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  Cosmetic Pack
Posted by: the homestuck man himself - 10-19-2023, 09:28 PM - Forum: Submissions - Replies (2)

I've recently whipped up a bunch of cosmetics, both from ones I've wanted to make and from people's suggestions. The file below includes the following:

*Bandages (Head and limbs).

*Prayer beads (Neck and wrists).

*A beast headress, fully recolorable (Teeth, eyes and the pelt itself).

*A blank head without eyes, mouth, or other details.

*Two earrings.

*A fully recolorable pair of glasses (Frame and each individual lens).

*Ten halos with four of them being broken ones.

*Three haoris (Blank, half-black and checkered).

*A hood but instead of it being up, it is down.

*Four new horns (Massive goat, stumps, Hellboy-esque and ibex).

*A pipe and cigarrete.

*A flower crown and a flower mask (Disk and petals can be individually recolored on the latter).

*A popped collar cape.

*A fully recolorable prosthetic pack (Arms and legs).

*Two scientist coats, heavily inspired by Roxy Lalonde's.

*Three skull mask designs (Deer, bird and wolf).

*Two full-face masks (Blank and detailed, with the latter being akin to Amon's mask from Korra).


Originally, this pack was going to have a lot more cosmetics, but due to my energy depleting almost completely, I've decided to send in the ones that are done. In the future, I might be able to send the other cosmetics that still need to be made.



Attached Files
.zip   Cosmetics.zip (Size: 20.58 KB / Downloads: 152)
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  Twin shot vampiric issue [2.78]
Posted by: renowner - 10-19-2023, 12:57 PM - Forum: Bug Reports - Replies (1)

Currently using Twin Shot with a vampiric weapon does work as you'd expect, healing for 10% of the damage dealt: However if you critically hit, it still only heals for the base damage rather than the critical damage. This behavior is not shared with any other ability or basic attack that I've seen so far. 

[Image: f0b2a98260.png]

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  SL2 Version 2.78
Posted by: Neus - 10-19-2023, 03:17 AM - Forum: Announcements - No Replies

