SXRPG Version 7.2.0 -- 1.18 Server

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Skyend
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

Won Chapter 1 Uncontested Cleric- no loads (exept turn 1 and turn 50 shop)

I think Chain Attack deserves a higher mana cost.

Took me 51 turns, tho I wasn't a rush - played sloply after 2-3h game too 3-4h.

I liked he demon to take 2 chest, with their reduced hit and run cost at that point it was 7 g = 1 mp and 53 g = 15 mp, there is potential for better use
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Skyend
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

A bugg I noticed when I had chain attack active I wasn't able to buy weapon upgrades (only had critical hit left), it worked on the next turn once it lost effect
Mabuse
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

Skyend wrote: June 27th, 2026, 12:15 am Won on Journeys Uncontested Cleric (but with about 10 loads)

Rage on the 2nd weapon was pretty good.

I ended up with Regen Rate 89% at the end and 26 HP per kill, didn't bought Regen-x
I don't think I have used Divine Healh more than a handfull of time - I think it's too bad. (I like the 20% IICR Healing Spell buff, but Heal-X is 25% therefore it's only an option as the 7-9 ability.
Chain Attack on the other hand is pretty good.
very nice.
suggtesions about divine health?

as i think of it, it is basically an option to get "yellow potion-hp" at any time, but maybe its health generation is too bad, so we might boost it a bit.

although,after a quick look,

Full-Upgraded Cleric with ClericStaff, Healing ability, Heal+Divine Heal gets +375 HP for 220 mana

while a yellow pot costs 216 (ok, after reducing cost for teh additional HP, its about 166 Gold)
and a bomb cost about 325 mana (would be cheaper with more items)

375 HP on top for 220 mana is not THAT bad. question is of course how often do we need it.
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

I didn't get it in the 2nd game on chapter 1, needed is was not. In the end game there was a boss Fire/Arcane Dragon - tho I should have buffed fire resi more.
It had a ctk on me with almost full hp when I tried to attack it, had to use my iceballs.

U could make it Ability Point free. Idk, maybe without the 20% heling spell buff.
Or just leave it as it is, I don't need to take every ability aviable.
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

i think i can increase its healing bonus to +25% (which will also improve the spells own effectiveness)

there may be more usecases in the future once the enemies start to attack you from far away.
non-magic-users may help themselves with high resistances and they are prone to have more HP also,

so mages with weak armor and low HP may only hope to get their HP buffed up by magic

actually im deciding which units get which ability in that regard, and ofc its possbible that there are quite some balls flying around, may result in insta-death in some cases, so i look for game-mechanics that help players to react/prepare

divine-health is surely one of them, non magic users will need to get their resistances up
Last edited by Mabuse on June 27th, 2026, 10:47 pm, edited 2 times in total.
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

I think it often feels like a waste of mana, unless your normal heals over + 1/3. Or in the cases where u need more than max hp to survive.

If the ratio compared to normal heal would be better not 2/3 maybe 4/5 that would help for the first case.

Tbh also for normal heal I never used the 225 mana option, cause I never had enough hp and with all the buffes and items u find it's not needed for cleric that is. (not sure if I used the 3rd option)
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

well, after all i agree there are some useful abilities and only limited ability slots, so its always a matter of personal preference
- on paper divine health is almost OP since the magic user can generate beyond-max-HP out of nothing

so the fact that we can discuss wether or not its useful, shows that it is ok. i may set the bonus to +25% though


what else can be done to make system more interesting:
--------------------------------------------------------------------------

- CTH: in 1.19 version a new ability type [defense] is supported which is like a permanent buff to defense and may reduce even the CTH of attacks like magical or superiority. with this we may make some ITEMS e.g. ring-of-defense more interesting as it may even lower fix CTH attacks. maybe we may even introduce new items for that like "ring-of-supreme-defense". this way we dont mess up no-luck mode, so we can make a switch here, that on no-luck mode only standard defense ring drops.


- RESISTS:
new damage types can be added (electricity, acid, poison), with relating secondary resistances which get automatically calculated from the players primary resistances, taking the already existing resistances as a base. adding 3 new damage types based on 6 basic resistances that form 3 pairs.

e.g. you cannot directly increase electricity-resistance, as it gets calculated from x+y base resist automatically

only thing is we would need images for the new damage types.

goal is t make it more difficult to get excessive high numbers on resistance (e.g. to get eletricity and acid resist to 90% or 80% you'd need to have 4 resistances at 90%/80%), and of course to have more variety
Last edited by Mabuse on June 27th, 2026, 11:41 pm, edited 1 time in total.
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Skyend
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

1. I wonder if it breaks when no luck is activated mid game
2. Do u think new dmg types/resi is needed?
About 80-90% resi I don't think it's an issue tbh, well it's super strong way to specific units in the mid - lategame, but so does any magic dmg spell

I think it's fine to get 2-3/6 over 50%, if it's 60 or 80 dosen't matter all too much

U could reduce resi points instead too
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

I'd love to see a tabel with items, sometimes u mixes necklaces or rings up. There are just too many to keep track
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

Skyend wrote: June 27th, 2026, 11:30 pm I'd love to see a tabel with items, sometimes u mixes necklaces or rings up. There are just too many to keep track
yes, in inventory a list of all stuff you collected/affects you

and ofc a list which items exist ingame
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

Skyend wrote: June 27th, 2026, 11:21 pm 2. Do u think new dmg types/resi is needed?
for flavor perhaps, and as i said it will increase difficulty without adding 8 weapons for an opponent :lol:

but not really, inmportant is only that it will work fully automated, player will just see the new resistances in armor as passive/combined categories, there will be no further hassle
Skyend wrote: June 27th, 2026, 11:21 pm 1. I wonder if it breaks when no luck is activated mid game
most likely, except we reroll it upon activation, value of defense ability wil be added/sub to terrain defense, ability gets deleted.
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

It's an interesting idea, but I don't think it's needed. I mean having almost all armor at 50% until u know what's relevant for the lategame works fine. Therefore it will be nothing special, just another 50% automatically added.

Besides lategame bosses etc. but I give the warrior the horner to die in 1v1 combat against it, while the mage will snipe from the distance.
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

Skyend wrote: June 28th, 2026, 1:09 am It's an interesting idea, but I don't think it's needed.
surely its something to get carried away with :lol:
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Ravana »

I finished my playthrough. In the end got too annoyed at having to run all the way back to end of map after deaths so debug added 1500 hp to myself. I dont know if its fixed map feature or not, but final side being drakes meant the specials I bought to my units attack were wasted since that is fire. I got good enough arcane weapon drop though.
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

It's not always drakes and they have different resistance, on chapter 1 arcane is useless against the final Dragon boss with it's 100% resi. However, there are multiple ways, depending on your class to deal with it. Cleric, Mage and Rogue Mage can get attack spells for ability for fire, cold and arcane. A high cost attack spell in the end games deals IIRC about 1k dmg.

There is also a 2nd tier ability, the potion one I think it's alchemy allowing u to craft Bombs and Yellow Potions. Getting a handfull of bombs is similar to high mana cost attack spell.

Ofc you can also fight the boss directly if u have enough hp/resi and weapon. Double your hp with Yellow potions.
Warriors since they have more HP and resi tend to fight them 1v1, but still can have some bombs.
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