Omina drain luck from those around them. At the start of every round, all enemies apply or power up Luck Drain LV 1, 2 rounds, and you gain 1 Unluck for each. Enemies who are boss monsters, or are sneaking, or already have Luck Drain LV X (X = 15% of Scaled SAN, min. 3) are immune. If you are suffering from Interference, you do not gain Unluck, and if you are Confused, this skill will not activate at all.
Some things about this:
- This should be changed to not activate at all when you are both Confused or suffering from Interference. Solely for code symmetry.
- This should work on Boss Monsters. I don't know why it doesn't.
- Unluck's cap should be equal to Character LV, instead of 20.
- Unluck Accumulation should be 1 + 15% Scaled SAN.
- Luck Drain LV cap should be a minimum of 3, and a maximum of Character LV/4.
- Luck Drain should be adjusted to reduce LUC and Hit by LV. Back when Omina was launched, LUC influenced Hit and Evade, but now that it doesn't, this could use a small adjustment.
Ice Tyrant walking sprites (up) wield a single stray pixel that may be the sole reason why their sprite on the turn order, alert message, and certain special effects appears very small, stretched, or just outright off. Is this game-breaking? No. Is it funny? Kind of. Does it bother me? A little! Ultimately though, it doesn't feel intentional and I think fits here!
Screenshot provided (take note of the bottom right corner of that specific sprite)
I understand why you can't become an undead race - like a dullie, or a lich, or a vampire - on Korvara. However, I don't see why the entire tab has to be inaccessible to Korvaran characters. This suggestion is relatively simple:
Allow Korvaran Humans to become Corrupted through the transformation tab.
There's no reason to even have the tab in the first place if the majority of characters can't even use it.
Earthbound Fog trivializes PvE way harder than it should, stretched across several rounds of mobs walking to an enemy and doing nothing as long as they're kept 1 tile away.
Change this effect to just make them be inflicted with Fear and Hesitation when they move/attack, respectively.
Or if a rework is in mind, this should likely be a build up status effect of some form, based on your actions. So if you attack, you stack up "Dread In The Mist", which once it's at max level, it interrupts you from using offensive skills for that round, or forces all your direct hits to become glancing blows.
Hello! As the name suggests, it's a catchall anthro sprite (Only legs) for the rest of the Kaelnysian races, or the ones Dev sees fit. Thought it'd only be fair since birbs get their talons!
Sprite is courtesy of Frozen! Hopefully it's up to par to be added.
If you leave the Party Leader Prompt up (Transfer Leadership / Kick From Party), after having left the party, you can use it to kick that individual from any party that they are currently in.
After playing some Ruler Arbelist, I found out that, while knockback effects towards enemies do work while on the throne, pull effects simply don’t. My weight strike pull and pulling shot pulls were not functioning.
I have also found that the demon hunter’s skill Bellowing stag has the capability of knocking back and knocking down the ruler despite the “on throne” status still being active on them, displacing them from the throne.
Applicable BYOND Key - MayaTheHarpy Character Name - Piper Request Type - Character/RP Ability
Request Details - I'd like to RP a..bit of a unique (to say the least) manifestation of a combination of items and racials, turned instead into a magical art/tatoo passed down through this family line.
Specific Request - I want to have this character possess a 'magical tattoo' on her eye (ew gross!) that essentially manifests through a few conditions seen in items and racials ingame (which will be listed below), and grant her a number of boons. The conditions are are such;
In combat, taking an excessive risk of any sort, increases her amount of luck. In her case, this normally involves playing a game of russian roulette every turn, taking minor damage unless she gets incredibly unlucky. (which naturally won't happen considering I can't inflict dmg to myself to that amount, nor wish to kill my character instantly..) This is usually seen by the activation of shock collar, and the DB kickback dmg she'll inflict.
Every time a notable risk is taken, a growing meter of focus builds inside of the mark, adding a petal, and increasing the glowing effect of the tattoo, as seen in a screenshot below. While this has some minor effects, the focus build up in the mark is majoritarily only released on command. This is seen through having both Conversion Gloves and Accellia equipped, making the effects over time an increase of movement, and the usual charge weapon effects (in her case, mostly used on hand trigger bombs thus; increasing dps, bomb range and ignoring evasion). Activating a fully charged tatoo will thus have a euphoric effect on her personality and grant her a distinguishable amount of focus, both magical and mental.
Because risk is taken every turn, rather than rolling dice as seen in the Redtail racial, she'd instead also fill her guns rounds with blanks, increasing in explosiveness and fear factor. Depending on the loudness she scares herself with, she gets a number of boons. This will thus be seen in the evasion bonuses she gets depending on the Redtail dice rolled, and the various effects provided by the fortune cookies, both good and bad.
Reason why you are making this request - I figure It'd be fun to add some unique flavour to a few things that wouldn't quite make sense to equip IC! They will be regaliad accordingly and explained through emotes.
Roleplay & Lore supporting your request - As seen in bold above! Magical Tattoos have various effects already ingame and through lore, and various chaotic magics of similar existence are seen in the likes of chaos dice and the items listed; conversion gloves, shock collar, etc. Damage is shown to be possible means as a condition for an increase of power, so why not add a weird, dangerous spin to it!
Covering Fire's skill description and debuff description don't match up, but the skill properly applies the -hit and -crit as per the skill description.
vs
Covering Fire's skill animation also seems to fire bullets in random directions instead of at the target (or in straight lines). I can't put any rhyme or reason to it or where it fires, but it looks to be a purely visual issue.