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  Unlike A Dragon ("No Torso" Balance Thread)
Posted by: Snake - 02-16-2024, 10:55 PM - Forum: Balance Fu - Replies (4)

Not that I want to buff Enokida or anything, but using this set's effects can be very detrimental if you are an Evade user when compared to a tank. I've been testing this a little in the Testing Server and saw that my performance lowered sharply once I used Cast-Off Flexing. 

Why? Because an optimized, fully upgraded Unarmored Torso grants you:
> 23-26 Base Evade.
> 4-9 Armor.
> 8-14 Magic Armor.
> Either +60 HP or other wacky Enchant effects.

And so on, while removing your torso mid combat, or not having any to begin with is just suicidal in combat, especially if you use Evade as your main defensive option. Which is both ironic and funny in terms of DevLogic ™, because if you remove your torso, you suddenly become less agile.

That is a fairly big chunk for just trying to get extra effects, but beyond balance, what I find it weird is that by removing your torso, you'd be more fast on your feet rather than slower. So I thought of some solutions for this. They're mutually exclusive, before anyone thinks I want all of below put up in a messy balance soup.

  • Having no equipment on your torso should grant 30 Base Evade and +1 Move by default. (This is a fair tradeoff. No defenses/enchants for more evade. It sells into the idea that removing your torso/not using armor makes you more nimble.)

  • Like A Dragon set's "Dragon Fist" buff should increase Base Evade by LV (LV = Removed Torso's Evade stat).(The beggar's option. Would at least make 1 Item Set that uses no torso work for dodges.)

  • New Trait: Boundless Agility - While you have no torso equipped, your Base Evade is increased by 50% of your Scaled CEL. (Same as the first choice, but a trait instead.)

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  [2.83 v2] Enchanted Badgeness
Posted by: Rendar - 02-16-2024, 09:32 PM - Forum: Bug Reports - Replies (1)

According to Dev, this isn't supposed to happen..

Targets with Badges Equipped are still able to be targeted (at least, Cruel Enchanted) with the Elemental Enchants (Nerhaven, etc), which overwrite their badge and also give them a weakness to said element.

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  Tanking (Like. Actually taking Hits for people. Not being Tanky)
Posted by: Rendar - 02-16-2024, 04:11 AM - Forum: Balance Fu - Replies (4)

In the recent update, Guard was nerfed to only be half as effective versus Redirected damage.

Redirected damage being, only what I can assume is

Protect (Doesn't work half the time)
Sacrifice (Redirects the damage, but not any effects, Lengthy Cooldown)
Guard Dog (Kerberos. He should burn)
Crest of Rook (75% chance to proc protect on the status causer)
Charm (Charm Lvl% to proc protect on the status causer)

I understand the desire to make designating someone 'tanky' and not allowing people to huddle around them as they take minimal to no damage, but the downside to doing this tactic has always been "AoEs exist".

I think it's kind of a bad idea to nerf Taking hits for others simply because now Ruler's exist and can make NPCs / anyone do it for them, especially the way that it has occurred right now. Breaking a Ruler from their Rook Crested Ally, or just mass-aoeing the area is how it has always been dealt with...

If nothing else, due to it being so severely nerfed. I would like to ask Protect actually be looked at and.. made functional against more than just basic attacks.. and for Sacrifice to force the new target for an attack to be you, rather than you take the damage and the target take the status afflictions associated with it.

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  Bodyguardlictic Blood
Posted by: Ray2064 - 02-15-2024, 08:41 PM - Forum: Balance Fu - Replies (14)

Because I've seen people say is "all it's gonna take is one balance fu thread" and "This shits busted" -- and I have been subjected to it in six fights now.

BK/Something (or really anyone with well invested DR) can equip a Bodyguard and be nigh unkillable past the point of the proc.
 

Scarlet Twister a target through 2-3 of the tiles, performing basic attacks with an reduced 50% pre-DR damage on each.