2.78
New Class Skills
Ranger

  • Spellshot Sigil; Passive skill. Turning the shot into spell energy, the Ranger is capable of using their well-placed shots to amplify the Arcane. When you score a critical hit with a Bow weapon, you generate 1 Annorum charge.
Kensei
  • Zen Blade; Passive skill. Calm your center and restore strength. When using Sheath Sword with more than 3 Momentum, you recover 15 FP per Momentum point exceeding 3 (IE, 4 Momentum would restore 15 FP, 7 Momentum would restore 60 FP.) After activating, this effect has a 3 round cooldown, unless Kensei is both your main class and sub class.
Monk
  • Ki Blast; Offensive skill. Concentrate your ki into a small projectile blast. Uses 5 Ki. Targets 1 enemy within 6 Range and performs a basic attack on them with your Fist weapon, which deals magic damage. If Ki Awoken is active, the damage is increased by 15% and is done over 3 hits. 1 round CD.
Dancer
  • Doble Pirouette; 1M. 2 round CD. Dance skill. A simple dance move to improve flexibility. Targets 1 unit within 5 Range. You, and any other unit you target, spin in place one time, and gain Doble Pirouette LV 10 until your next turn. (+1 Attack Range, +1 Range for Double Dance's Attacks, +LV Evade)
Martial Artist
  • Crack Joints; Spend a moment to crack your knuckles, your neck, and all that good stuff. Grants Loosened Body LV X (based on Rank, +LV Evade, Crit Evade, Power, LV5 at max rank) for 5 rounds. If you have no torso equipped, or your total Battle Weight is 5 or less, this skill costs 1M less. 5 round CD.
Archer
  • Guerilla Tactics; Passive skill, Max SP 3. Attacks made while you are in a Nest have increased Critical (based on Rank). If you have used the Move skill in the same round while this skill's effects are active, critical hits have a chance to inflict Confusion LV5 for 2 rounds.
Curate
  • Dhessence; Create a vitality-stealing burst of darkness that hits 1 enemy within 5 Range, dealing Dark magic damage to them. If it hits, you recover HP (based on Rank). If the target was weak to Dark damage, you recover 50% more. (1 round CD, Max SP 3, HP Heal: 1 + 3 x Rank)
Priest
  • Blackened Faith; Passive skill. Sometimes, we put our faith in unorthodox sources. For Priest spells, spells that utilize Light ATK and deal Light damage are changed to use Dark ATK and deal Dark damage respectively (there is no change to the scaling values). Some Invocations may also be altered in a similar way, if they deal with Light ATK or Light damage.
Grand Summoner
  • Grand Repertoire; Innate skill. Main class only. The Grand Summoner earns their 'Grand' title, if for no other reason but numbers. Increases the number of active Youkai contracts you have by 1.
Skill Icons
  • Ki Blast, Doble Pirouette, Spellshot Sigil, Crack Joints, and Tattoo Refresh courtesy of Appo.
Class Adjustments
Archer
  • Nest; Max SP changed to 3. FP cost changed to 10. Nest duration changed to 5 rounds (from 3). Defense boost changed to 1 + (Rank x 3).
Ranger
  • Frigid Arrow; Frozen duration is now always 3 rounds (no longer requires Soaked). If the skill targets an allied Rain Trap, the skill's damage and effects are applied to all enemies in its range, creates Ice Sheets for 3 rounds, and destroys the trap.
  • Ghost Arrow; If the projectile passes over an allied Rain Trap, the skill's damage and effects are applied to all enemies in its range, creates delayed Dark Water for 3 rounds, and destroys the trap. (Enemies can only be affected once per skill use.)
  • Agile Androcobra; If the projectile passes over an allied Rain Trap, the skill's damage and effects are applied to all enemies in its range, creates LV 20 Poison Pools for 3 rounds, and destroys the trap. (Enemies can only be affected once per skill use.)
  • Retreat Flight; Range is now 1-4 tiles (can be resized, from only 4 tiles).
  • Forest Walk; Range is now 3
  • Rank (from 4*Rank, -1). Now has a 3 round CD.
  • Nest of Nests; Nest duration increase changed to 3 rounds (from 5).
Bard
  • Songs no longer remove Dancer's Tempo. Dances no longer remove Singing status.
  • Aria of Agility; Active status bonus changed from +Rank CEL/SKI to +Rank*2 Hit/Evade instead.
  • Anthem of Enthusiasm; Active status bonus changed from +Rank WIL/GUI to +Rank*2 Elemental ATK/Crit DMG% instead.
  • Dawr of Defense; Active status bonus now additionally gives +LV*2 Critical Evade.
  • Samba of Strength; Active status bonus now grants LV*2 Scaled Weapon Attack and Critical.
  • Lightning Steps; Elemental ATK scaling changed to 110% + 10% per Rank (from 100% + 25% per Rank).
Dancer
  • One-Two Step; Max SP changed to 1. Damage is now 25 (instead of Rank
  • 5). One-Two Steps now last 3 rounds (from 1 round).
Boxer
  • Korkenzieher; Max SP changed to 3. FP cost changed to 30 (-2 per Rank). Scaled Weapon Attack ratio changed to 100% + 10% per Rank.
  • Felhook; Max SP changed to 3. FP cost changed to 24 (-2 per Rank). Scaled Weapon Attack ratio changed to 110% + 10% per Rank.
  • Sturm Shreik; Max SP changed to 3. FP cost changed to 24 (-2 per Rank). Scaled Weapon Attack ratio changed to 100% + 10% per Rank.
