts, but with a little bit more limited of a nature. I think that it would be both thematic and kind of cool for the races with natural born galdr magic to be able to use their voices as an instrument for the new bard classes.


Quote:Required: Theno, Doriad, Heron

Born with the natural gift of an enchanted seeming voice, singing comes so naturally it could be considered a helpful tool when utilized correctly. When you are equipped with no instrument weapons, you will always be able to use instrument skills anyways through singing, the Scaled Weapon Attack for your singing instrument will be equal to your Character's LV + 40, and has no additional effects when singing.




Thank you for reading and/or consideration, feel free to post your thoughts etc.

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  Seeker Flame Kamikaze
Posted by: renowner - 02-16-2023, 06:21 PM - Forum: Balance Fu - Replies (12)

Its evadable. Seeker flames are already weak and already have like. . . 1 in skill.
Please make it unevadable?

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  Turn order Shenanigans [2.70f]
Posted by: renowner - 02-16-2023, 05:26 PM - Forum: Bug Reports - Replies (6)

This has been an issue in the game for a good long while, and its infuriating to have it happen to you, and also infuriating to have it happen FOR me, as I don't like winning to buggy shenanigans. The main issue seems to be that when summoned units die, it reorders turns to allow slower people to move first. This generally allows for one side to get a double turn.

If you're fighting a summoner or an engineer, and you go down and they only have one unit left, it tends to allow them to move first in the next round.
Example: Summoner Joe goes down to Axeman Bob, Carbuncle remains standing. Turn order was always Joe, Bob, Carbuncle, now its suddenly Carbuncle, Bob which allows Carbuncle to move twice in a row, winning the battle despite always acting slower before then.

In 1v1 combat this tends to always allow the summoner with auto summon to move first even with no celerity too, as turns like to be staggered.

When your wraithguard dies it can still flip-flop turn order.
50 cel ghost with a wraithguard vs a 5 celerity black knight: Ghost always moves first as expected.
Instant wraithguard dies? Suddenly the 5 celerity black knight moves first. (Starting from the next round onwards, of course.)

This is often game determinative in the least fun way possible. 


Other issues:
Summoned units always act in the same section of turn order. Generally the bottom. But this becomes problematic when summoners fight each other. There's no staggering of turns for summoned units, so I've had battles where:
Person A, Person B, Person C, Person D, TEN YOUKAI OF PERSON A IN A ROW, then TEN YOUKAI OF PERSON C IN A ROW.
Which seems a bit silly for ten youkai belonging to one person to move before all ten youkai belonging to another person's.

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  Cerron Scepter, Burngada, and Similar.
Posted by: renowner - 02-16-2023, 02:26 PM - Forum: Bug Reports - Replies (2)

Doing a lot of tests with the +10% Power to X types of spells line of weapons, I got these results:




Quinlogram with 56 SWA and 25 lightning attack:  91 power Ryemei
Screaming tome with 56 SWA and 25 lightning attack:  86 power Ryemei
Quinlogram with 61 SWA and 40 lightning attack:  114 power Ryemei
Screaming tome with 61 SWA and 40 lightning attack:  109 power Ryemei
Quinlogram with 61 SWA and 40 lightning attack and pure power with only the weapon equipped:  169 power Ryemei 
Screaming tome with 61 SWA and 40 lightning attack and pure power with only the weapon equipped:  159 power Ryemei

Cerron Scepter with 105 SWA and 62 water attack, 189.4
Impaler with 105 SWA and 66 water attack, 184.2  (Used 120% Water scaling kel for both) So effectively:
189.4 vs 179.4


Seems that its only adding 10% of the weapons scaled weapon attack to the spells? So +5, +10? Except then, why was 61 SWA quinlogram only adding 5 more power? And then why was +50 or 60 spell power from pure power and maybe evocation adding an extra 5? It seems a little strange to me how this works, and if its not bugged i'd at least like the effects of those weapons to be stated a little more clearly. 

+10% Power to Aquarian spells sounds like they should get a 1.1x multiplier for example, if its really supposed to be +10% SWA, it should say +10% SWA.

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  Pet Rights
Posted by: Shadbase - 02-16-2023, 11:52 AM - Forum: Quality-of-Life (QoL) - Replies (1)

C-could pet-say and pet-emote get boxes to type in like normal say and emote?
(If they do already, then I am definitely having problems and need to be redirected to bug reports)

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  Heaven Below
Posted by: Trexmaster - 02-16-2023, 11:32 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Currently, Bonder's Heaven Below does not state its maximum level, so it's impossible to tell for sure if you meet the requirements to earn the 10% Drop Rate and EXP boost for getting its maximum level to 30 or higher.

Some indication of your current maximum level would be nice.

Also some clarification as to if the skill stacks with itself would be nice, too, in the unlikely event you have more than one instance of it active.

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  WASD Toggle
Posted by: firehawk11 - 02-15-2023, 02:33 PM - Forum: Quality-of-Life (QoL) - Replies (2)

Would be nice there was a way to quickly activate cores without needing to click them with WASD movement enabled.

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  2.70e Snow region trees giving Ashwood?
Posted by: Shujin - 02-15-2023, 09:33 AM - Forum: Bug Reports - Replies (1)

Not sure if bug or not, But I assumed since usually snow trees give coldbark, That this might be a bug, since the new region gives ashwood/devilbark instead.

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  [v2.70e] Cold Front Mystery
Posted by: Autumn - 02-14-2023, 06:50 PM - Forum: Bug Reports - Replies (4)

[Image: vCh8DD3.png]

The description for Cold Front states that there may be a bonus effect occurring from Ice Point Greaves specifically, so far during in game testing I have not seen a singular visible effect for Ice Point Greaves + Cold Front, including tests for:

-Seeing if Knockback breaks ice sheets (it does)
-Seeing if Knockback immunity prevents it. (It does)
-Seeing if it creates ice sheets along the target's path. (It does not)
-Seeing if there is an additional damage proc similarly to Axe Kick. (there is not)

After all of this testing I looked up the old patch notes and dug up this.
(https://neus-projects.net/forums/showthr...Cold+Front)

Quote:Cold Front - Knockback changed to 2 + Rank. Can now target tiles with deployed Ice Point Guards or empty tiles if you have Ice Point Guard active (it will deploy it in the tile you target). If the target is an Ice Point Guard, it will kick it the same distance. If it encounters an enemy, they take the skill's damage and are knocked back the remaining distance.

And so with that reasoning, I believe that this may either be a bugged mechanic which never shows up, or a simple error in the skill's description.

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