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  Ruler Guy Makes Ruler Balance Suggestion (Elemental Augment for Automatons)
Posted by: Flun - 04-10-2025, 11:36 AM - Forum: Balance Fu - Replies (6)

As it stands now, elemental enchants, spare talvyd for its movement properties, are some of the worst enchants to use for automatons, they are the lowest in priority so they are eaten after fortunes, they only add tiles to move skills and a -25% weakness to a given element, all in return for non armor ignoring bonus damage which scales off of almost no elemental attack.

I suggest changing how Elemental augment works for automatons, or maybe even for all allies, ordered by the most strong to least in terms of approach.

1. Augment uses the highest elemental attack between caster and recipient. This would make giving other allies your element strong, but it might also be a bit too strong in some cased, a twin strike build receiving around 100-200 more damage per basic does sound quite a bit powerful.

2. Automatons either by default use the caster's elements in their stat spread or use the casters elements directly from their own stats when calculating elemental augment damage. This would allow only automatons to get the full benefit from elemental augment. No Automaton uses elemental attack as far as i'm aware, so it should be easy enough to swap out their elemental attacks for the casters in order to use the elemental enchants to the greatest effect.

This would allow automatons to do damage more comparable to other summons, while also having it locked behind a heavier momentum investment, I feel as if it is balanced.



If no one's batting in ruler's corner then it's gonna be me Big Grin

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  [v2.97b] Annorum Lockout
Posted by: Collector - 04-10-2025, 10:20 AM - Forum: Bug Reports - Replies (1)

Annorum charges generated by Spellshot Sigil ignore Annorum charge gain prevention after using a bonus effect.

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  Gentle Giant - Wyverntouched Application
Posted by: Hyunckel1 - 04-10-2025, 12:11 AM - Forum: Approved Characters - Replies (1)

Hi, I don't really know super well how to go about this, but I'm trying to make an application for a character named Kal'Set'Kaan, the principle of the character and reason for which I'm asking for GM approval is that the character is abnormally tall (9 feet tall). 

Reason for this is that his family is comprised of other gigantic individuals, they used to live underground (near the abyss caves) for generations due to a cave collapse that trapped their entire clan underground until tectonic activity opened up the formerly closed cave entrance, they've been subjected to very harsh conditions of living and scarce resources, besides competing with large cave monsters, meaning only the strongest and largest individuals would survive. 

The character, himself, is a primitive/tribal wyverntouched man, won't realistically be interpreted as any taller than 9' (i.e I won't make him age much and won't make him grow past that point) and is, by any other means, just a normal wyverntouched individual, besides some light cultural differences, due to his tribe being cut off from civilization for an extended period of time.

Thanks for your consideration,
Have a good one, folks!



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  [v2.97] Sadistic Wording
Posted by: Autumn - 04-09-2025, 04:05 AM - Forum: Bug Reports - Replies (1)

Sadistic Renewal's description states that you recover FP when hitting an enemy with a negative status effect, this only applies to basic attacks and the description should either be updated to state such or the effect may be bugged since it would mismatch Chivalry's text which does apply when connecting any hit to a target under the right conditions.

[Image: mSLDHh9.png]
[Image: FAVsMBW.png]

If the effect is updated to match Chivalry I'll make an offhand notice that perhaps it should apply once per action so that stuff like rapid kick or dances don't benefit too much. Otherwise I fully expect this to likely be a wording issue given the age of Sadistic Renewal.

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  The Crit Damaj Conspiracy (GMs don't want you to know the truth) (Not clickbait)
Posted by: Ray2064 - 04-08-2025, 04:34 PM - Forum: Balance Fu - Replies (6)

Two skills, Hell's Beating mainly, and Prophylaxis were considered borderline broken for a good while before they were hit with a nerf. Hell's Beating got an increased FP cost, and its Rank scaling has been adjusted to have a lesser effect on spirits, and Prophylaxis, that was mainly used in conjunction with Scarlet Twister from Ghost to essentially put them through a paper shredder, which was changed to only be able to hit a target once per action.

...Then it was found out that a good chunk of their power came from a bug that made the Critical damage far more problematic than they should've been in the first place.

