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[v3.03c] Summon Drizzle

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Bring Seiryuu Back

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[3.03c] Medis Bullshit

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Excel invitation

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who
uǝɯ ooɹɐƃuɐʞ 'ǝɐpᴉpodoɹɔɐ...

Forum: Suggestions
Last Post: who
09-16-2025, 04:37 AM
» Replies: 3
» Views: 849

 
  [3.01e] The Gold Standard
Posted by: Sawrock - 07-25-2025, 07:35 PM - Forum: Bug Reports - Replies (1)

This is a bit of a doozy, so I'll take it step by step. Please don't ask me how I found this out, it'd take even more explanation and I don't want to type that much.

First, you need a character that's recently finished a boss fight- from my personal testing it'll need to be in the last thirty minutes or so.

Go to an area with a large player count, maybe ten or more players on the same map, and the server population at a decent amount (~70 or more?). Sell gold bars one by one- don't line them all up in the same sell screen, it needs to be done individually and as fast as possible. If you do it fast enough some of the murai gained will be skipped.

Then, trade the number of of lost gold as patrions to an alt (it needs to be on the same IP address). After that, that alt needs to trade the number of patrions as gold bars to someone outside of your IP address. They will receive the lost gold from the gold bars from the initial shop trade.

Don't use any ladders (one-tile pathways?) when doing this, I couldn't reproduce the results, might just be a consequence of certain map warps though.

Thanks to Tana for the help testing this.

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  Make Shurikens viable!
Posted by: Snake - 07-25-2025, 06:19 PM - Forum: Balance Fu - Replies (7)

Tool tag bad. Remove tool tag. Adjust Shuriken scaling accordingly. 

Rework effects if you must. Additionally, give them an "On-Attack" effect, so Bakaga Shuriken is not the only one that interacts with Danmaku.

Those below are merely suggestions, not gospel.

Tamaki Shuriken
- On-Hit: Inflicts Poison LV5 for 3 rounds.
- On Attack: If target is Poisoned or has Lingering Damage (Poison), and the attack hits, powers up those statuses by LV5. (Max. LV50)

Bakaga Shuriken
- On-Hit: Inflicts Hit Down LV5 for 3 rounds.
- On Attack: No changes.

Paragi Shuriken
- On-Hit: Inflicts Flatfoot for 2 rounds.
- On Attack: If target is Flatfooted or Clumsy, and the attack critically hits, inflicts Knocked Down.

Touyaa Shuriken
- On-Hit: No changes.
- On Attack: If target is Frostbitten or has Lingering Damage (Ice), and the attack hits, powers up those statuses by LV5. (Max. LV50)

Ninshi Shuriken
- On-Hit: No changes.
- On Attack: If target is Burning or has Lingering Damage (Fire), and the attack hits, powers up those statuses by LV5. (Max. LV100)

Shuriken (the default one)
- On Attack: Reduces the duration of Evade buffs of the target by 1 round. (Once per target)

Add a Kunai (honk)

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  [v3.01e]Kicking The Bucket
Posted by: PossumParty - 07-25-2025, 01:58 PM - Forum: Bug Reports - Replies (1)

May not be a bug (sorry Dev if it isn't), will put in the balance thread if so.

Kick uses the player's Base Accuracy instead of their Weapon's Accuracy.

[Image: image.png?ex=68846a78&is=688318f8&hm=ef8...31751d88d&]
[Image: image.png?ex=68846a78&is=688318f8&hm=773...y=lossless]

Kick's already pretty weak but it has its uses, especially if you're struggling early. Sometimes I'll just use it to kick an enemy away so they won't double bop me on my next turn.
But with this it like this, against any enemy with any evade at all, they'll easily get a glance off and you're left sad and ashamed, then usually in the dirt dead after.

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  [3.01e] SPEEN
Posted by: Rendar - 07-25-2025, 02:37 AM - Forum: Bug Reports - Replies (1)

When a target is on an airshaft and under the effects of Spinning, any actions they take that aren't Airborne compatible simultaneously ENDS the Airborne status (and thus, Spinning), performs the action, and then reapplies airborne to them right afterwards.

