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zericosmic
Korvara - Oni Character H...

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[Korvara] Akuma - Request...

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[v2.99] Dynaxis

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Green hands, green with e...

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[2.96d] Lost Belt

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AkaInuHime
[v2.99] Smallkuchi

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v2.99 Landing Deos Danzai...

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SpaceShibe
Solblader Thread (But not...

Forum: Balance Fu
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[2.99] Toyatori's Bladed ...

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  Magic/Enchantment Application
Posted by: Nekojinn - 06-21-2025, 06:21 AM - Forum: Applications - No Replies

Applicable BYOND Key - Nekojinn
Character Name - Kuroun Sugar
Request Type - Magic/Enchantment
Request Details -  

A special enchantment applied to the Golden Flame Badge, which is a badge made out of Planetarium and Orichalum in order to improve it's magical capabilities.
The enchantment itself would be based on a 'failed' experiment on trying to replicate the Feathered Serpent's Shed Light ability.
While the Feathered Serpent is able to negate all damage for one round(I don't know how much time that would be IC) and then retaliate it back, this enchantment would only create a shield against fatal blows for less than a second, it would be an 'inmovable wall' during it's activation, and then break, leaving it's wearer vulnerable again.


Specific Request - An enchantment that protects the wearer from one (1) fatal strike, then break.

Reason why you are making this request (if applicable) - My character has joined the Golden Flame Kader, and given she is a long-time enchantress, she would like to give her best to make something special and that would protect her friends.

Roleplay supporting your request - If this is approved, I will pass it along to Geladyne's R&D or Archives to properly help my character make the enchantment, she won't be making it by herself, I can make a follow-up post with screenshots of whatever we do towards this, I would likely attempt to have maybe a one-off event capturing a Feathered Serpent, that depends if I can get an eventmin, otherwise I'll just get some friends to fight the normal Serpent with me mechanically. 

Lore supporting your request - Feathered Serpent exists, so while I believe it would be very difficult/near impossible to perfectly replicate Shed Light's effects, it would be very cute to end up with a failed although still useable enchantment out of it. I would also like to add this would be a costly (ICly) enchantment to make, so this won't give every Geladynian soldier a one (1) fatal strike protection, only Golden Flame Kader and whoever helped on the research.

I still believe the ability to protect from one (1) fatal strike is pretty strong, so maybe after the original amount of Badges is made, no more could be made in the future? This would have 0 mechanical impact and only really be a roleplay ability.

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  [2.99] Headless Minotaurs
Posted by: MultiWonder - 06-20-2025, 09:50 AM - Forum: Bug Reports - No Replies

Minotaurs can't be targetted with 'Headshot'!
Hungry Fungus can't either!

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  [2.99] Yummy Rocks
Posted by: MultiWonder - 06-20-2025, 09:02 AM - Forum: Bug Reports - No Replies

Stone Eaters and Giant Giant Goblins no longer use the 'Consume Rock' skill in order to get the 'Rocked Up' status back.
They haven't done so for quite some time.

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  [v2.99] Watching grass grow
Posted by: AkaInuHime - 06-18-2025, 09:22 PM - Forum: Bug Reports - No Replies

Jack 'o lantern's sync mind passive seems to be the original regrowth, not the reworked sinister regrowth the youkai has.

A whole 3 regen, literally unplayable

[Image: oa87g3.png]
[Image: tuyxb7.png]

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  [2.99] Dragone Gale
Posted by: Rendar - 06-18-2025, 03:47 AM - Forum: Bug Reports - Replies (1)

Using Dragon Gale on a target adjacent to you won't.. do anything.

[Image: o29YLGF.png]

I target it. It immediately does nothing.

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  Finite Footwork
Posted by: Autumn - 06-16-2025, 10:53 PM - Forum: Balance Fu - Replies (1)

There are many effects that current grant X evade for Y attacks for 2-3 rounds, many of these are very solid evade buffs, but many offensive structures just do not favor them at all. Take for example anything involving multihits such as:

-Combination Fighter
-Fists
-Twin Dancers
-Handguns
-An exhaustive list of skills accessible to each class, not excluding or limited to: Rapid Kick, Thousand Stab, Three Heads, Ice Slide, Wretched Oil, etc.

Or even just multiple monster or player turns coming up before your's and people just burning through these buffs extremely quickly.

The game is genuinely not structured for these to exist meaningfully outside of something like a Kensei or Evoker matchup, and even both of these have ways to get through evade buffs too in some reliable fashion.

I don't need to go into a very long reason why evade buffs for a limited number of attacks are just weaker than other evade buffs, and I don't want to propose that these buffs become stronger than your standard big evade buffs either.

But I am requesting that these "Evade for X Attacks" instead become "Evade Until Next Turn" effects instead, this would be far more preferable, either that or the amount of hits that these buffs provide evade for needs to go up significantly, but I feel as though making them 'until next turn' flattens the matchup not on whether or not you have multihits.

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  The Brittus Box of Gear
Posted by: Flun - 06-16-2025, 08:32 PM - Forum: Submissions - No Replies


.zip   Weapons and Gear.zip (Size: 36.83 KB / Downloads: 32)

Here's a bunch of sprites I've made specifically for weapons and gear, feel free to use any of these for upcoming items that need sprites!

I will add more in the future!

