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SL2 Version 2.77 |
Posted by: Neus - 09-10-2023, 11:36 PM - Forum: Announcements
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2.77
Support Shop Gifts - Added a Check Gifts option to the Support Shop menu.
- Added 1 gift (Fruit of Fluidity, no trade), which is available until Oct 1 2023. Note that characters created after Sep 1 2023 cannot claim this gift.
Map Requests- Telegrad Outskirts; West-side lake bank now accessible. (Courtesy of Autumn)
- Telegrad Outskirts; Fixed-Up Farmhouse (Courtesy of Slydria)
- Geladyne; Castle Ballroom (Courtesy of Slydria)
- Meiaquar Inn Refresh (Courtesy of Appo)
- Meiaquar Outskirts Badlands Encampment (Courtesy of Slydria)
- Wanderer's Vale Excavation (Courtesy of Slydria)
Archer- Snake Shot; Now has a 2 round CD. Max rank changed to 3. Bonus damage removed. Poison application is now infliction based. Snake Wrap now only applies until the user's next turn. Now deals armor-ignoring Acid bonus magic damage equal to (Rank
- 5) if it hits.
- Pulling Shot; FP cost changed to 10 + 2 per Rank. Now has a 3 round CD. Max rank changed to 3. Pull changed to be equal to Rank+1 tiles. Bonus damage changed to 5 per Rank.
- Warning Shot; Momentum cost changed to 2 (from 4, no longer decreases based on Rank). Max rank changed to 3. FP cost changed to 10 - 2 per Rank. Fear duration now equal to 1 + Rank.
- Fortune Wind; Max rank changed to 3. Effect duration changed to 5 rounds. Evade bonus changed to 10 + 50% of Scaled LUC (from 5 + 50% Scaled LUC). Range for skill use and secondary effect increased to 5. Secondary effect now applies an Air Pressure effect on tiles affected.
Mage- Most Spells; Max SP changed to 3. Elemental ATK and FP cost and other effects adjusted to compensate.
- Offensive Basic Spells; Excel Crash effects changed to Excel Crash+.
- Isendo; Magnetize pull effect now affects all enemies the user has mangetized (from just those in the area of effect). Galren size increase now +1 (from +2).
- Famiuga; Elem ATK scaling changed to 120% total (from 140%).
- Blink; FP cost changed to 10.
- Astral Belt; If it damages an enemy the user has magnetized, they are knocked airborne due to polarity reversal. No longer persists outside of battle.
Evoker- Offensive Spells; Max SP changed to 3. Elemental ATK and FP cost and other effects adjusted to compensate.
- Charge Mind; Effect changed - Rev up your mind into a magical battery, gaining Charge Mind LV 3 for 2 rounds. When casting spells from Mage classes that have Excel Crash capabilities, Charge Mind will be expended as if it were Weapon Charges equal to its LV, then its LV will decrease by 1. (For example, at LV3, it will grant one spell its 3 Charge effect, then become LV2. The next spell would gain its 2 Charge effect, etc. Doesn't stack with Weapon Charges; the highest possible charge level between them will be used.)
- Elemental Overtime; Effect changed - Mind over matter, the saying goes. Why not both? After using Charge Mind, you also gain Elemental Overtime for the same duration, which increases the damage dealt by Elemental Augment by 100%.
- Ephemeral Insight; No longer changes the duration of Charge Mind. Now affects any Evoker attack spell. Worn Out LV changed to 10, and duration to 2 rounds.
- Wind Slasher; Slash damage changed to 20 + (Rank x10).
- Sear; Cinder LV no longer boosted if Charge Mind is in effect.
- Libegrande; Elemental ATK scaling changed to 100% + 10% per Rank. (Capping at 120%, from 140%.)
- Intensify Cold; Frostbite is now infliction-based and LV is equal to 20 + (10xRank).
- Isenshi; Magnetize pull now affects all enemies. Effect changed; Enemies who are magnetized by the user and are airborne who are within 3 Range are slammed into the ground, dealing Rank x5% bonus damage, gaining Great Accuracy versus them, and inflicts them with Knocked Down.
Rune Magician- Rune Level; Status Infliction percentage modifier is now 2% per level (from 5%).
- Haste Rune; Evasion ignoring property changed to Great Accuracy. (Meaning it will always at least glance.)
Spellthief- Create Shade; Max rank changed to 3. Now has a 3 round CD. Max size reduced to 4 (from 6).
- Confusion; Max rank changed to 3. Momentum cost changed to 3 (from 4). Range increased to 7 (from 4).
Bonder- Healing Discharge; CD increased to 4 rounds (from 2).
- Pinball Strike; Now has a 2 round CD.
- Aliagmato; Now targets a 2-3 Range line, and extra Range from Talvyd and its own condition now increase the maximum Range. Now costs 3 Momentum (from 4). FP cost changed to 15 (from 25). Max rank changed to 3. Now has a 1 round CD.