  • Orkam Drehen; Max SP changed to 3. FP cost changed to 30 (-2 per Rank). Scaled Weapon Attack ratio changed to 90% + 10% per Rank (110% at max Rank). No longer requires or consumes Schwarz Sturm to use. Circle size changed to 2+(half of Schwarz Sturm), from 2+Schwarz Sturm. Pull strength changed to 2 + Rank. Now deals damage to all enemies within 2 Range (from 1 Range). Now has a 2 round CD.
  • Grandupper; Momentum cost changed to 3 (from 4). Damage now only ignores evasion if the target is Airborne. Now has a 3 round CD.
  • Felsmanege; Scaled Weapon Attack ratio changed to 100% + 10% per Rank (from 70% + 10%). Rock Pillars created are now attackable. Now has a 3 round CD.
  • Fighting Pace; Max SP changed to 1. Effect changed; Ending your turn with unspent Momentum restores 3 FP per Momentum point.
  • Schwarz Sturm; Effect changed; Schwarz Sturm is a gauge that will increase when using most Boxer skills, up to a maximum. Using a non-Boxer skill (excluding basic actions and Martial Artist base class skills), will reduce it by 2. Boosts Boxer skill power by 5% per level, and some skills will change based on it.
Curate
  • Kel; No longer has projectile properties.
  • Quickness, Invigoration, Brighten, Solar Lance, Kel, Holy Arrow; Max SP changed to 3. Skill values adjusted to compensate, same as previous max rank.
  • Bonus and status damage (such as Brighten) no longer removes Pacifist Boon.
Priest
  • Malmelo; Now properly interacts with Confusion.
  • Purify Poison; Max SP changed to 3. FP cost changed to 20
  • 2 per Rank (16 at max Rank). Max Poison LV changed to 10 + (Rank x 10, 40 at max Rank).
  • Cool Burns; Max SP changed to 3. FP cost changed to 20
  • 2 per Rank. Max Burn LV changed to 20 + (Rank x 10, 50 at max Rank).
  • Strong Legs; Max SP changed to 3. FP cost changed to 20
  • 2 per Rank. Rank 1 affects Fear, Rank 2 also affects Hesitation, Rank 3 also affects Knocked Down.
  • Mercalan Tenants; Max SP changed to 1. Values changed to compensate.
  • Divine Judgment; Now has an animation. Applied LV now equal to Rank. Targets also becomes vulnerable to Antithesis, Blessed and Holy enchantments, and loses elemental ATK equal to LV x 2, and the effect can't be cleansed.
Summoner
  • Youkai Friendship; No longer penalized for lack of maintenance FP or defeat in battle, if the battle doesn't apply defeat penalties or inflicts wounds. (IE, spars and other special battles.)
Grand Summoner
  • Encourage; Effect changed; Targets a 3 Size Diamond within 4 Range. All allied youkai in that area gain Encourage LV X (2 + Rank) for 5 rounds, which boosts all of their stats by LV.
Rune Magician
  • Destruction Rune; Can now only destroy field objects with 1 Hardiness (see below). Damage boost to linked runes lowered to 30% (from 50%).
  • Glowing Rune (Engrave); Duration changed to 2 rounds. Glowing LV changed to Rank
  • 5 (15 at max Rank).
  • Magnet Rune  (Engrave); Magnetize LV changed to Rank
  • 5 (15 at max Rank). Description erroneously said it lasted 3 rounds; it actually lasts 2.
  • Razor Rune; Scaled Weapon ATK ratio lowered to 100% + 10% per Rank (120% max rank). (From 100% + 15% per Rank, 130% at max).
  • All Rush; Can no longer 'bounce' runes. (Please make sure this is the case on the testing server!)
  • (Nerf Asuka).
Field Objects
  • Now have a Hardiness value displayed if they are destroyable. Most objects have a Hardiness of 1. Most existing non-discriminatory destruction effects only destroy Hardiness 1 (except Fire Breath which hits Hardiness up to 10, and Play Cute which hits Hardiness up to 2). The following field objects have been given a Hardiness of 2.;
  • Sanctuary, Dark Stage, Gravestone, Nest, All Traps, Cherry Blossom, Pitfall, Explosion, Voidgate, Final Flare, Setting Sun, Fallenharn, Thunder Bolt, Starfish Gemstones, Red Rain, Poison Mist, Intoxicating Mist, Nurse Tile, Counter-Attack Tile, Water Wall, Dancing Tentacle, Flare Tornado
Items
  • Ryeser; Now has an additional clause; When this effect is applied to a unit, that unit cannot be affected by Ryeser again for 3 rounds. (NOTE: This only applies to the item effect that applies Clumsy.)
ETC
  • Eventmins can now use the gm-go-to-map verb.
  • Song of Nature; Will not allow you to target dense tiles where no flower could be created anyway.
  • Air Pressure-like effects can no longer push field objects into dense tiles.
  • Bonus damage can no longer be parried.
  • Kensei Combo effects are now displayed in a help file accessed on the skill description of Kensei Offensive skills.
- Fixed a bug where Thunder Bolt field objects (created by the Ranger skill of the same) would leave the magic circle visual effect behind after it ended.
- Fixed a bug where Rising Game's gauge wouldn't update when recovering HP.
- Fixed a bug where item description windows didn't support unicode characters.
- Fixed a bug where player props wouldn't despawn if you moved to a different map while in a party.
- Fixed a bug where Raid the Rafters could double hit in some situations.
- Fixed a bug where writeable objects page controls weren't attached to the viewport.
- Fixed a bug where woodcutting stamina costs could be reduced to 0.
- Various forum bugfixes.

