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Kameron8
[3.04c] Crash Potion + Tw...

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Forum: Balance Fu
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the REAL Minos Prime
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  Blowback to Hell
Posted by: Soapy - 09-27-2015, 11:06 PM - Forum: Balance Fu - No Replies

Blowback is a little too reliable even now, with the bug fix to subweapon weight it'll be even more so, with stuns near (or even over) 100%.

I suggest lowering the base stun to 5% per level, making it 25+weight% at max rank, that way you actually have to itemize for it instead of landing back to back stuns with a fitting form wo-dao.

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  Forced Move [QUE]
Posted by: Trexmaster - 09-27-2015, 07:38 PM - Forum: Bug Reports - Replies (1)

Forced Move is causing targets moved by it to ignore the density of other mobs, making it clump them all onto one square.

I'm unsure if that's intentional.

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  Gigantys bug
Posted by: Autumn - 09-27-2015, 08:54 AM - Forum: Bug Reports - Replies (1)

The 10 star greatsword Gigantys does not seem to deal it's bonus weight damage in the sub equipment slot

It does not work properly with some arbalest skills either (damage wise, I suspect from the bonus weight mostly from the UL and weapon parts.)

also it does not seem to get range buffs from Huge blade and Giant Gene.

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  More Level 60+ Dungeons Please!
Posted by: Slydria - 09-27-2015, 12:06 AM - Forum: Bug Reports - Replies (1)

With the new addition of the Level 65 Goblin Tunnel and Desert statics, there wasn't an addition to having random Level 61-70 Goblin Tunnels and Desert dungeons appear like with the Whirlpools in the thread from before.

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  Nitrogen Derp
Posted by: Soapy - 09-26-2015, 04:57 AM - Forum: Bug Reports - Replies (5)

Nitrogen Drop uses the base range of the gun, ignoring Short Barrel's (and probably Long Barrel's) range mod.

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  Battle Mapping
Posted by: Mivereous - 09-26-2015, 02:11 AM - Forum: Mapping - Replies (5)

Just I suppose a reminder to Dev and an inquiry to other players: being able to make new Battle Maps, such as the revamped Castle and Black Door maps for old and possible new BDPs, so as to have some diversity. What kind of creations could you think up for this?

  • Sunken Ships in a Whirlpool!
  • Giant Lava Pits in a Fire Altar!
  • Actual trees in Forest battles!
  • Berry bushes in Forest battles; each turn next to one, you eat a berry and face the consequences, good (more stats, effect, HP/FP, etc) or bad (poison, sickness [no self potion use], reduced HP/FP, etc)!
  • Heavy Brush in Forests (larger patches of grass that affect movement like Ice tiles)!
  • Lookout Towers (with a range rune at the top, of course) and makeshift tent camps in Bandit Dens!
  • Campfires in Goblin Tunnels (being within 1 range restores 2% HP, but if you get knocked onto it, you take fire damage and chance to burn; water/ice/wind/earth attacks/spells can put it out; fire/lightning attacks can start it back up; bombs or other explosives placed on it explode immediately and destroy it; etc)!
  • Jammer Puddles in Jammer Tunnels (Jammers that walk over it remove Poison and gain 2% FP; ice attacks/spells can freeze them over, nullifying them; affects movement like Ice tiles)!
  • An actual Altar platform to fight the Fire Altar boss on!
  • A black hole at the center of the universe instead of a sun in Black Doors (pulls all objects and mobs towards it by 1 tile per round; objects that hit it are destroyed, mobs are damaged)!
  • As many as your minds can come up with!

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  Tactical Destruction
Posted by: Mivereous - 09-25-2015, 09:04 PM - Forum: Suggestions - Replies (2)

In addition to the eventual blowing up BDP walls, could bombs also get a use in battle to destroy obstacles such as bushes, mana crystals, healing/range runes, boulders, Ice Points, etc?

Also for Firthrower and the Flamethrower skill to destroy Ice Points, if they don't already.

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  Kensei Passives
Posted by: Kameron8 - 09-25-2015, 04:30 AM - Forum: Balance Fu - Replies (18)

I'm moving this idea over from a thread with many other suggestions so it has its own. To keep it brief, Kensei passives that reduce hit and evade are far too powerful. Contrast Touki and Sakki with Fitting Form, which requires specific itemization, and there is no contest. Everyone who wants to stack dodge or hit (almost always) has to take Kensei to counteract other Kenseis from dodging/hitting them.

The majority of preexisting feedback can be found back on this thread: http://neus-projects.net/viewtopic.php?f=7&t=1809

To provide a concrete example:

"[url=http://neus-projects.net/viewtopic.php?p=9330#p9330' Wrote:Kameron8 ยป Wed Sep 16, 2015 12:50 am[/url]"]

To put this into perspective, I did a hit comparison against a kensei/magic gunner with Ghost/MG and Kensei/MG respectively.

With fitting form, my hit chance with two pistols was 35%. If I hit, yomidori would reduce that to below 0%. Simply by equipping kensei instead, the hit chance went up to 85%. That '15%' ends up completely skewing every hit and dodge build in the game.

Kenseis need buffs to their damage and offensive capabilities, so they aren't just a walking subclass for passives or hooked spearhead go karts. However, the passives they do have need to drastically be toned down.

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  A Simple Ad for a Magical Store
Posted by: catabur - 09-25-2015, 02:11 AM - Forum: Sigrogana - No Replies

Cauldrons and Cats


The first building on the left side of Dormeho, closer to the portal.

After Entering:
On the left side is "The Cat's Cauldron". Potions, magical artifacts, and special ingredients are all purchasable. You can also request something special and our mages shall look into meeting it.

On the right side is "Al's Toy Box". For the parents and people with animals, you can get a toy for your toddler or a whistle of a certain selection of animals to surprise and entertain your pet with. There is also a variety of other things purchasable from this shop. The doll-like mechanation is the shopkeep and is not for sell.

Help is welcomed.
Contact: cattyproblems@l-net.grm

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  [WIP] Fort Arjav (Aka: Prison)
Posted by: Chaos - 09-24-2015, 04:25 PM - Forum: Mapping - Replies (1)

I am currently working on a map to replace the currently-used Player House for Sigrogana's Prison.

The plan is to have up to three maps that can house a large amount of prisoners (relative to the average server population), while providing areas that allow imprisoned characters to acquire resources, level their crafts, and (maybe) fight monsters without compromising IC in the process. It is possible for deeper mechanics to be implemented in the future, such as providing system-supported methods to break out of (or break into) the prison.

What's going on now?
-The core map of Fort Arjav has been released.
-The first additional map is currently being thought up.


ETA
-Core Map: Done (for now)
-Addition 1: Brainstorming

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