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Autumn
Imbue On-Strike

Forum: Suggestions
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3 hours ago
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AkaInuHime
[v3.03] Overly sentimenta...

Forum: Bug Reports
Last Post: AkaInuHime
3 hours ago
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Poruku
[2.92b] Hotbar skills not...

Forum: Bug Reports
Last Post: Poruku
11 hours ago
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AkaInuHime
[v3.01f] Korvara Drift

Forum: Bug Reports
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Yesterday, 02:07 AM
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Lolzytripd
Excel invitation

Forum: Balance Fu
Last Post: Lolzytripd
Yesterday, 12:41 AM
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Shadbase
Add Iahsus status to Lapl...

Forum: Suggestions
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09-13-2025, 10:21 PM
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MultiWonder
[3.03 v5] Personal Crysta...

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09-13-2025, 09:03 PM
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Snake
Arbalest Is Pretty Good

Forum: Suggestions
Last Post: Snake
09-13-2025, 08:37 PM
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Snake
Acid Love

Forum: Suggestions
Last Post: Snake
09-13-2025, 08:27 PM
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zericosmic
Height Approval

Forum: Character Applications
Last Post: zericosmic
09-13-2025, 02:25 PM
» Replies: 1
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  2.93v5 Final Flare plays animation and sound on some spells but doesn't do damage
Posted by: Fern - 12-24-2024, 11:04 AM - Forum: Bug Reports - Replies (4)

It doesn't work with:
Wind Slasher
Air Pressure
Typhur
Aero of Disaster
Fulgur of Duplicity
Ryemei

To be more specific, the animation plays out, but the damage just doesn't apply. So for example if you were to final flare with air pressure, it'd play the gust animation but it would do no damage.

I believe this wasn't the case before (unless I'm crazy), so I'm putting this report up! Ryemei definitely used to work before.

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  [v2.93 v5] Cannon Oddities
Posted by: Autumn - 12-21-2024, 08:46 PM - Forum: Bug Reports - Replies (1)

Blowback Cannon and Buster Cannon have a number of damage-related bugs, corresponding with the Full-swing subtalent and Excel Crash interactions.

  • Blowback Cannon is applying 2H's Full Swing when applicable (Howling Handshot) correctly when used, but is not applying during the Excel Crash version of the skill.
  • Additionally, the Excel Crash version of Blowback Cannon is not giving a damage bonus based on how many excel charges you have.
  • Buster Cannon is not applying 2H when applicable (Howling Handshot) when used.
  • This was tested but Excel Crash Plus is applying to Buster Cannon correctly.

I am hoping that Blowback Cannon unequipping the weapon before damage calcs is correct, given I think that this is a very unique interaction and I am risking my current build's viability given I wouldn't be using Excel Crash that often. 
(AND I LIKE BIG NUMBER I WONT LIE)

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  Quick Draw (Passive)
Posted by: Ray2064 - 12-21-2024, 04:52 PM - Forum: Suggestions - Replies (4)

Quick Draw - Skill : When you swap into your weapon for 3M or more, perform a basic attack into the nearest enemy in your weapon's range.

I'm not actually sure of where would this go, but this idea has been in the back of my head for a while, now.

Could be a DH Skill, maybe? Or a potential for Quickdraw itself.

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  [2.93v5] That Electrojam ain't Right
Posted by: Rendar - 12-21-2024, 02:06 AM - Forum: Bug Reports - Replies (1)

The Alterlectro's targeting of Black Static SHOWS that it's 2 range (with it placing the static tiles in the correct locations)

However, in this VERY SPECIFIC set up.. This lil fucker targeted someone outside of his 2 range circle.

[Image: Eooi3un.png]

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  [v.2.93 v9 (test)] Firthrowain't
Posted by: Balthie - 12-20-2024, 05:55 PM - Forum: Bug Reports - Replies (1)

Pretty simply, I don't think firthrower's flash trigger potential is currently functional, at least not on bombs, grenades, or fire traps.
Potential definitely unlocked, re-equipped gear, method as simple as placing the explosives and basic moving over them.
I wouldn't be surprised if this one has been around a hot minute, completely unnoticed.

[Image: b3b545a69b.png]
[Image: 6b96122b25.gif]

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  Display bare first information
Posted by: Poruku - 12-18-2024, 11:44 PM - Forum: Suggestions - Replies (1)

Martial artists using Mixed Martial Arts, as well as people wielding no weapon (for some reason) should get to see the stats of their bare fist. It's very annoying that we can't.

