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  Heckish Eye
Posted by: Ray2064 - 02-29-2024, 09:37 AM - Forum: Balance Fu - Replies (2)

I don't really got much to say why does that exist

Tomes in their current state are the best they've ever been, with new weapon parts and better materials padding out their existing weaknesses in comparison to their long-time enemy, staves. (Mostly things like stats and hit rate)

Magic in general has many ways to get around beating evade fairly easily (Evoker jank, RM jank, Purity Edge jank, etc- I'm pretty sure the vast majority of evade ignores are actually spells, come to think of it ?), an archetype that struggles against most tools that outright ignore the 50 stat points they dumped into CEL and go straight for their weak (in most cases, due to stat distribution) DR numbers. That's how you end up with duels that are over as fast as it takes for one to throw out their tentacles, divine shower, CM'd spell, and all of that stuff.

Tomes' main class options match up with evade quite well as a result- save for maybe Hexer, and even then that class rolls two hit checks for most of it's spells, I'm pretty sure.

I don't really see how was that needed, as a result ? You're essentially stripping someone's M investment and rendering them defenseless in one of the few moments where it'd matter for them (As you'd be done with your rotation for a bit, presumably) and are kind of just able to whack at them with anything, now.

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  [2.83 v2] Beware of Ice
Posted by: Rendar - 02-28-2024, 11:38 PM - Forum: Bug Reports - Replies (1)

Ice Spikes can hit confused teammates, even if the user of Ice Spikes is not confused.

This may be due to how bouncing ice spikes work, but the Verglas in question hit a confused teammate.

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  Synthesis (Order of Operations)
Posted by: Trexmaster - 02-28-2024, 10:41 PM - Forum: Suggestions - Replies (2)

As it stands, Synthesis will not activate on the top of the round that Immobilize expires, meaning the user gets one less round than the duration would imply.

It could afford to check much like Poison, Burn, and other DoT effects prior to expiring to see if it can deal its damage at the top of the round it would expire.

I.E. Poison with 3 round duration will deal 3 ticks of damage, Synthesis with a 3 round Immobilize will only get two procs, as the final round has Immobilize drop off before Synthesis checks if it is present to activate at the top of the round.

I honestly don't know if this is a bug or not hence why it's here as a suggestion instead.

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  [2.83 v2] Relei's Frost is worse than his Bite
Posted by: Rendar - 02-28-2024, 10:10 PM - Forum: Bug Reports - Replies (1)

Whenever Relei uses Hunter's Jaws and throws someone down the center of the map with Frostbite on the poor victim, the damage does not seem to be split amongst the tiles you are thrown over. Unless these tiles, for some reason, actually are supposed to be doing 518 damage.



Relei the Blizzard used Hunter's Jaws.
Rennni takes 27 Pierce physical damage. (Hunter's Jaws / Monster Attack)
Rennni takes 47 Pierce physical damage. (Hunter's Jaws / Monster Attack)
Rennni takes 47 Pierce physical damage. (Hunter's Jaws / Monster Attack)
Stalemate! But Rennni parries the attack, and knocks Relei the Blizzard flatfooted!
Rennni takes 23 Pierce physical damage. (Hunter's Jaws / Monster Attack)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)

level 45 hunted
winters bite level 4
Frostbite level 40

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  [2.83 V2] I punch a Tornado
Posted by: Rendar - 02-28-2024, 09:47 PM - Forum: Bug Reports - Replies (1)

Attacking an ice/fire tornado (that isn't doubled up) causes you to take damage twice. See: Attacking a singular one of Relei's ice tornado's making you take full damage twice, as if you had walked onto it.

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  Deos Danzai End of turn instead of Beginning turn
Posted by: Shujin - 02-28-2024, 02:13 PM - Forum: Balance Fu - Replies (1)

I was playing around with this a bit, and was hoping that it could be changed to activate at the end of turn instead of the start of turn.

The difference might appear fairly small, but does cut away from some combos that might be possible with it.