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  Asago Bank Cards
Posted by: Rendar - 10-19-2023, 01:34 AM - Forum: Suggestions - Replies (1)

There are a lot of Donation items that are untradeable, and require a character to be deleted to have them moved to the Global Bank.

Asago Bank Card expansions are one of them. I understand the 'why'... but considering the fact that these items are mostly stuck on G6 characters and some of them have history that one would like to be preserved...

Having a way to remove these (and therein, the max bank capacity) would be greatly appreciated. Even if it means that you are sitting at 350/25 item slots.

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  Keen Hearing + Quiet Person Drawback
Posted by: Conteville - 10-18-2023, 11:23 AM - Forum: Suggestions - Replies (7)

Drawbacks:
1. Taking the "Keen Hearing" character trait makes the character more susceptible to sound damage and/or receiving ruptured ear from sound damage.

  • Shouts have a special effect around the text for characters with Keen Hearing, similar to the Madness Mantra trait (no drawback, just for fluff)
2. Taking the "Quiet Person" character trait makes the character have less resistance to the "Silence" status effect or duration of said silence effect is increased.

Justification: If you're able to clearly hear someone with the quiet person trait, it stands to reason that your ears are more sensitive to sound. Similarly, if you have a faint/weak voice, you may have less resistance or have a longer recovery period to regain your voice. Not to mention the roleplaying potential which I feel is self-evident, but may be more immersive with actual mechanical consequences (similar to the "Strict Sleeper" trait for instance).

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  elemental katanas kinda suck, man
Posted by: Pyro - 10-17-2023, 11:08 PM - Forum: Balance Fu - Replies (8)

As everyone who has looked at Kensei knows...

Elemental katanas have a massive disparity between them. Raijin, Braver, Hisen. They're the top of the class and have been for a while because the elemental katanas (essentially every other type of katana worth talking about) aren't very good even without these contenders. But if we look at JUST Raijin, it's simply BETTER than its competitors in the elemental class (even after recent nerfs.)

So I will propose some changes for the current state of the elemental katanas. I really don't think their respective sheath swords should be locked behind potential, and furthermore, I won't touch what the sheath swords do because that's not what I want to talk about. There is a common theme of increasing their scalings, however, and I aim to open up combos through swapping swords.


Quote:Yukijin
9 Power
85% Accuracy
0% Critical
10 Weight
Finesse
70% STR, 40% SKI
Sub Type: Katana

On Hit: Deals magic Ice damage equal to 50% of your Ice ATK, which ignores armor.

