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The Great Reckoning, Part 2 - A hint of things to come.
#21
I'm concerned for the skill "Devocation" with the new invocation talent, will you be changing Devocation down the line because of it?
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#22
Pretty hype for the stuff, little surprised that the elements lost their "5%" res but whatever.

What I am a little confused about is what is going to happen to the Enchantments that increase your -mancy. Will they be changed to a new effect, or are they just like "You safe one talent point!", and if so, wouldn´t that be abuseable? Also probably some of the other talent enchantments.
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#23
I've posted the Survival category. War is mostly done but has one talent that is a bit more work (and needs an interface to go along with it), and Occult has some more ambitious ones that may require a little time. But we will see how smoothly things progress for those.

"Rendar" Wrote:I'm sad that Fluency lost it's +2 WIL for having a tome equipped.

It seemed superfluous and I don't think it would make a lot of sense in the new system.

"Lolzytripd" Wrote:bit sad that enchantment doesn't give a bonus to enchanting anymore, same with fluency losing its bonus to tome crafting....unless you got craft bonuses removed to make proper craft talents for them.

All of the talents that gave boosting to crafting something lost them with the exception of Devotion, which now boosts Exorcism and Blessed success rates by SR * 3%. Not quite as good as a full Skill rank, which was the intention. Perhaps more talents will get paths that benefit certain enchantments.

"Slydria" Wrote:I'm curious how these changes will effect Enchantments that give you boosts to certain Talents. (i.e. Reaper's, Elemental Jewels, Tannin's, Pocketed, etc.)

Most likely removed or changed to affect a specific subpath. I'll address that during the beta either way, after all of the talents have been programmed.

"Spoops" Wrote:I'm concerned for the skill "Devocation" with the new invocation talent, will you be changing Devocation down the line because of it?

What concerns you regarding it?

"Shujin" Wrote:Pretty hype for the stuff, little surprised that the elements lost their "5%" res but whatever.

What I am a little confused about is what is going to happen to the Enchantments that increase your -mancy. Will they be changed to a new effect, or are they just like "You safe one talent point!", and if so, wouldn´t that be abuseable? Also probably some of the other talent enchantments.

I think it would make the most sense if the -hearts boosted its appropriate Elemental ATK instead, since that's already what it does in a way.
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#24
Quote:I debated making Moneyboot 0% effective for Nagas but it's such a random demerit for that race that I didn't bother. Besides, if you think about it, they can still wear boots on their hands.

Hands?

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#25
"Neus" Wrote:What concerns you regarding it?

In that most mages will more than likely taking all the ranks into invocation so they'll never fail an invocation, and the thing Devocation did before was make it so that you wouldn't really 'likely' fail any invocations upon being hit, I could see devocation making the user gain an armor/magic armor buff equal to half your scaled FAI, but only when casting mercalan domain invocations.
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#26
That or, you know, Devocation can be used to make it so you don't need every rank in Invocation, if your Talent points are more sparse than your class points, depending on what theme your character is going for.
*loud burp*
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#27
The enchantment skills just for isn't enchanting, but also tome crafting.

currently tome bonuses to crafting is 5 from skill, 1 from fluency talent , 1 from enchant talent, 1 from legend extend, 1 from being a full fp zeran.

for a skill of 9 enchant.
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#28
So, since I'd rather not post entries for talents I haven't finished yet, but don't want this topic to go completely silent since I am still very actively working on it, I thought maybe it would be okay to show the ones that are finished gradually, as I finish them. Today, I'll reveal two of the six Occult talents. While I finish other talents in this category, I will probably bide the time by showing off War talents, since most of those are finished. Anyway, here we go;

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Alchemy
1.5 SP per Rank
  • Delivery - Increases the range of most item skills by SR * 1.
  • Perfect - Increases the effectiveness and/or gives bonus effects to some consumable item skills based on SR.
  • Gatherer - Increases the chance of collecting alchemy ingredients from plants by SR * 20%.

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Astrology
2 SP per Rank
  • Starsign - Adds a Starsign to the occult window in the character status screen. Selecting one grants a small bonus to one statistic and elemental ATK, but this effect is more pronounced during the month(s) the starsign governs. (Note: Once you confirm your starsign selection, it cannot be changed unless you respec your talents.) (Max SR: 1)
  • Guidance - Grants guidance from the stars, increasing your trap detection range in Space dungeons only by SR * 1 tiles.
  • Stargazer - Looking at the stars gives you a good feeling, increases your HP and FP recovery while in a camp with a campfire by SR * 3%, but only during the night.

---

Alchemy is rather plain compared to the other talents in occult, but it's still very powerful and useful. It might get expanded on in the future, but for now, this is what it is; the consumable item buffer. Astrology is where we start dipping our toes into the occult waters, since every other talent in the tree is planned to be more complex and unique than other talents. The main draw is the starsign, which reminds me a bit of origins from SL1, since they're elementally inclined. Basically, you rank up Starsign, and then this appears on the character status screen:

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Yes, we can finally discuss what this box is for; essentially it holds relevant information from the effects of Occult talents. In this screenshot, that's the 'blank' star sign. You're supposed to click it to select your star sign, which looks like this:

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There are eight right now, but I can quite easily add more if I wanted to in the future, which I might (probably) will at some point. The eight there right now are all of the planetary entities, although in SL2 they refer to 'celestials', which are essentially far-off stars/planets anyway. Once this shows up, you click one of the symbols and you see this:

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Which lists the details of the star sign. The 'Prominence' refers to the in-game calendar months, not real time. Once you select your star sign, the blank icon in the occult box changes to the appropriate star sign, and from then on you can click the icon to remind yourself of the description/effects/etc, but you cannot change it unless you respec. Honestly, you're intended not to change it, since it should be tied to, I don't know, birth month? Something important to your character that doesn't change often? But I don't see being able to do so is particularly harmful or bad, regardless.
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#29
I am so into that system. I can't wait.
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^Mercala's Favorite Apparently
[Image: To2mAPS.png](heh)
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#30
I'd still like it if fluency, weapon skills, enchant, other craft related talents gave a passive+1 to crafting their relevant craft if you max out the talent (just a passive benefit of maxing out the talent, not a specific sub rank)
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