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Buffing Melee Weapon Crit Damage |
Posted by: Autumn - 02-12-2024, 12:13 AM - Forum: Balance Fu
- Replies (11)
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When it comes to melee weapons, typically the ones that you require building STR for, they often fall behind GUI scaling weapons due to them not quite dealing enough damage when you don't invest much for GUI, even building for 30-40 GUI can be a serious tax for a lot of melee critters when they should be focusing more on what's important and what differentiates STR weapons, and that's their SWA for the most part.
Axes are a supremely good example of what melee weapons should sort of look like, barring their accuracy of course, starting at 125% critical damage does them a lot of good as they only need to invest half as many points as Swords, Spears or god forbid Fists do to gain a respectable crit damage number. While axes can focus on the big number, they don't always have to, and have options when it comes to their builds.
Swords, Spears and Fists are not afforded this luxury unfortunately, given their extremely base critical damage, they can't just invest into STR, LUC and accounting for SWA, they have to be able to multiply that SWA too, given that crit damage scales very linearly I think raising these numbers will do little to overpower them, especially given that half of the damage of fist and spear basic attackers tend to be magic from on-hits anyway.
Therefore I propose raising the critical damage of Spears/Swords/Fists to 125% to match Axes, Axes will still have Deadliness and Spiked Axehead to differentiate them as the defacto critical damage weapons of the game, going from 125% to 140%, still 15% above the other 3 martial weapons, thus justifying their accuracy loss. (As for Keen weapons such as Wo-dao/Hisen/Duodent, they can be raised to 140%, remaining 15% above non-keen counterparts, this is where Battleaxe also sits at.)
I personally think this change will help STR critters feel more comfortable with their stats, and not always have to resort to 40 GUI to feel like they're dealing enough damage, instead you'd see 20-25 GUI be more common place on them, which considering you have to build a whole other additional stat than Daggers, Guns or Handshot gets? Seems like a pretty light investment enough to not make STR crit builds so hard to build in the first place.
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[v.2.82b v2] No Empty Threat (Counterattack Tiles) |
Posted by: WaifuApple - 02-11-2024, 08:54 PM - Forum: Bug Reports
- Replies (1)
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Using Forced Move, I was successfully able to trigger a whole line's worth of rook's counterattack tiles in a single move. Considering the change made to these interactions to make it so that this only happens once per action, it still working this way seems like a bug. This is likely the case for all other counterattack tiles, too.
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[v.2.82b v2] Slicing Benten-times over |
Posted by: WaifuApple - 02-11-2024, 08:52 PM - Forum: Bug Reports
- Replies (5)
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Similar to a bug with Ice Slide earlier, Slicing Benten can proc on-defeat skills for every hit it does on someone an earlier hit killed. This can lead to, in the case of the new whip, Balrog, several versions of a flame soldier being spawned from one kill, which can clearly spiral out of hand.
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[v2.82b] Pocket Heater |
Posted by: Autumn - 02-11-2024, 12:05 AM - Forum: Bug Reports
- Replies (1)
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If you end a battle while you're already frozen, you'll be granted frozen immunity after the fight and not have it removed, this persists into the next battle.
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Staff of Mending and Staff of Miracle QoL Request |
Posted by: Snake - 02-10-2024, 11:28 PM - Forum: Quality-of-Life (QoL)
- No Replies
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I don't find very comfortable having to target a far-away ally twice in a row and slow down your battle flow to use this old item effectively. So here's my idea.
Staff of Miracle should heal (Scaled WIL/2 + Scaled FAI) and cost 3M to use. Like how Staff of Mend currently works, in so to give healers the option to only half-heal someone and have 4M left to do whatever else.
Staff of Mending should heal (Scaled WIL/2 + Scaled FAI) * 2, and cost 6M to use, similar to Staff of Restrain.
This is moreso you don't need to use it twice, just have it pay both the uses in one go and cost a whole turn to heal the amount intended on two uses. I wish something could be done about Elves making this busted, but it is what it is.
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Engineer New Passive (Support Engineer Idea) |
Posted by: Snake - 02-10-2024, 09:22 PM - Forum: Suggestions
- Replies (3)
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Ideally, after Engineer gets its so deserved Skill Points crunchdown, it should gain a new passive worth 1 SP that does not take a skill slot.
Quote:Upgrade Tweaks
Turn powerful upgrades into portable floating orbs that better enhance your allies or machinery. While equipped, this skill will change Engineer's Upgrade skills in the following ways:
- No longer grants a specific Skill to your allies or machinery.
- Changes the targeting to a 4 range diamond, that targets all allies in it.
- LV bonuses will become LV * 2, and duration is increased by 2.
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(v.2.82b) Sharpen is out of order |
Posted by: Snake - 02-10-2024, 06:16 PM - Forum: Bug Reports
- Replies (1)
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The animation for Sharpen seems to be out of order, a vestige of the previous patch that updated how animations work. The sound effects and two-step animations are overlapping each other rather than happening one at a time.
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SL2 Version 2.82 |
Posted by: Neus - 02-10-2024, 05:30 PM - Forum: Announcements
- No Replies
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2.82
New Promoted Class - Ruler - Added a new Mage promoted class, Ruler.
- A support-focused class specialized in using whips, with the ability to create golem automaton allies in battle.
- Contains 27 new class skills, and additional subskills.
- Skill icons courtesy of Slydria, Kunai.
New Items- Added 10 new weapons.
- 3 of these items are 10* weapons.
- Basic Whip weapon is available in most weapon shops in Korvara.
- Various forum bug fixes.
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