And then the passive regen.

And then, watch them pop a heal, potion, or two.


Yes, Bodyguard only works past a certain treshold. I don't really being able to -ignore- damage coming from anyone without sufficient sources of damage is something that really should be fashionable. This is coming from a Ghost/BK with around 132 SWA, a 187 crit mod (more with good claret call stacks)

I'm dealing, at potentia, 80 physical damage per critical hit on a tank who had every right to die. I cannot exactly finish them off from afar as any non-crit attack is outdone by natural regen.

How to fix this?

Make Bodyguard stop existing

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  [v2.83] COUCH STUCK
Posted by: Autumn - 02-15-2024, 06:12 AM - Forum: Bug Reports - Replies (5)

The mapper made an oopsie and combined together couches that normally didn't go together, and thus this couch is a 1 way street, you can enter through the left but you can't leave through the right, for some reason.

[Image: H8gED0Z.png]

Oops

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  [2.82b v2 Live] Monster Spine
Posted by: Rendar - 02-14-2024, 10:30 PM - Forum: Bug Reports - Replies (2)

Red Bear used Attack.
Red Bear attacks Chocolate Agile Firefox with Raging River!
Chocolate Agile Firefox takes 84 Slash physical damage.
Red Bear recovered 1 FP.
Chocolate Agile Firefox takes 3 Wind magical damage.
Red Bear recovered 131 HP.

It seems that if you do not have Blood Strike active whatsoever, and take damage exceeding 200, you will gain Blood Strike = (damage/2), even if it bypasses the 100 capped limit on it.

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  [v.2.82b v2] Pinball Strike's animation is broken
Posted by: Snake - 02-14-2024, 09:27 PM - Forum: Bug Reports - Replies (1)

Pinball Strike and GM-Cool-Teleport are both broken. It copies itself twice, and the animation does not position properly on the end spot.

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  Mastery of Weapon Arts
Posted by: Snake - 02-14-2024, 08:27 PM - Forum: Balance Fu - Replies (12)

This should be lowered from 25 to 15. The number is too excessive for just a 15% scaling bonus on weapons that don't even scale from the stat itself.

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  [v.2.82b v2] AI for pieces is borked
Posted by: Poruku - 02-14-2024, 03:55 PM - Forum: Bug Reports - No Replies

As it stands, pieces other than pawns will simply use different skills that have literally no effect. They use energy and skip their turn. For instance, the move skills don't move them, and the threaten skills don't create counter-attack tiles.

I know you're supposed to use total control for your good pieces as a ruler, but it would be nice if at least they simply used their basic attacks or something.

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  [v.2.82b v2] It's not crashing in to me.
Posted by: Balthie - 02-13-2024, 11:11 PM - Forum: Bug Reports - Replies (1)

I'm a crash potion enjoyer. Maybe THE crash potion enjoyer. Fellow crash potion enjoyers rise up.
Upon trying to test out crash potions with the new whips for the sake of an event mob, I noticed it wasn't working with some. I went through each one (aside from Blind Bright and Black Zepla, which shouldn't crash), and noticed that it was explicitly just the tome whips that weren't getting the crash potion effect.
To be safe rather than sorry, I tried it with a flamberg- and THAT didn't crash either. So I'm fairly certain that it's tomes specifically that aren't working with crash pots right now.
This occurs both when manually drinking a large crash pot, and when click applying the status.

[Image: 10c1d8d69e.png]

By description- and classically, too -they've historically worked, and always been a fun aspect that basic attacking tomes (typically bad in the past) had over guns and bows.

Whilst I don't think it matters too much, this was my list of tested weapons, and why I'm pretty sure it's tomes and not whips;
Whip, Creeping Darkness, Monster Spine, Kusarigami, Spine Leash, and Gryphon Wing all work.
Rose Whip, Sthenno, Stone Vector, Manic Slasher, Balrog, and Flamberg all don't.

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