I understand that Spinning should probably end whenever they exit the airborne status, but I kind of feel like Airshafts probably shouldn't immediately end your airborne status and then reapply it?

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  [3.01 v3] The Pearl Converts Players
Posted by: Kameron8 - 07-24-2025, 06:49 PM - Forum: Bug Reports - Replies (1)

I can't test this on the live server since I don't have access to the Star Graph, but The Pearl Star Graph is able to target and convert players.

To replicate:

1.  Equip The Pearl onto the Item Belt, get a Star Sign, max out Astrology.
2.  PvP a player.  Run up and use The Pearl on them.
3.  Convert them successfully.  When the fight ends, you are now partied with them.

This is the most hilarious bug I've seen in a long time.

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  [3.01d] Marching Band Shoes
Posted by: Kameron8 - 07-24-2025, 06:27 PM - Forum: Bug Reports - Replies (3)

Marching Band Shoes can trigger while afflicted with Clumsy, or when wielding items that mirror Clumsy's effect like Holy Word.  To replicate:

1.  Equip Marching Band Shoes on a Bard.
2.  Inflict the Bard with Clumsy via Board Shaker.
3.  Sing a song, and note that the movement still triggers.

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  Kai-Te's Performances
Posted by: sirtrex - 07-24-2025, 01:09 PM - Forum: Adventure Log - Replies (1)

Inspired by Twintail Jerry's Songs, Kai-te, a masked musician performed his own ranging from as far as the Vale to what is now Luminera.

Korvara Unite 
- Performed at the Vale's Melting Pot

Full Performance: https://youtu.be/rHbyLVkkgwE?si=4mqBNMSXCcZAfwK8&t=3645

     A smoky haze builds over the stage as a paper screen is silently erected near its back.

     The Light behind the stage starts to glow as a shamisen begins to play 

https://youtu.be/iJhlX6Lkq_Y?si=wDsZ0EgdQmlM533v

     Its player unseen.

     The screen now fully lit from the back has a shadow cast onto it in the shape of a ship. In the shape of a junk for those nautically inclined.. It "sails" in from the left. It  bobs  up and down in the center of the screen as if it was riding waves that were felt, but unseen. Shadows of sea-birds, islands, and rocks pass lazily by the ship. as it continues on its way.

     The player steadily increases his tempo


     It continues on this way until the silhouette of a city is cast upon the screen’s edge. At first the city is small and ill defined, but over the course of a few seconds grows and moves towards the center of the screen. Those who have sailed along Korvara's northern coast may recognize the city as meiaquar from afar. The boat continues on its course, but its even glide is starting to shift. Its mast begins to twitch, its hull starts to warp, and it falls lower into the water as it approaches each trough.


     The player starts to slow and teeter his tune as the boat seems to lose its composure


     The silhouette of the city grows larger and larger, and fully takes center stage. Meiaquar’s features are clear to see, its docks, the lighthouse, the Don's manor, and even the Artismal strip mall can be made out in the city's outline. Gaps in the silhouette create the illusion of windows and bright lights that become more radiant with each second. It proudly takes up the center of the screen. A dock slowly extends towards the junk, but...

     ...The little ship now struggles. It jitters this way and that. Barely holding onto the edge of the screen. Its mast is tilted at an odd angle, its sails sanctified, and its hull starting to wave like a sail. The craft dips perilously close to the bottom of the screen....


     The ship's keel cracks, its hull nearly rent in two, but not before it manages to run alongside the now fully extended dock. Small figures can be seen safely exiting the ship and walking into the now resplendent city. The scene changes from a landscape of a coastline, to a mock up of a street by the docks. Its lively. Trade stalls, figures of children running around, and ships starts heading underway. 

     A street performer plays by what seems to be some type of craft shop. Out of it a bunch of human shapes surround the performer. From the top window of the shop emerges a billowing sail.  The shamisen reaches its climax playing excitedly. The figures slowly fade away. The children running off screen. The trades people in the stalls phasing into the background. The ship sails over the horizon. The craft shop, sail, and the people around the performer vanish. 