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  [2.99 Test] RIP Regalia
Posted by: MultiWonder - 06-16-2025, 07:40 AM - Forum: Bug Reports - No Replies

(DISCLAIMER: This was tested on the Test Server.  I thankfully caught this before trying anything funny on main Dx)

Upgrading a standard yin / yang into their guilded variants does not carry over regalias.
Interestingly, it still marks it at 'Customized and Pristine', when in truth, you can't apply any attack animations to it nor does it wield any re-dos.



Attached Files Thumbnail(s)
   
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  Shifting without spark.
Posted by: Balthie - 06-14-2025, 03:10 AM - Forum: Bug Reports - No Replies

Hey hey, relatively simple one this time. Something that feels out of place, with some complementing evidence for my own peace of mind.

Basically, Apus' shift strike -mostly- works as you'd expect. For the reader, it's a gun, multishot, I BELIEVE no specific subtype.
It applies shell effects on-hit, can use charged shot, overcharge, all great.

[Image: c04b9f7f6d.png]
Example here; Celestial Shot, Apus' shift strike, proccing Bright Shell's Overcharge.

The issue comes in with a different MG skill; spark drive.
From my experience so far, just a whole bunch of using celestial shot in most fights with spark drive equipped and maxed, it hasn't procced once. That's about all there is to it- gun shift strike works with everything else as you'd expect it to, but just not specifically this. It may not technically be a bug(?), but I believe it counts enough to bring up here.

[Image: 0347e35636.png]
Here's me critting with the gun, and it proccing a shell.

[Image: 1d3258564f.png]
Here's me immediately after, no charged shot.

[Image: 354a9d3ab7.png]
And just for good measure, here's both, charged shot, and shells in my skill list.

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  Solblader Thread (But not that kind of Solblader)
Posted by: Druby - 06-13-2025, 08:39 PM - Forum: Balance Fu - Replies (4)

Okay, so people complain a lot about Speed of Light Solblader, but I wanted to bring up the other side of the coin. The side that gets a lot less attention cause it's just not as good, but probably still deserves tuning up even if people agree Speed of Light needs tuning down.

Wall of Light is a pretty solid tank, proccing level 15 Swift Guard off of Holy Aura, and an additional 5 DR off Blazing Sol. Potentially upwards of 20 DR for playing the class is a pretty solid amount, though Swift Guard is vulnerable to Guard Break meaning that there are times where playing the class is actually detrimental for you against enemies with reliable access to guard break. On top of that, while the class has access to a very solid parry through Holy Shield, it's a pretty big amount of investment/set up, requiring both Solcharges and a buff to activate, where as most classes get theirs passively, and even Aquamancer with Ring of Pearls only requires the cast. It further has the limitation of having its Solblader abilities ranges reduced by 2, turning it from having 5 tile movement by default on most of its abilities down to 3, drastically limiting its range and ability to play around its Solsphere to proc its Swift Guard in the first place. In my opinion, Wall of Light isn't bad per say, but it definitely suffers in terms of being able to immediately come out the gate swinging with some pretty big vulnerabilities in its kit. Compared to other tank options, it's definitely the most finicky with set up required to get access to things classes like BK or Ghost get for basically free, or at least less hassle (parries and DR through Indomintable or Wraithguard).

Flash of Light is... Pretty bad all things considered. It's Holy Aura bonus is+5 to all Elemental ATK and -15% FP cost for spells. +5 elemental attack is a pretty minor buff, and while the -15%FP cost for spells is pretty solid for builds lacking in FP, you have to trigger Holy Aura in the first place which often means spending 3M at least to walk into your Solsphere just to activate it. Blazing Sol does give it to you for free, but the abilities of Blazing Sol aren't all that great either. (Recover 15 FP and deal protection-ignoring Light bonus magic damage to all enemies within 3 Range. The damage is equal to your Solblader level.) Recovering FP mostly just helps mitigate the FP cost of being in Blazing Sol in the first place, and 60 free damage a turn for enemies close to you isn't bad, but... It again, isn't really anything to write home about either. None of this really works well together to really support casting  in any real way when Flash of Light is meant to be a caster focused Solblader stance. Its default passive of reducing momentum on your next Mercalan Spell for using Soldier/Solblader skills on your Solsphere also pull you away from actively casting in the first place, and while it can be funny to drop a one-turn Lux Relido on someone, in reality, you're just better off hitting them with spells if you're playing a caster rather than spending a few turns playing around you Solsphere if your enemy is even in range of it to let you do so in the first place. This is ontop of the fact that, as it currently stands, Faithful Sol does not proc off lightning spells with Divine Spark, which means you are largely locked to playing a Curate Promo to help with Solcharge generation.

Feel free to drop your own thoughts, but I think most of this is pretty well founded. While some people may play Wall of Light, there are basically no Flash of Light users out there, and both of these are generally overshadowed by how much momentum economy Speed of Light provides. It'd be nice to see these stances tuned up.

As some possible "quick fixes", Wall of Light could do with some possible patching, possibly through making its Swift Guard buff something else so it's not quite as vulnerable to Guard Break, or perhaps some way to let it activate Holy Shield faster. Getting rid of its range reduction would be nice as well if it's intended to play around its Solsphere to activate Holy Aura, as it can be extremely limiting and the 15% damage increase generally isn't worth it in my opinion.

Flash of Light... Might need some deeper reworks, as it suffers just kind of through and through without much support for its actual identity. If Blazing Sol provided the momentum reduction on spells passively to let you pop a few extra spells, or maybe explicitly for Lux Relido so you have more excuses to drop your laser on someone, that could be cool. But many of its existing passives are extremely bland or just not the most useful.

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