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  [v2.89] Ivy Binds + Flower Wreathed Tunic
Posted by: Trexmaster - 07-12-2024, 10:46 AM - Forum: Bug Reports - Replies (1)

Related to this thread.

Ivy Binds effect to treat enemies as plants for your effects does not grant the 5% DR from Flower Wreathed Tunic.

I tested on Alraune to confirm the 5% dr does seem to be working (97 REDUC turns into 92.15 REDUC after putting on the tunic in the debug) (the 97 likely being the 3% dr from Heat of Battle).

Otherwise it does not change when plant tiles are put on units' tiles whilst using Ivy Binds.

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  Astral Belt Abilities
Posted by: MothEnthusiast - 07-12-2024, 10:07 AM - Forum: Balance Fu - Replies (2)

Totally not just making this because I got noob-trapped (despite years of experience playing this game) into thinking the skill's secondaries synergized with one another. Totally.

Anyway. Astral Belt disappears when using its 1M ability BEFORE proc'ing its damage and airborne ability on magnetized enemies. I think it'd be a more utilized skill with decent niche benefits if it either didn't get rid of Astral Belt (and just disabled the 1M skill) or only got rid of it AFTER the effects (damage, airborne) happened.

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  Tactician's Performance Rating
Posted by: Skullcatrons - 07-11-2024, 11:00 PM - Forum: Balance Fu - Replies (8)

Your current performance rating reading this thread:
[Image: 0mToNxW.png]
It's no real secret that Tactician's Performance rating passive is probably the most annoying thing to maintain.  It goes up, and down. And if you start to get hit, it declines very rapidly and almost right away with no hesitation. You're punished if someone multi-hits you for more than 5% of your health per attack, and you can't do anything about it. All you can do is mope as you watch that ranking go down straight to D, and you become boring and mid.

No matter how you tried. You're going to lose that performance rating at first brisk, and it's downturn spiral. If someone in your party dies, or yourself even. Or your dog. Or your otherworldly species. Or some unknown eldritch horror that is somehow supporting you, perish. You're back to the starting point. There are few exceptions to the rule. Like Dark Eyes don't degrade your rank if they die. But still. Losing your rank sucks. 

First. Let remember the clear problem. 
You lose a rank if you take more than 5% of your health in damage.
Your rank is automatically reset if your ally is dead.

Now I'm not against for rank-resetting if an ally is dead. Because sometimes that can be easily avoided with good composition. But first one, not so much. You're bound to lose a rank, and it's going to suck completely. 

In case it isn't clear. Most players average around 800-900 HPs. 5% of their health is averaging 42 damage. The average damage before damage reductions, resistances, armor are generally hovering around 250~. After resistances, that damage tend to be 100-200~ damage. Meaning you just lose a rank anyways. 

While Tactician can max their rank in good composition, so can they lose it almost right away just simply by getting smacked a couple of times. 

it would be nice to see a change to losing a rank via damage retrieval, either by increasing their 5% to 15% (120-135 damage average), receiving a critical strike, getting weakness'd, and suffering knockdowns. Instead of just getting smacked in face with multihits.


[Image: ey6gDh0.png]
Description of skill for anyone who wants it.

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  I'm Screaming At Eventmin Mob Creation
Posted by: Rendar - 07-11-2024, 09:58 PM - Forum: Quality-of-Life (QoL) - Replies (1)

What if there was an option.

To tell mobs to stop using basic attacks. And instead use their skills/spells

Please.Please. I'm begging.

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  [Version 2.88 v5] Demon Translationn't
Posted by: MultiWonder - 07-11-2024, 09:39 PM - Forum: Bug Reports - Replies (1)

The visual appearance change for Demon Translation on Spatial Ravagers does not seem to apply anymore!  (They typically turn gold when doing so, but as of now, they stay their usual green)

On that note, I do not think the Shadow Guardian had a visual change prior to when this bug was found too, but if they did and it never worked, I may as well point that out now too lol.