...And then those skills STAYED nerfed even after that was found out. iirc, Hell's Beating's own nerf was even in the exact same update as the bug correction itself, for some reason. 

Meaning,Hell's Beating is still adjusted for spirits to have little effects and still costs FP, and Prophylaxis is still limited to work with 1 enemy per action.

So, in OTHER WORDS, those skills were nerfed under the assumption that they were meant to be as powerful to begin with, and as such, adequately toned down...until it was found out that a good bit of their oppressive nature was due to a bug, with nerfs that were balanced around the former assumption in the first place, only to...not be further examined after the fact.


tldr;pls revert
Or give some bandaid of sorts to compensate the nerfs, I don't know. Prophylaxis probably shouldn't hit people three times per action still

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  Korvaran Borders, stagnation, and a lack of hostilities.
Posted by: Lolzytripd - 04-08-2025, 06:36 AM - Forum: General Discussion - Replies (20)

I cannot quantify the degree in which the current borders of korvara, the stagnation, the lack of change, and the lack of use to those changes is grinding my gears

over the nearly two years  since the meiaquar geladyne war I have rarely ever seen geladynian character roleplay actually usage, guarding, or duties related to their expanded border in the badlands.

it took a full year for the trenches leftover from the war and several placeables to even get tidied up, barricades for months clipping over sections of the revised map.


I'm always going to be upset at the way the war was run, the way the war forced upon the meiaquarian playerbase like a flashbang as all the build up prior had been in secret.

But I'm more upset....that no one's doing anything with what they've won. Only the gremlin in the cave get's visited by people collecting materials, no one else goes to the badlands.


I propose we just oocly accept, no one want's to do wars in korv, that's okay, clearly no one wants to do them, but can we ungore the border gore at some point.

If nations want to "save face" you could just go with some sort of natural disaster that makes the land untamable and "resets it to zero"

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  Simplify Gun Scaling
Posted by: Snake - 04-08-2025, 12:13 AM - Forum: Balance Fu - Replies (6)

Guns, like daggers, are meant to be basic-hitting weapons. But many suffer from awkward or illogical stat scalings—like Faith, Sanctity, Strength, Defense, or Resistance—that make them frustrating to use unless you build specifically around them. 

This especially hurts non-MG ranged builds, which get no real support from classes, yet those classes request them to perform on the same height as melee weapons. (Which is, numerically, impossible. Twice over now, where if STR granted Critical Hit for guns, it'd solve at least some of their problems, but that was not the case.)

Many guns (e.g., Crazy Coyote, Excel Rifle, Autopistol, Kiss Farewell, 1★ Handgun) work well because they scale properly from the Firearms tag, letting SKI/GUI builds use them effectively. But others—like Yin/Yang, Spirit Hunter, Firthrower, Tarnell, Seed Sniper, Bell of No Rest—lose their SKI scaling for the sake of those off-stats, making them take a massive nerf in their damage output, and thus, become unusable for basic-hitting builds.

One good compromise can be seen in the Corvis Cannon—its Firearms + Darkness tags let it scale from SKI, and thus lets it take some damage from the stat that grants them the mandatory Hit rate. Adding the Firearms tag to the off-stat guns would help balance them without fully removing their flavor, I'm certain of it.

Request:

  • Please standardize all guns to scale from the Firearms tag, rather than be purely 100% GUI.
  • If not fully possible, add the Firearms tag to those neglected guns so we can test how they perform afterwards.
  • Alternatively, introduce a Weapon Part that removes odd scalings (e.g., “Faithful,” “Spiritual”) and replaces them with “Firearm,” possibly with a tradeoff like lowered Hit Rate.
And finally: "Mundane" enchant isn’t a solution—it removes all scaling, including Firearms, which defeats the purpose entirely of them having any SKI scaling.

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  Skill replacement/aux skill "Flare Shell"
Posted by: Lolzytripd - 04-07-2025, 10:57 PM - Forum: Class/Race Ideas - No Replies

Replaces final flare while equipped

Flare shell
Gun skill
6m
Puts 3 stolen offensive spells on cooldown of 3 rounds( or increases the cooldown) and adds them to your flare spell buffer list. If the status is already active, increases level ( max final flare rank × 2)

Gives status "flaring cartridge" consumes one level on gun basic attack  and would apply the spell at 75% scaling.


