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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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  [2.70e] Gunfighter Boots without the Gun
Posted by: HexGirlBestGirl - 02-14-2023, 10:52 AM - Forum: Bug Reports - Replies (1)

Relatively simple bug report. Since I won't let this win.


[Image: EKgeGCQ.png]
[Image: k5lNigy.png]


Launcher = Mutated Helrenroka (This makes it a gun.)
Bolt Splicer = Tarnell (This is a gun.)

Neither of them are applying the proper effect. Notably, it says the 'Kick Skill' as opposed to 'a kick skill' like something akin to Bladed Soles does.

Also tested with Roaring Rose and Crazy Coyote from another player in the same testing session.
That's it. That's the bug.

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  Mech trait, Artificial skin
Posted by: Lolzytripd - 02-13-2023, 09:50 PM - Forum: Class/Race Ideas - Replies (3)

This trait would basically be a stepping stone to allow mechanations to take natural skin locked traits, like the arcane tattoos.

I request such a trait because there's a lot of interesting options for natural skin required traits and mechanation is already a pretty bland race these days.

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  Avoiding Eviter
Posted by: JamOfBoy - 02-13-2023, 01:09 PM - Forum: Balance Fu - Replies (7)

Eviter overwrites all other parry attempts. It selfishly takes centre stage, even when toggled off, even when inapplicable!

This is a bit silly. I don't want to Eviter when I'm being shot at since I can't; I want to shoot the projectile out of the air with my gun, but so long as I have Eviter equipped, I'm denied the possibility of using any other parry skill. Now, I'm not saying there should be multiple rolls for parries when being attacked, and that you should cycle through your 500 defensive martial arts methods in a picosecond in the face of an approaching attack, but being outright denied any other parry skill just for having one specific one equipped?

There's flawed logic in making a reactionary skill with a toggle so selfish in comparison to other similar skills but the toggle doesn't remove the downside, only the upsides.

Either get rid of the toggle so I don't have reason to complain or make the toggle disable Eviter's parry checks, thus allowing other parries to function (and thereby making the toggle useful).

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