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  Dagger Arbalest
Posted by: Poruku - 07-10-2024, 06:24 PM - Forum: Suggestions - Replies (3)

Add daggers to the list of weapons that can be used as armament. We have rifles that are usable which is a guile weapon; having a guile sub weapon only makes sense and would open up a few neat builds.

And I mean, shooting a knife from a gun makes like 20x more sense than shooting an axe from a bow

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  Plant Duration
Posted by: Trexmaster - 07-10-2024, 04:47 PM - Forum: Balance Fu - Replies (9)

It's become increasingly apparent that most tile generating skills are set to an extremely low base duration (typically 2 rounds) due to the existence of tile duration talent buffs (+5 rounds for most if not all).

Plants do not have this so are subject to only lasting for two rounds from most skills that create them from an impact effect.

It'd likely be something added to Geomancy since it's the only elemental talent missing a tile duration extension. Could be called Horticulture. SR*1 round duration extension for plant tiles. Easy.

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  [2.89 Test] Dual Weapon Types
Posted by: Rendar - 07-10-2024, 05:48 AM - Forum: Bug Reports - Replies (1)

When wearing a Sarasha Gi, and wield a Black Xyston and a Copper Coliche, the player does not gain Sarasha Gi's effect (+12 crit/evade if the user is wielding weapons of the same type), despite the weapons in question counting as a Sword.

This also applies to Twin Dance, trying to twin dance a Coliche and Xyston doesn't work either!!!

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  Solblader & Solcharges
Posted by: PossumParty - 07-09-2024, 11:16 PM - Forum: Balance Fu - Replies (12)

Hello friends! Hoping to get some changes into Solblader to kick it up a bit and speed up their gameplay. If you have any ideas please toss 'em in here! Mainly I'll just be going over Solcharges for Solblader and putting through some ideas to gain them more easily.

So, in my opinion, Solblader in its current form is SLOW! Painfully slow, holy guacamole. I do think it's a good class in all honesty, it does a lot good, but it's so painfully slow if you want to use any of its utility spells at all. Let's take a normal class that has similar things- Mage and its augments.

For 3m they can give you whatever enchant + elemental attack, stats, and magic on-hit related to the element. Awesome! And then we take Holy Sword, costs 2 Solcharges, and for that it gives you +5 SWA, +5 Light ATK, extra damage on undead, 3 times per round 50% light atk on basic OR offensive skills- that is pretty good. And to get that you need essentially 6m, 3m to Solcharge, 3m to Holy Sword. The same with Holy Shield and Wings as well- essentially you need 6m to use any of your cool stuff. Lets look at other classes and their skills - Bards songs, 3m. Curate, 3m, just costs 3m to heal, same for priest. Graft, Invigoration, Quickness, Malmelo, Sanctuary- etc., you get it. No set up needed, just whip it out. Now lets take a look at a usual Solbladers turn.

Solbladers turn: Solcharge (3m), Solsphere (3m). 2nd turn - Solcharge (3m), Radiant Splendor to upgrade sphere (3m, 3 charges). 3rd turn - Solcharge (3m), Holy Shield or Sword or Wings (3m), 2 charges). It takes THREE turns basically to get your start-up on Solblader. On that 4th turn you have 4 charges now to play with at least and can start actually fighting- if you don't want to cast any of your other buffs (which you probably do). It just takes soooo long to get your class' skills off. Mind, you don't HAVE to do any of these things of course- but then you know.. why are you playing Solblader?

For another example- lets say you want to use Solblader's heal and you have a casting tool. 3m to Solsphere, 3m to Solcharge to gain enough charges for it- then you can finally heal, another 3m. You don't get the best heal of it, but it's something. You can also use Star Parade- but, guess what? It takes 3 solcharges! So you'd have to Solcharge, solcharge, star parade, heal. 2 turns to do a heal. Whoof. But it can get even worse!

Let's say you don't have a casting tool- you can get it from the class anyway, right? And let's say you want the bigger heal from it. What does it require?
Solcharge(3m), Solsphere (3m). 2nd turn - Solcharge (3m), Radiant Splendor (3m, takes 3 charges). 3rd turn - Solcharge (3m), Holy Sword (3m, takes 2 charges). 4th turn - Radiant Solace! (Takes 3 charges) Yippee! It takes 4 turns to get your big heal! It has to be worth it huh? Oh- Priest can Mass, Graft, and Malmelo- all in one turn? Oh..



