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zericosmic
Korvara - Oni Character H...

Forum: Character Applications
Last Post: zericosmic
5 hours ago
» Replies: 1
» Views: 36
Hekmatyar
[Korvara] Akuma - Request...

Forum: Character Applications
Last Post: Hekmatyar
7 hours ago
» Replies: 0
» Views: 43
Collector
[v2.99] Dynaxis

Forum: Bug Reports
Last Post: Collector
Yesterday, 01:21 AM
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» Views: 25
Balthie
Green hands, green with e...

Forum: Bug Reports
Last Post: Balthie
Yesterday, 12:59 AM
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Ray2064
[Tool] SL2 Reckoning Calc...

Forum: Builds
Last Post: Ray2064
Yesterday, 12:00 AM
» Replies: 32
» Views: 26,226
Rendar
[2.96d] Lost Belt

Forum: Bug Reports
Last Post: Rendar
06-29-2025, 10:10 PM
» Replies: 2
» Views: 399
AkaInuHime
[v2.99] Smallkuchi

Forum: Bug Reports
Last Post: AkaInuHime
06-29-2025, 07:44 AM
» Replies: 0
» Views: 33
Fern
v2.99 Landing Deos Danzai...

Forum: Bug Reports
Last Post: Fern
06-29-2025, 07:41 AM
» Replies: 0
» Views: 23
SpaceShibe
Solblader Thread (But not...

Forum: Balance Fu
Last Post: SpaceShibe
06-29-2025, 07:35 AM
» Replies: 4
» Views: 343
Rendar
[2.99] Toyatori's Bladed ...

Forum: Bug Reports
Last Post: Rendar
06-29-2025, 05:13 AM
» Replies: 0
» Views: 24

 
  [2.98b V2 Test] Yin and Yang
Posted by: MultiWonder - 05-10-2025, 10:05 PM - Forum: Bug Reports - Replies (2)

Yin and Yang's Gunsmoke Spiritual complete set does not properly apply its -10% light / dark resistance ignore effect.

Whether or not it's supposed to lower one's resistance no matter what (even past 0), or simply lower it until it hits 0 is unclear to me, but whatever it may be, there's zero difference in damage output for its basic, non-muddled basic attacks whether or not you have the charm equipped.

If it means anything, I tested this with the following combinations:

Gilded Yin / Normal Yang / Yinyang Charm
Gilded Yin / Gilded Yang / Yinyang Charm

The outcome is the same regardless.

I also did end up trying to use only ONE of the guns alongside the Yinyang charm and did not get access to Double Dao either way.
While this makes sense given what the skill itself requires (both guns), it does leave me wondering if the charm even counts toward the set to begin with.

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  Synthetic Skin
Posted by: Autumn - 05-10-2025, 03:47 PM - Forum: Balance Fu - Replies (2)

Mechanations currently do not have access to the traits that require you to have skin, this includes some very important or fun traits such as:

-Barrier Tattoo
-Arcane Fists
-Warding Tattoo
-Charm Tattoo
-Obedience Tattoo
-Strongest Muscles

I've bolded the ones that are especially limiting for mechanations to not have access to, as I could live in a world without most of the tattoos, but Arcane Fists and Strongest Muscles actually heavily limit their build options comparatively to other races.

I suggest anything that would allow them to pick up these traits, either but removing their skin requirements or by introducing a new trait for mechanations called Synthetic Skin, which enables them to purchase these traits, either at some small benefit or cost, similar to Synthetic Hair.

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  [2.98b] Comfort Hug
Posted by: zericosmic - 05-10-2025, 10:54 AM - Forum: Bug Reports - Replies (2)

When you're in a fight with the setting to remove defeated players turned on, you teleport to one of your remaining allies when one of your allies gets removed from the battle at the start of a new round.

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  OOC Recruitment
Posted by: Sawrock - 05-10-2025, 12:57 AM - Forum: General Discussion - No Replies

I need to OOCly recruit two characters for in-character/backstory purposes. I have need of one person of noble descent, and one other person being a member of a religious order. Your character will hate my character's guts. Further details can be given on Discord.

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  [Korvara] Character - Application for a Curse + Origin Element
Posted by: owarinohebi - 05-09-2025, 09:42 AM - Forum: Character Applications - Replies (1)

Applicable BYOND Key - IttyBittyGhostKitty
Character Name - Mamoru Kagura
Request Type - Character Element: Curse/Aura, Background Element: Childhood Experimentation


Request Details -  A curse that limits the character's magic ability.. Extra flavor is that he makes plants wilt at the touch of his hands and animals flee. A possible aura of constant mild anxiety around people (Can of course be ignored, and likely will be). As for the background element, I was intending them to be a magical experiment since nigh infancy as a test to see just how long curses can affect a living, hearty, organic body for.