Hot potato could function as normal with this i suppose.

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  M.A.P. 2: Electric Boogaloo
Posted by: Caboozles - 04-07-2025, 10:14 PM - Forum: Suggestions - Replies (2)

The M.A.P. is- unfortunately- a really cool yet really bad skill currently. It's weak to AoE without meaningful strengths to compensate, and even using it blocks your movement.

There have been ideas floated before about giving it extended range, or some sort of benefit, but I think a rework sounds a lot more fun.
Definitely not because I thought of the picture I'll attach later and was like 'hell yeah that's fucking cool'.

So my solution is to rework it into a transformation skill. Invocation? Skill. Whichever.

[Image: 8eBKuWw.png]
Deploy M.A.P.
200 FP
7M
100 turn Cooldown
Cannot be summoned with actively deployed bots.
Become a Mobile Artillery Platform, gaining a plethora of skills and abilities to let you fire off your full arsenal.
Gain the following for 6 rounds (activation+5):

Bullet Spray:
No Cooldown
10 FP
2m

Targets a crescent area in front of the user and sprays it with bullets, dealing Pierce damage to all enemies inside of it equal to 25/50/75/100/125% of scaled weapon attack. Damage dealt depends on the rank of your Deploy: Turret skill.
No cooldown

Bullet Spread:
5 Turn Cooldown
20 FP
2m

Targets a 2 Range Tile in front of the user and shreds it with bullets, dealing Pierce damage equal to 30/60/90/120/150% of Scaled Weapon Attack and knocking all enemies hit back 3 tiles. Damage dealt depends on the rank of your Deploy: Turret skill.

Reflector:
No Cooldown
10 FP
2m
Targets 1 tile up to 2 Range away and creates a Reflector in it for 3 rounds. If an enemy projectile encounters it, it will reflect it and shatter.

Scapegoat Cloak:
5 Turn Cooldown
0 FP
6m
Gain Swift Guard 15/30/45/60/75 based on the rank of your Deploy: Metalaegis skill.

Rail Shot:
5 turn Cooldown
50 FP
6m
Locks onto a target within 10 Range and fires a super-fast, powerful shot of pure light at them. The enemy takes Light damage which ignores protection and Evasion

Deals 40/80/120/160/200% of Scaled Weapon Attack based on the rank of your Deploy: Railgan skill.

Gains the following as 'free items':
PR-Regenerative
PR-stabilizer
Hi-potion

These would be 3m as per usual.


Why?
Firstly, it's cool.
Secondly, if a M.A.P. is going to be something you need to invest in, it better be fucking good.


The numbers, Mason
Everything here was like an hour's worth of thought or looking up calculations. Overall, it gives you a fair bit of burst in return for a lot of ranks placed in the bots. I'm sure medibot would probably want to justify rank with... something, but I didn't want to really create something too wacky for it.

The idea is that it gives you the abilities of the bots, in a way that creates a temporary power-spike with the drawback of being actually fairly FP intensive (perhaps too much so in this draft), and limited. But at least for those five turns you get to feel cool, in a way that I don't think breaks anything TOO bad.

It is, at the end of the day, just a hypothetical though.

Also, before anyone gets any funny ideas, they'd all be skills. No mech abuse.

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  [v2.97] Dulled Dance
Posted by: Autumn - 04-07-2025, 06:53 AM - Forum: Bug Reports - Replies (1)

These may not be bugs but I figure I'll just make sure since I was a little disappointed in finding this.

Dance Skills which use your weapon (such as Skating Spin and Slicing Benten) do not gain critical from your weapon with Dancer's Intensity, and thus cannot benefit from the recent addition to STR crit. It also means they cannot benefit from weapon parts or upgrades to a weapon unlike other skills that behave much the same way (such as Hawk Gale)

I tested this by giving myself about 100 critical, leaning mostly from my weapon, and seeing if I missed my crits, and thusly I did miss my crits.

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