     The performer smoothly moves around continuing to play the tune, but slower and more calmly as the rest of the figures fade. The light rises, and the street performer turns out to be…. The actual performer born from the shadow. The smoke almost completely dissipates as the performer stands up, fully revealing his form.


     A man standing around 5' 6" tall wearing a light blood-red gi. His face is covered, but the slightest hint of darkish skin can be seen underneath his robes. He continues to play his shamisen for a time to round down the tune, but not before raising  a single gloved finger.


     He pauses for a moment takes a deep breath
https://youtu.be/95HAGbmCBY4?si=WRpMTfEmHnuG8lxM

     The calm backup melody set he begins to sing:

**""From harsh waves comes to a safe harbor
Where journeys begin and end
Traverses point as this hold a sweet kiss,
for travelers near and far.”**


**~”Though many choose to wander
from perilous shore to shore
they will find few places fonder ,
than Meiaquars bustling wharvesssss”~**

     Laughs manaically


     Plays a far faster tune on his shamisen his body reverberating, amplifying its sound as beats emanate from his frame: https://youtu.be/ScrJ_eTZDak?si=00lepoH-l8ESUunV


     Each one reverberates through the floor and across the air, not loud, but heavy feeling.


     Overtime the hand slows the pace of his playing. Turning the active rhythm into a steadier beat supported by the reverberations.: https://youtu.be/Krys1QG_W1U?si=v3FINwU822onl8Rz


      It takes a syncopated cadence. Not quite even, but fully accentuating the now rapping voice. 
_____?
**~“Welcome ladies, men, children, and germs,
 to the best set of performances that you ever heard. 
Sporting styles from each compass direction that one could face.
Ain't no battle in these bands their ain't no loser in this race. “~**



**~”Hailing from Meiaquar straight out of tackle town,
Pretty rough with the chips floating up and down.


Dealing with poverty, 
  the mob after that property,
  war bloodying these hands ya see,
  Corvids tearing out the heart of me,
  but that ain't put a stop to thee.”~**

**~”Easy to fall into a pit of despair and hate,
when the world places ya into dire straits.
blaming the first chum with a different race,
Hell no though that ain't the point of this place.


One island,
One People.
One fate to share.
Got a bagel to bake, and no room for reckless judgment there.


Evil lying deep in each and every heart,
up to each person to keep this bagel's batter tart.”~**



**~”No monopoly on iniquity held by any group.
Got to suss out the craven from within each loop.
Find the cream of every crop, and sort out the chaff.
Cook the the best dish we can to share and have a laugh.


Denying arbitrarily is rarely right,
We're all here to try some great dishes tonight.
So lets band together, no need for any fight.
All korvarans raise your hands up


KORVARA UNITE!!!!!!!”~**




I'll be watching ya'll from the shadows
Sowing fields with great yields that once were left fallow.
I'll spot ya if you're effort is shallow
Till then i hope these bars have hallowed.”

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  [v3.01b] Shin-can't
Posted by: Autumn - 07-23-2025, 09:59 PM - Forum: Bug Reports - Replies (1)

Shinken's range extender is currently reversed, it's getting more range when you hit a target with the melee attack, instead of when you aren't. Likewise it's also only going 6 range when you aren't hitting a target with the attack.

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  RP-Centric Sheets and Dice Rolls
Posted by: CuteYellowCrabby - 07-23-2025, 05:50 PM - Forum: Suggestions - Replies (1)

Hi! I'm quite the TTRPG fan, and as such, playing a game that is primarily centered around the RP experience, I feel like the current state of the game is a bit too focused on mechanics for that notion to stick. Which is why I'm here to throw my two cents in in regards to how this roleplay experience can be improved for a bit more fair play in the form of having a sheet centered entirely around RP stats and skills. There would be two character stats in this case, the current one (mechanical) and the RP-centric one.