Specific Request - A curse that the character was afflicted with since nigh infancy, due to his parents making some sort of witch or warlock mad. Plants die at their touch no matter how lively, and standard animals (non companions and non-PC) flee when he approaches. This also heavily limits his magic ability to use different forms of Grimweaving/Dark Magic (Hemomancy, Altermancy, etc etc).. To clarify, the character in question is an adult at present.

Reason why you are making this request (if applicable) - I felt it would be an interesting character idea, and also provide a story element for people in Korvara. I intend for people to be able to cure this curse from the person via an extensive rp storyline. Maybe even give an EM an interesting storyline to make a small line for? ' w '

All in all, I'm re-imagining an old G6 Character of mine, and want to cover my bases with approval! Most of it is just flavor for a Ghost/Hexer

Roleplay & Lore supporting your request - It seems there have been curses similar to this in the past, but if this is considered "too OP" then let me know!

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  [2.89b] Start of Combat Buffs
Posted by: Rendar - 05-09-2025, 04:49 AM - Forum: Bug Reports - Replies (1)

Certain abilities/statuses automatically apply if you join a fight (I think Auto-Enchant does.. but I know the Arcane Tattoos do).

Pacifism, however, doesn't.

Also, as an.. Aside.

Whenever someone new joins combat, EVERYONE in combat turns to face said target (or, really, just whoever is closest enemy wise).

Which creates situations where someone can join mid-combat and everyone will turn to face eachother. Negating back attacks.

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  [v2.98] Ev-tu Brute?
Posted by: Autumn - 05-08-2025, 11:52 PM - Forum: Bug Reports - Replies (4)

Eviter does not work against monster weapons, now while I swear I recall it being changed to work against such a very long time ago, I cannot find any patch notes or bug reports that would suggest otherwise on the forums, meaning it was either once patched in a testing server version or was discussed about and never followed up on.

Either way I took 10 punches to the face and could not deflect a single one, with a 70% parry rate I am unconvinced that I am simply unlucky and now I am requesting recompense for my broken facial tissue in the form of asking on if this is a bug or not and if it can be fixed.

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  [v2.98] Dull Bristleblade
Posted by: Autumn - 05-08-2025, 10:32 PM - Forum: Bug Reports - Replies (1)

The Bristleblade Sapling planted by Geo of Drought is always lvl 15, with no text indicating anywhere that this should be the case, while the level scaling on the skill itself says that it increases the LV of the skill, one might assume that the level of the bristleblade is supposed to be equal to the skill rank increase similar to the fire resistance pierce, but it is not.

This is either a text error on Bristleblade Sapling itself, or is a LV error which interferes with the amount of damage the skill is supposed to do on blooming. (Currently it does 150, but if it were equal to lvl 21 instead it'd do 210)

[Image: iCt2GKY.png]

Bristleblade at rank 4 blooming, with druidic tending on the plant as well, if it were affected by all of these it should do 350 damage instead, though I doubt you intend for this so I just assume this is a text error, though I am also putting the thread up because almost all of the plants have LVs associated to skill rank.

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  [2.98b] Shift strike not giving crit momentum
Posted by: TheGhostlyKnight - 05-08-2025, 10:03 PM - Forum: Bug Reports - Replies (1)

So my typical combo consists of:

Phase Fang -> shift strike -> evokes

I noticed during a mob testing for some reason my shift strike wasn't giving the crit momentum despite shift strike technically being a different weapon.

I tried doing basic attacks and then shift strike and the same thing.

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  Swap Cleaving Clarinet's Potential & Effect Around
Posted by: pilcrow - 05-08-2025, 09:19 PM - Forum: Suggestions - Replies (4)

Cleaving Clarinet's pull effect is REALLY difficult to work with as is, to the point where holding it has actively been a downside for every single bard I've seen use it, often causing them immeasurable amounts of pain when they cantus and suddenly have every mob in the fight adjacent to them (they are not a tank and will soon perish). 
This can also cause considerable pain to teammates, who might have wanted to maintain mob positioning.

Speaking of positioning, it ALSO outright disables a few combos on ghost/bard, including any ability to space an enemy with default sidecut > OYM or similar setups, or hit both skills into a row of lined-up enemies.


The solution feels pretty natural to me: Cleaving Clarinet already has an effect on its weapon potential (a good one, too!) that isn't meaningfully affected by the 'supress potential' toggle because it's a skill.
So. Swap the passive pull effect around with the weapon potential, so that you can use supress potential to activate the pull at-will. This way, it stops being a massive problem to people who don't want every enemy adjacent to them every time they play a song, and it becomes a very useful tool to those who want to make active use of it for repositioning purposes without immediately stepping on their toes in every other situation.

(By the way, no. Larveget is not a good replacement for Cleaving Clarinet if you want to do both basic attacks and sound damage in like 99% of fights.)

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