- 25% Wind Resistance

Always treated as enchanted with 'Kraken' for elemental impact effects.

Skill: Ice Lily

The Kensei skill Hidden Cut's effect changes in the following ways; Damage becomes Ice magic damage. Monsters who are defeated by this effect turn into Ice Points and create Ice Sheets in a 2 Range diamond around themself, which last for 3 rounds each (The LV for the Ice Point created is 10).

Potential Skill: Elemental Imbibement

You drink deep of the arcane essence flowing through your blade. Upon defeating an enemy with Sheath Sword, the user gains +2 LV of 'Kraken' enchantment and 5% ice resistance for 3 rounds. This increases for every enemy defeated through this method. You leave LV = 50% of Ice ATK Ice tiles in your wake that last for 3 rounds.


Quote:Kouenjin
9 Power
85% Accuracy
0% Critical
10 Weight
Finesse
70% STR, 40% SKI
Sub Type: Katana


On Hit: Deals magic Fire damage equal to 50% of your Fire ATK, which ignores armor.

- 25% Ice Resistance

Always treated as enchanted with 'Nerhaven' for elemental impact effects.

Skill: Crimson Lotus

Kouenjin's Skill. The Kensei skill Hidden Cut's effect changes in the following ways; Damage becomes Fire magic damage. Monsters who are defeated by this effect explode, knocking away field objects and dealing Fire magic damage equal to Hidden Cut's damage in a 3 range circle around them.

Potential Skill: Elemental Imbibement

You drink deep of the arcane essence flowing through your blade. Upon defeating an enemy with Sheath Sword, the user gains +2 LV of 'Nerhaven' enchantment for 3 rounds. This increases for every enemy defeated through this method. You leave LV = 50% of Fire ATK Cinder tiles in your wake that last for 3 rounds.
Quote:Raijin
9 Power
85% Accuracy
0% Critical
10 Weight
Electrical
70% STR, 40% LUC
Sub Type: Katana

On Hit: Deals magic Lightning damage equal to 50% of your Lightning ATK, which ignores armor. 10% Lightning Resistance

- 25% Fire Resistance

Always treated as enchanted with 'Redgull' for elemental impact effects.

Skill: Kuuga

Raijin's Skill. The Kensei skill Hidden Cut's effect changes in following ways; Damage becomes Lightning magic, and can Lightning Critical.

Potential Skill: Elemental Imbibement

You drink deep of the arcane essence flowing through your blade. Upon defeating an enemy with Sheath Sword, the user gains +2 LV of 'Redgull' enchantment for 3 rounds. This increases for every enemy defeated through this method. You leave LV = 50% of Lightning ATK Static tiles in your wake that last for 3 rounds.


Quote:Akuijin
9 Power
85% Accuracy
0% Critical
10 Weight
Finesse
70% STR, 40% SKI
Sub Type: Katana

On hit: Deals magic Darkness damage equal to 50% of your Dark ATK, which ignores armor.

10% Dark Resistance

Skill: Dark Moon

Akuijin's Skill. The Kensei skill Hidden Cut's effect changes in the following ways; Damage becomes Dark Magic damage. Monsters who are defeated by this effect melt, becoming Dark Water tiles in a 2 range circle for 3 rounds.

Potential Skill: Total Eclipse

Darkness drips from your blade in full. Upon activation of Sheath Sword, the user gains +2 RES, +5 Dark ATK, and 5% Dark Resistance for 3 rounds. Additionally, when you perform Sheath Sword, the screen darkens. When you are under the effects of Total Eclipse, boost Kensei skill damage by +10 and turns their damage into Dark. You leave Dark Water tiles in your wake that last for 2 rounds.


Quote:Sanjin
9 Power
85% Accuracy
5% Critical
10 Weight
Serpentine
70% STR, 40% GUI
Sub Type: Katana

On Hit: Deals magic Acid damage equal to 50% of your Acid ATK, which ignores armor.

