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Imbue On-Strike

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[v3.03] Overly sentimenta...

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[2.92b] Hotbar skills not...

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Lolzytripd
Excel invitation

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Add Iahsus status to Lapl...

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[3.03 v5] Personal Crysta...

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Snake
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Snake
Acid Love

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zericosmic
Height Approval

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  Only One Tattoo, Never Tattwo
Posted by: Sawrock - 10-06-2024, 06:55 PM - Forum: Suggestions - Replies (1)

[Image: Wjstyro.png]

Can the separate tattoos (left arm, right arm, centerbody, and any further additions) be given unique clothing mirror-slots? I wanted to combine the left arm and right arm ones when making the "stripes" for my Ronald McDonald.

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  Geomaterial (Ruler)
Posted by: Snake - 10-06-2024, 01:57 PM - Forum: Balance Fu - Replies (7)

Here's a revised proposition:

- Geomaterial should be able to be retained over multiple fights.

- Geoheart enchantment should increase the cap of your Geomaterials. Don't forget to make it so this condition is checked before combat starts to prevent item swap cheese.

- Every time you generate Geomaterial by refining materials, you deal bonus Earth damage that ignores armor, equal to (10 * Geomaterial)% Earth ATK in a 4 range AoE from where the material was refined.

This will definitively fix the worst part of Geomaterial build up. Ruler is not like Solblader or Rune Mage, where their build ups are satisfying and amount to something that can turn the tides of a battle in a more urgent manner.

Please give this a consideration.

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  Duyuei Tribesmen (Snakemen Raid)
Posted by: Snake - 10-06-2024, 01:33 PM - Forum: Balance Fu - Replies (1)

This is just a general feedback over what they probably need to live up better the fantasy of tribesmen who are well-trained to defend the wall, and feel less like fodder during fights.

Please be mindful I'm talking about padding the NPC's performance during the raid, not the Traits or players.

All of them could benefit from one thing that'd serve to set them up as people who are fighting for their loved ones, and giving their all like any other race could never do:


Quote:Battle High (Duyuei)

Ravenous and reckless, a Duyuein is not afraid to put their life on the line. They gain 1% more Damage, Hit, Critical, Critical Damage and Evade per 1% missing HP.

Additionally, depending on their Tribe, they gain additional effects:

Galjager - The first critical hit in combat against non-boss monster targets will deal bonus Pierce damage equal to 50% of their max HP, but the attacker will become Stunned and Knocked Down. (Reckless Hunter)

Hawu - Will intercept damage for allies within 4 range at a 100% probability, if their maximum HP is below 50%. If this unit is defeated while defending someone, it will embolden all allies, giving them Hawu Rage. (Courage to Protect)

Imala - Healing spells have their cooldown reset at the start of a new round, consuming 10% FP per reset. Additionally gain Mass LV5 every round. If this unit is defeated, it will activate Spirit Pain for 2 rounds. (Spiritual Flow)

Skouge - Spell damage will always ignore evasion and protection, but offensive spells will deal kickback damage equal to 50% of its damage. Gain Charge Mind LV3 every round, if its LV is below 3, consuming 5% HP per LV required. (Blood Price)


Whatcha think?

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  Maneuver: Special Attack 1 (Polearms)
Posted by: Snake - 10-05-2024, 03:12 PM - Forum: Balance Fu - Replies (1)

The 4M cost on Multifront feels like a relic of Pre-GR.

Can this be changed to 3M but gain a 1 round CD?

Or better yet. Gain a new effect that makes you rotate, swapping the targets' location one for the other after the attack hits both.

Or, or! Make the front's attack deal the weapon damage, but the back attack deal blunt damage, simulating the pole's well, pole, hitting them. That'd be very cool!

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  [v2.90f] Displaced Perfect Poise
Posted by: Snake - 10-05-2024, 02:51 PM - Forum: Bug Reports - Replies (1)

If you gain the effects of Perfect Poise while Airborne, the visual effect will spawn around -15 Pixel_Y, downwards, from where it should (which is wherever Airborne tilts up your Pixel_Y).

Then if you land, it gets further displaced south.

You can easily replicate this by dodging an attack while airborne.

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  Cryotherapeutic
Posted by: Autumn - 10-05-2024, 12:12 PM - Forum: Balance Fu - Replies (7)

[Image: vsQhVkc.png]

Insulation isn't considered basically at all right now as an addition to Verglas' kit, the buff it grants only lasts 3 rounds and the people you would want to use it against tend to also have Winter's Bite themselves, you can justify it's usage in the Evoker or Ranger matchup generally but I see not a lot of use for it otherwise.

I'd like to suggest that it gain an HP Regen effect to accompany the ice resistance, scaling about the same as other HP Regens do, this would make it a lot more useful as a support button to throw on an ally or yourself. Naturally it would gain a cooldown of like 4-5+ rounds if it becomes an HP Regen.

I am also biased to suggest this as I've wanted for a way to get something similar to cryotherapy for Verglas for a while now, I was thinking it'd scale 15/30/45 HP Regen, with the 3 round duration this makes it a 135 HP Heal, 180 if you were to spirit it instead, this seems kinda low for a heal over time imo but matches up with Verglas' ability to use meditate to extend the effect and sustain longer, as well as the possible other boons it can grant.

More importantly (to me) it'd help me fill a thematic niche I've wanted to fill for a while now without changing my subclass, a completely selfish request on that end.

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  pressure fletch annorum is unhealthy
Posted by: Lolzytripd - 10-05-2024, 07:31 AM - Forum: Balance Fu - Replies (2)

I'm saying it, potentially aoe stripping 3 buffs is unhealthy, tilting, and frankly bullshit


it even gets to do damage while doing so.



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  [v.2.90f(Live)] Pressure Fletch Annorum
Posted by: Collector - 10-05-2024, 04:56 AM - Forum: Bug Reports - Replies (1)

Pressure Fletch's Annorum effect isn't dispelling buffs. For posterity, tested against Redgull and Aria of Agility, which were dispellable prior.

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  [v2.91v2] FFFFFF-iddlesticks
Posted by: Sawrock - 10-05-2024, 12:39 AM - Forum: Bug Reports - Replies (1)

Using pure white for an object (being #FFFFFF) will not properly import when using the mirror import-from-text tool on the testing server.

For example, using:


id=clothes99&c=ff9999&y=1&v=1.1&i=1.3;id=dragon_helm4&l=7&y=-1&v=1.2&i=2;id=mask2&c=ffffff&l=10&y=10&h=0.5&v=0.5&b=2

will have the mask show up as the default "blue" state, despite the "Apply Colors Subtractively" being set to #FFFFFF.


But instead, having the mask not be a pure white at:

id=clothes99&c=ff9999&y=1&v=1.1&i=1.3;id=dragon_helm4&l=7&y=-1&v=1.2&i=2;id=mask2&c=f8f8f8&l=10&y=10&h=0.5&v=0.5&b=2

will work perfectly fine, being instead set to #F8F8F8.

This affects all coloring options- additively, subtractively, and multiplicatively, although the latter of three will not matter as it does not change the icon color regardless.

I've tested with #000000 as well, and a variety of other colors. Only #FFFFFF seems to have this problem.

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  [v.2.91(Test)] Gentle Embers Confusion
Posted by: Collector - 10-04-2024, 12:23 AM - Forum: Bug Reports - Replies (2)

Lantern Bearer status immunities provided by Gentle Embers auras apply to allies regardless of Confusion.

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