In the same vein, users of arcane fist and grudge claws would greatly appreciate such a change. It kinda feels like an oversight

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  [2.93v5] Cold Shoulder Front
Posted by: Rendar - 12-17-2024, 08:36 PM - Forum: Bug Reports - Replies (1)

If you Cold Front an enemy that has Resistance to Ice damage into an Ice Point, it does not count as Bonus damage, and you WILL lose a momentum for hitting the Resist.

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  Chimera's (glorious) evolutions.
Posted by: zericosmic - 12-17-2024, 06:21 PM - Forum: Suggestions - Replies (5)

Chimera are kind of.. criminally boring mechanically for how cool they can in terms of flavor, lore and design.

All of their evolutions combined aren't even close in value to a single good racial from races like Phenex or Leporidae, and some of these evolutions come with a downside, some offer mostly downsides, not to mention that they also get all the downsides of being a homunculi.

When it comes to Chimera evolutions, there is maybe one that is build defining and that is grudge claws, grudge claws are neat, they're only really useful for about one type of build, but it's cool that they enable that, however for 99% of the playerbase that will make a chimera, this will do nothing.

Not to mention that i feel like their best feature, the +5 ele attacks, hardly plays in to the monstrous aesthetic that they have.. And the Homunculi tax reinforces this even more.. They're better suited for magic if anything.. Which I find a little clashing with the fantasy, or at least my view of it somewhat.

As someone who really digs the lore and aesthetic of the race, but feels meh whenever I have to actually build one.. I feel like they're in strong need of a rework.

I would like to propose that instead of infinite mutations that are mostly minor, Chimera get limited to about 3 or so, but the mutations are given more meaningful effects, stuff that's actually potentially build defining, or even just worthwhile to use in a fight.

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  Kingside Casting (Ruler suggestion)
Posted by: Flun - 12-16-2024, 05:38 PM - Forum: Suggestions - Replies (4)

Here's a suggestion for a skill pertaining to the bishop piece, the bishop hasn't got much a niche compared to the other pieces, pawns have break, knights have their forks, rook has rookstar, and queen has its whole lot, bishop is the only one without something unique for itself, so I'm suggesting a ruler passive skill which gives the bishop a new function, casting.

a 2 skill point skill, one of the "no skill point slot taken" skills. Kingside Casting is a toggleable skill which allows the ruler to cast spells through the bishop as if it was a talys, which gives the bishop worth in being a tool suitable for rulers who have no spell reach outside of throne radius to cast from a distance, and being able to send in bishops to cast spells to make them more of a threat, because bishops as they stand are mostly useful for poking and kiting due to their long range and middling damage.

this gives bishops a use for spellcasting rulers, and a reason to be prioritised over rooks and knights while also offering a unique way to extend the reach of a mages spells.

(I think the harm in this would be quite minimal, as to even use it you'd have to play ruler, which hasnt got any notable offensive spells on its own, and its much more practical to just run a talys if thats all you want ruler for.)

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  Magic Gunner False Advertisement
Posted by: Snake - 12-16-2024, 03:48 PM - Forum: Balance Fu - Replies (5)

[Image: Screenshot-2.png]
The changes to Magic Gunner iced this neat balance between the four gun archetypes, I think that multiple rounds should influence at least the base shell, in a way that it amps the shell damage for every additional hit beyond the first you score, to a maximum of 3 times the effect.

Here's an idea for how to bring that back in a controlled way: Give the shells a new 'Gun Round Amp' effect. Basically, it makes each hit from your gun's rounds enhance the final effect of the shell, stacking up to a maximum limit (particular to each shell). The bonus damage or effect strength is proportional to the number of successful hits before the shell is triggered.

Basically, it'd mean something like this:

Quote:Blaze Shell

Shell: 5 * SP Armor-Ignoring Fire DMG (Amp: For each round successful hit before triggering, multiply the shell's damage by the number of hits (max. 3).)

Most of the shells would be increasing their damage done, while particular shells such as the trio below, would behave different for Amp.

- Lucky Shell; Amp increases the duration of Lucky Shell, not LV.
- Interference Shell; Amp increases the FP Reduction.
- Magnet Shell; Amp increases the LV of Magnetize, not the damage.
- Chain Shell; Amp increases the amount of enemies to chain into, not the damage.
- Vamp Shell; Amp increases the HP recovery, not the damage.

Discuss.

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