10% Acid Resistance
10% Poison Resistance

Skill: Mossy Grave

Sanjin's Skill. The Kensei skill Hidden Cut's effect changes in the following ways; Damage becomes Acid magic damage. Monsters who are defeated by this effect melt, becoming LV 30 Poison Pool tiles in a 2 Range circle for 3 rounds.

Potential Skill: Nameless Instinct

You feel the gaze of someone or something watching you. Upon activation of Sheath Sword, the user gains +2 GUI, +5 Acid ATK, and 5% Acid and Poison Resistance for 3 rounds. When you are under the effects of Nameless Instinct, boost Kensei Skills by +10 and add 50% of Acid ATK as bonus damage. You leave LV = 50% of Acid ATK Poison tiles in your wake that last for 3 rounds.

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  [2.78] Expanding Ice Pillars
Posted by: Rendar - 10-17-2023, 07:36 AM - Forum: Bug Reports - Replies (3)

Ice Tiles created by Expanding Ice cannot encroach upon a Rock Pillar, if it would expand onto the tile, it instead does not.

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  [2.78] Voided Pillars
Posted by: Rendar - 10-17-2023, 07:35 AM - Forum: Bug Reports - Replies (1)

You can place Void Gates, and travel to Void Gates, that have a dense object (Rock Pillar, in this instance) on them.

Considering you can't Blink or otherwise enter this tiles, this is probably a bug.

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  [v2.78] Loopy Roundtrip
Posted by: Autumn - 10-17-2023, 05:23 AM - Forum: Bug Reports - Replies (1)

Goodness, sorry for all the recent bug reports aha

It would seem that roundtrip is counting against armor twice for some reason, this is not consistent with any other physical damage multihit as far as I am aware of. It probably should be dividing the armor in half.

[Image: 7eTeiKy.png]

Tested using a target with 0 armor and then vs 10 armor, and the damage drops by 10 for each hit in the following battle.

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  Soldier Skills
Posted by: Autumn - 10-17-2023, 05:07 AM - Forum: Balance Fu - Replies (8)

I think the base soldier skills are quite old, and since GR2, their reliability has been nullified by the vast majority of hits in the game requiring hit to actually pull off now. 

I think a small general numbers buff along with some utilities could help spice them up and bring them into a new light, I know DH sorta limits what you can do with these skills so I've tried my best to constrain my own suggestions within what Reaver Stance is capable of. 

My suggestions don't have to be taken exactly but I thought it'd be fun/practical to share what I think they could be.


Quote:Thousand Stab:
-Deals 80/85/90/95/100% Scaled Weapon ATK
-Elemental damage changed to 25% of elemental ATK instead of 5.
-If no enchant is present, increases Scaled Weapon ATK ratio by 30% and increases multihit count to 6

Quote:Turnover:
-Deals 110/115/120/125/130% SWA damage
-Can now be used if an enemy is behind you, doing so will deal blunt damage equal to half of Turnover's damage and knock them to the side 1 tile, and knock down both enemies.

Quote:Roundtrip
-Deals 110/115/120/125/130% SWA damage
-Inflicts 1/2/3/4/5 Wear Down per successive hit for 3 rounds, max stacks: 4
-Now uses weapon damage type

Quote:Mad Chop
-2 Round cooldown
-Max rank changed to 3
-Changed to be a basic attack, amount of attacks is dependant on missing HP (same as current), uses the rounds system so on-hits don't go crazy.
-Total damage is increased by 0.5% per 1% HP you are missing, capping out at 30% extra damage (40% HP)
-Charge effect unchanged

Quote:Incise:
SWA increased to 90/95/100/105/110%

Quote:Execute:

-Missing Health damage changed to increased damage based on missing health, 1% extra damage per 1% missing HP

Quote:Retreating Swipe:
-SWA increased to 110/115/120/125/130% SWA damage
-Does not trigger counter attack skills when used.

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