Reasoning:
I was playing around with a supporter type chracter, who stays primarly in the back and tried to find a good way on how to get Needles comboed in a way that its healing effect benefits your team.

The idea is to use needle somewhere early the turn to mark one enemy, and then have the rest of the team move up to either pop it themselves, or if that fails, rely on the RNG of Deos Danzai to pop it for them while in range for the heal, however as needle only has a 1 turn duration, and increasing that duration is more significant a buff, than adjusting when deos Dazai progs, I decided to suggest that instead.

its not really a buff per say, as it also means you no longer die hard snipe someone, so thats certainly a nerf in that area.


Just a random thought that would be cool on the support idea, but isn't really important to me if it doesn't get changed.

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  Coastal Squall
Posted by: Rendar - 02-28-2024, 08:27 AM - Forum: Balance Fu - Replies (6)

Coastal Squall is a stand out Tome amongst it's contemporaries with having 120% stat scaling, 15 base power, and 85% hit. Ontop of this, it also gives a +20% Power boost to all Sylphid and Aquarian spells (Wind/Ice/Water spells), with a bonus for if you can somehow manage to get a hurricane.

The closest thing we have in comparison to it are the 8 star fan tomes, which are notably worse in every single way.

120% scaling, 2 power, 85% hit-- and a whopping 10% to two elements (nature/wind, ice/water/earth, fire/wind). It's closest contemporary is the Desert Wind, which is Wind/Earth with the same bonuses, but notably it's scaling is 40% wil/def/cel (stats that, generally do not mesh well).

The Coastal Squall gets 40% WIL/SKI/VIT, stats that help both on survivability, hit, and general effectiveness for a mage. Ontop of all of this, it boosts SWA when casting spells by 20%. So 142 SWA becomes 170 SWA for those scales. Spells which, already, get elemental attack stacked on top.

I'm not asking for much in regards to the Squall. I've a few ideas.

A ) It's scaling needs to be knocked back by 10~20%.

B) It's vit OR ski scaling needs to be swapped with WIND scaling (It does not have any cel scaling, despite being a wind tome)

C) It's effects need to be modernized to what other 10 star tomes/weapons are giving. Balrog (110% scaling, partial WIL/SKI/STR), another 10*, gives +10 Fire attack, with a 2 power increase over the Squall.  Having the Squall give +10 WIND/ICE/WATER attack would still put it as a fantastic tome, if somewhat overbearing (+5 would also be fine)

D) Smack Indignant Idol to not reduce Elemental Resists into the negatives. This is frankly probably a different gripe but man do I hate this item being BiS for anyone that wants to do damage as a spellcaster.


Small Edit: Pure Power (from Evoker)'s bonus power (+10 per slot) is actually factored into SWA! Which means that the +20% Power actually. You know. Is +24 there.

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  Simpler Shell
Posted by: Raigen.Convict - 02-27-2024, 05:17 AM - Forum: Balance Fu - No Replies

Okay hear me out... What if we also made Simple Shell a basic attack similar to complex shatter so you could crit with both and gain Geomaterial with both moves whilst making some refineable material.

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  Ruler's Enchanting Enchantments
Posted by: Raigen.Convict - 02-27-2024, 04:47 AM - Forum: Balance Fu - No Replies

Okay, this may or may not be well received, but I believe there is merit in allowing the unique effects of Ruler that deal with Mage and Ruler based enchant type effects should extend also to skills and spells that fall under the 'Enchantment' category such as Brine Blade and Quickness. It'd overall be even more fun I'd say and synergize well with other buff type classes.

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  [2.83 v2] Fairy Fall
Posted by: Rendar - 02-27-2024, 04:30 AM - Forum: Bug Reports - Replies (1)

Ice Fairy states that it removes Cinders in an area whenever it's effect is used.

It, however, does not apply to Dark Cinders (Eventmins love throwing out dark cinders).

the Foot enchant, as far as I know, does affect Dark Cinders and halves damage from them.

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