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Mage Defensive Enchants

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  Repo Man (Horrible House Bug)
Posted by: Slydria - 01-29-2015, 07:56 PM - Forum: Bug Reports - Replies (1)

Some time earlier, one of my friends MakeshiftWalrus walked into my house and got this message.

Quote:An entrance to that house could not be located in the house file... Making a new one.

And now all the furniture in my house is gone. All of it. Including my Extra Level and Fun-O-Gram. Layout is the exact same however (minus the exit being in the default location).


(I wish I had more details but I have no idea how this happened but I'm really hoping Dev can restore my house file. ;_Wink

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  Quaking Heaven Kick
Posted by: MegaBlues - 01-29-2015, 07:46 PM - Forum: Balance Fu - Replies (28)

Quaking Heaven Kick is superior to any other Quaking-enchanted skill. Or, for the matter, any other enchanted skill.

Knockdown is already debilitating as-is, and being able to do such from essentially anywhere on screen, with promos that have access to up-close knockdowns as well, isn't fair.

I would like it if Quaking Heaven Kick was changed to only do extra Earth damage based on rank, like all of the other Quaking skills.

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  [QUE] Fire Wail
Posted by: Trexmaster - 01-29-2015, 05:23 PM - Forum: Bug Reports - Replies (1)

[Image: 51a5647a16.png]

Fire Wail fears (or has a chance to fear), but its description makes no mention of it.

I'm almost positive it did at one point, though.

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  Forever Staves
Posted by: Ryu-Kazuki - 01-29-2015, 12:33 AM - Forum: Bug Reports - Replies (1)

Unequipping Curate and its promotions to a different class does not unequip what staves you have on your item belt from it. I figured this was a bug, since you have to have Curate or a promotion and the Use Staff skill in order to equip them in the first place.

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  Staff Balancing
Posted by: Rendar - 01-28-2015, 09:50 PM - Forum: Balance Fu - No Replies

So, not even a few minutes into the update and I think. Hey, maybe we should try and balance the staffs a bit.

Staff of Forging- Kind of long range, restores 3 durability to a weapon or half of the weapons, whichever is lower. This is kind of a cool effect. Until you look at the fact that it costs FIFTY FP to use. 49 with Staff Mastery, which that -1 FP cost does literally nothing to help. Maybe have it be "Restores FAI durability or Half weapon Durability, whichever is lower." to make it more useful for that FP cost.

Staff of Antidote- Cool, very nice. Curing poison at range for a decent FP cost of like. 14. It's basically Anti-Toxin, but everyone. However, it still gets fucked compared to an Anti-toxin which gives 10% Status resist. Maybe it could give the "Good medicine" bonus. That'd be nifty.

Staff of Cooling- What even burns you again. If you're getting burned, its fire damage, and most people have a lot of fire resist, or a red letter.

Staff of Warding- Woo.. a 1-tile push and blind. That's... Cool I guess?

Staff of Mend- Okay like, this is nice. WIL/2+FAI heal for 20 FP. Except, graft will almost always heal for MORE. For 1M more, your graft will also heal a ton of people, for even less FP. No seriously, my staff of mending healed for 72, my rank 1 graft heals for 142. That's kind of pathetic considering Graft costs less FP.

Staff of Restraint- I have no real qualms with this staff. It's pretty nice, if a tad overpowering with someone who has obscene FAI. ( I'm looking at you people who will smack me for -50 HIT/Evade and -2 Move. )

Maybe we could have Staff Mastery have a few more ranks, which at max unlock some extra 'goodies' for the staves like the good medicine bonus with the Antidote staff, etc. Possibly even have staff mastery reduce the FP cost by Rank*10% so certain staves don't cost you an arm and a leg to use.

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  Staff of Restrai- what?
Posted by: Rendar - 01-28-2015, 09:25 PM - Forum: Bug Reports - Replies (1)

Staff of Restrain says that it has 4 range in its description, however in practice with rank 3 staff mastery...

It's only 3.

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  SL2 Version 1.12
Posted by: Neus - 01-28-2015, 09:06 PM - Forum: Announcements - No Replies

[float=left][Image: talkav_128.png][/float]Some weeks ago, I mentioned in-game that we might be getting a new town in a few weeks. I'm sure you all thought I was just saying that, but now I have come to prove you wrong with this update, which does in fact add a new town. Lispool is finally coming in this update. I had originally planned to do this in December, but other things took priority, so I decided to do it in January. Not a moment too soon, since there's only a few days left in the month.

Some other minor changes are in this update as well; a fix for the lag spikes that have been happening, and the status infliction rate adjustment that was discussed a while ago.

1.12
Added - You can now access the town of Lispool on Lordwain via a Mage's Guild teleporter.
Adjusted - Changed the default layer for Shaitan racial icon parts; they're now the same as the torso items, so you can choose whether you want them to appear above your torso or below it (depending on the order they were added).
Adjusted - The status infliction formula is now SKI+(WIL/2)+LUC. This is a change from SKI*2+WIL+LUC, due to a tendency to go far over the 100% success rate at high levels. You can read more about why this change was made here: http://www.neus-projects.net/viewtopic.p...p;start=30
* Bug Fixes
- Fixed a bug where associates such as Seeker Flames could get stuck in an infinite loop in Stylish dungeons.
- Fixed a bug where Red Cape and Soul Shot immunities weren't applying properly.
- Fixed a bug where the fishing puddle was being displayed too close to the character if you were facing towards the camera.
- Fixed a bug where outfits weren't saving the new pixel offset options for icon parts.
- Fixed a bug where Maintenance was applying to some non-weapon recipes.
- Fixed a bug where Death Knighting wasn't displaying your health ring until after your HP changed for the first time after casting it.

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  I'm cold.
Posted by: Neus - 01-28-2015, 08:18 PM - Forum: General Discussion - Replies (13)

Just thought you guys might wanna know.

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  No Tiny Battles
Posted by: Ryu-Kazuki - 01-28-2015, 08:16 PM - Forum: Suggestions - Replies (5)

I know I've stressed this before, a thousand times over, but it's very irritating and a major turn off to see things like this.

[Image: 34po1e1.jpg]

Close-up: http://i59.tinypic.com/34po1e1.jpg

I understand the point of the overworld being small and everything, but on an instanced battle map the size of every other map (minus spacies), it's a real turn off to want to do them on the main map (which could be conducted out in the field in an RP). As you can see, only the player gets resized for the battle, ally summons, animations, and everything else does not, and it makes everything look disproportionate.

I personally, cannot stress enough how much it bugs me to look at because of the unrealistic graphic proportions (and graphics are very hard to displease me), but I would really like it for our characters to scale back up to size if they get into a battle on the world map. Otherwise this just looks very stupid to me in my opinion.

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  Wretched Oil
Posted by: Trexmaster - 01-28-2015, 07:49 AM - Forum: Balance Fu - Replies (9)

Simply put, Wretched Oil is one of the best spells, if not /the/ best offensive spell in the game. The fact that it's capable of outdamaging magaisendo handily (at ranges where magaisendo would receive penalties), and like magaisendo, hits the entire field, and inflicts one of the most damaging status ailments in the game, is what makes it so.

The balancing factors of Wretched Oil would be its FP cost, and slightly reduced scaling compared to most spells--but the former doesn't matter much if the fight is over before FP becomes an issue, which ,if the user is packing enough damage, it probably will be.

My suggestion to balance it out, is to give Wretched Oil range penalties similar to magaisendo, and (maybe) have the penalties apply to the odds of status infliction. Perhaps have it be easier to inflict if done at a closer range?

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