Outside of the suggestion of having two sheets for different occasions, I feel as though the RP-centered sheet should be built similarly to how one would a proper TTRPG character. Many TTRPGs are likewise RP-centric, and looking into them for inspiration of a potentially fairer dice system would overall improve the RP experience.

For this I'd like to bring up a TTRPG I've been quite impressed with when it comes to character customization, that being Cyberpunk Red.

In Cyberpunk Red, you have ten stats: Body, Move, Reflexes, Dexterity, Technology, Cool, Empathy, Intelligence, Willpower and Luck. And between these stats you may distribute a total of 62 points, with the minimum of a stat being 3 and a maximum being an 8. I feel a system similar to this (along with turning some stats into a single stat in the RP sheet) could very much allow players to customize their character to their liking.

When it comes to the skills in Cyberpunk Red, it's also quite extensive. I can't possibly list them all, so here's an image of a character sheet. Here you have 86 points to invest.

[Image: ?u=https%3A%2F%2Fplayinganrpg.files.word...a91b771add]

As can be seen, the skills' entire stat bonus is based off the stat (that being the number of the stat it uses as a base) and the invested points into that skill, with the minimum investment being 0 and a maximum being 6. As an example the Acting skill under Performance Skills is comprised of the character's Cool stat (6) and invested points (5) in order to get a combined base of 11.

Some skills are also bold, which means that they automatically have 2 points invested that doesn't count into the total investment points spent (however the maximum points you can get from investment is still 6). These skills are innate skills, meaning that everyone knows just a little bit about them. For innate skills I could suggest them being based off the race and main/sub classes of your character.

With RP stats prepped and skills likewise, we'd just need to get a good rolling system. The most common would simply be a d20 + whatever stat you're using to perform a feat. Ultimately this still leaves room for how any potential PVP would play out, but I still feel like this kind of direction would be a good start and something to think about!

Anyway thank you for coming to my TED talk.

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  Indomitable, Zugzwang and Negation (Black Knight)
Posted by: Snake - 07-23-2025, 03:24 PM - Forum: Balance Fu - Replies (6)

Quote:Indomitable

An unrelenting will that numbs pain. If you are wearing Heavy Armor with 10 or more Weight; Reduces physical damage taken and your total Battle Weight by 1+(Rank*3)%. 

Against enemies you have inflicted with Fear, the reduction is doubled.

I think this should not be Main Class-only, because the Battle Weight reduction is sometimes more worth than the reduction. So:

- No longer Main Class skill.
- Requires Heavy Armor (Wt: 10+) and Black Knight as your main class for bonus Physical Damage Reduction.
- Battle Weight reduction is not affected by the above.

Quote:Zugzwang

A tactic that forces enemies to make moves they don't really want to. Enemies affected by your Forced Move, Flatfoot or Fear status effects have their Parry skill's reduction effectiveness halved and suffer -5 Evade (vs you).

- Evade reduction being a feasible 5 is too small. Make it 10 at the very least?
- I think this should get an extra effect, that makes it so if you miss an enemy while attacking them with a Black Knight or Soldier skill, you reduce the duration of all their Evade buffs by 1 round.

Quote:Negation

An otherworldly quality possessed by the users of the Black Wind. Blades and blows seem to veer off their course to lethal spots against the Black Knight. While wearing Heavy Armor, passively increases your Critical Evade, lessening your chance of taking critical hits. Does not work against Tome weapons.

This should be adjusted a bit. I would reduce a little the Critical Evade and trade it for Critical Damage Reduction, and let this also affect Light Armors. Back when I had proposed that Black Knights were not using Heavy Armor enough, was because Unarmored torso was appealing even for tanks, nowadays, the adjustments of the far bygone eras are a length and a half outdated. To make this more in line with what things we got nowadays, I'd go:

- Increases Critical Evade by 5 per rank. (Max. 15).
- If you are wearing Heavy Armor, reduces damage from Critical Hits by 10%.
- If you are using a Shield, reduces damage from Critical Hits by 10%.

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