And so, I think Solblader just needs more ways to gain Solcharges. Currently you have Solcharge- gain 1-3 charges for 1-3 momentum (has a 1 turn CD), Illuminating Sol - You start with 3 Solcharges IF you're monoclassed (lets be honest, no one is doing this). Or Sapping Sol - If someone is grappled or KD'd you can cure that, do 60 damage and gain 4 solcharges. But that bounces back to the first problem- to do either of those its going to cost 3 momentum, then another 3 to do this ability- you're taking a whole turn to get 4 solcharges. And finally, once per round, if you use a Mercalan spell from a NON-SOLBLADER class, use pray, or get a critical hit, you'll gain 1 solcharge. This requires classes outside of Solblader AND ones with Mercalan spells to get usage out of this. You can also crit too, which isn't a bad option to have. Just you know.. its gonna take 3 turns to get 3 solcharges out of this ability- IF you're getting use out of it. Outside of these- there is no way to gain Solcharges. We gotta fix that!

Options I'm putting forth - I think any of these are good to put in, maybe even ALL of them to be honest.

Option 1: Solcharging - Generate 1 solcharge a turn. Simple, easy, good.

Option 2: Solsphere and Holy Aura - Whenever you step into your Solsphere, gain 1 Solcharge. Simple, makes sense too- your sun sphere is charging you up. OR, and this may be a better option- whenever your Holy Aura is triggered, gain a Solcharge. Your heal can give you this, Radiant Surrender, and stepping into your Solsphere.

Option 3: Wall, Speed, and Flash of Light - For Wall of Light, whenever you Guard, Protect, or Parry, gain a Solcharge (limit to once a round). For Speed of Light, whenever you Evade or Glance, gain a Solcharge (limited to once a round). For Flash of Light, whenever you use a Mercalan based spell, gain a Solcharge (limited to once per turn).


I think all of those are great options and have 2, maybe all 3 of them in Solblader would be a good option. They go into the class' fantasy well and play right into its playstyle, fit right in to the class. There's counterplay (get someone away from their orb, dont evade on them, hit their parries or protects, silence them). And it opens up Solblader to just not having to sit there and Solcharge up the entire combat. They'll still probably want to do it on first turn, maybe later on if they need an emergency heal for example, but they won't be locked into it the entirety of combat to just be able to use their skills. Instead if they play well into their class, they'll be rewarded with Solcharges and be able to more frequently use their classes' abilities. Yay!

I hope that sounds good to you! If you have any ideas or criticisms please let me know. Thank you for taking the time to read this!

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  Micah Klein - Curse & Height App
Posted by: CuteYellowCrabby - 07-09-2024, 03:55 PM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - CuteRedCrab4
Character Name - Micah Klein
Request Type - Height + Ailment
Request Details - I wish for Micah to be afflicted by a Shaitan-specific carapace curse.

The main idea behind it would be that it, in a way, would replace Micah's natural clotting. Whenever she experiences an injury, instead of regular blood clotting, she has carapace grow rapidly within the affected area. This, while having the ability to make her last longer in combat, is excruciatingly painful. With this in mind, the carapace has the capability of growing wherever there is injury, from the smallest of cuts to the biggest of gashes, causing it to be in places usually not seen upon a regular Shaitan.

Given the extensive overgrowth of the carapace, which has the very real danger of taking over large portions of her body, cause her movements to become sluggish. While this extensive carapace can keep her safe, it likewise threatens to render her immobile if it's not maintained.

She'd also be 7'10".

Reason why you are making this request (if applicable) - I just want this as a little special thing my character would have, with the added benefit of providing roleplay for people who wish to know more about said curse or attempt to cure it.

Roleplay & Lore supporting your request - I will be using the Turtle Shell armor as a mechanical representation of this disease. The extra momentum to get up makes her sluggish, while the defenses are from the extensive carapace. She will likewise have the Cursed Blood trait.

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