Kensei- Absolute Death; Max SP changed to 1. FP cost changed to 5. Momentum cost changed to 0. Effect changed; Kensei Stance skill. Grants you Absolute Death LV 10 (permanent duration, but requires 15 FP every round). While active; Boost Scaled Weapon Attack by LV. Enemies damaged by Kensei Offensive skills that are already affected by your Sakki will cause you to swiftly move to slash all other enemies within 5 Range of that target, dealing protection-ignoring bonus Slash damage equal to your Kensei class level (or 10, whichever is higher). Enemies can only be damaged this way once per skill use.
- Absolute Pace; Max SP changed to 1. FP cost changed to 5. Momentum cost changed to 0. Effect changed; Kensei Stance skill. Grants you Absolute Pace LV 10 (permanent duration, but requires 15 FP every round). While active; Boosts Evade by LV. For enemies affected by your Touki; Yomidori is always active, and evading an attack from them grants Battle Flow.
- Absolute Fear; Max SP changed to 1. FP cost changed to 5. Momentum cost changed to 0. Effect changed; Kensei Stance skill. Grants you Absolute Fear LV 10 (permanent duration, but requires 15 FP every round). While active; Boosts Critical by LV. For enemies affected by your Kenki; Before that enemy is attacked by a Kensei Offensive skill; has an infliction-based chance to apply Fear for 2 rounds, or if Fear is already applied, to force them to turn away from you.
- Kagekiri; Additional effect - If Voltiger is available, it can be consumed to change the pattern into a flexible line (5 Range).
- Raijinken; Additional effect - If Voltiger is available, it can be consumed to target an enemy within 5 Range, teleporting you to an unoccupied tile next to them before other effects.
- Tekagen; Effect changed; While toggled on, damage you deal will not reduce an enemy below 1 HP.
Enchantments- Holy; Multiplier changed from 1.5x to 1.3x, which is halved versus non-monsters. Now also gives +2 FAI and +2 SAN.
Talents- Devotion's Divine Sign; Effect changed to; Blessed and Exorcism weapons' basic attacks deal SR
- 3 Light damage on hit versus enemies it affects. (Unresistable, bonus, magic damage.)
- Fulgurmancy's Ampage; Effect changed to; Increases infliction rate for Interference by SR x3%.
Traits- Bright Darkness; Holy multiplier reduction changed to -5% (from -10%).
- Arcane Tattoo (Barrier); No longer breaks from bonus or status damage.
Items- Excel; Excel charges are now consumed before the basic attack is made, rather than on hit.
- Elite Engine; Damage bonus is now equal to 35% regardless of the number of charges.
- Restrain Staff; Effect now only lasts until the user's next turn. LV capped to 25 (versus PCs), or 50 (versus bosses).
ETC- Items in the item belt can no longer be dropped when being defeated.
- Using Swap Main/Sub Weapon in battle will restore your equipment setup to how it was pre-battle automatically. IE, if you swap your main weapon with your item belt weapon, the original main weapon will be re-equipped as your main weapon, and the item belt weapon will return to the item belt. (As with all auto-equip effects, this takes place before Sentimentality is checked.)
- Farm plants that weren't watered enough or left alone for too long no longer vanish, they instead become withered plants.
- Lightning Criticals; Now provide a +25% base damage boost instead of adding a flat bonus based on Lightning ATK.
Excel Crash
The following spells have received Excel Crash+ effects.- Libegrande; Standard effects. 2+; Upon hitting an enemy, the sword dances to all other enemies within a 3 Range circle around the target, dealing Slash and Ice damage to them using the spell's normal power.
- Sear; Standard effects. 2+; Rapidly melts Ice Sheets in the area of effect, granting a chance to inflict Burn LV X (X = 10 + Charges x5) for 2 rounds on any enemy standing on one.
- Wind Slasher; Standard effects. 2+; Increases minimum and maximum target size by the amount of Charges available.
- Ryemei; Standard effects. 2+; Damage pattern becomes a 2 Size Diamond and creates Static Fields LV X (X = 5 + Charges x5) for 2 rounds within that area.
- Magaisendo; Standard effects. 2+; Enemies you have Magnetized, who are also in the tiles at your sides, are pushed 1 tile in the direction you are facing before damage. Rock tiles in the area of effect will explode, and any enemies within 1 Range of them have a chance to be inflicted with Lingering Damage (Earth) LV X (X = Charges x10) for 1 round.
Player Props
- Added a small delay per target to Aquamancer support spells so that it's not so loud if a large amount of units receive buffs at once.
- Fixed a bug where Fir and Miu, when used by the AI, were starting their projectiles on the wrong tile, leading to them being one tile short.
- Fixed a bug where party gauge text wasn't showing up when a character joined the party.
- Fixed a bug where Peddling Wheel was not respecting the authority of the get_target AI proc, resulting in mushrooms flipping out of bounds.
- Fixed a bug where Incise got a Momentum discount when using non-dagger weapons if you had a dagger equipped.
- Fixed a bug where certain interior-style windows were using the wrong time value to determine their status.
- Various forum bug fixes.
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Allow Party Leader to Set the Max Turn Time for PVE |
Posted by: sirtrex - 09-10-2023, 06:26 AM - Forum: Quality-of-Life (QoL)
- Replies (3)
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In PVP matches the challenger can set the maximum turn time to 1, 3, or 5 minutes.
I'm asking for Party Leaders to be able to have a similar setting in their options menu for PVE fights.
A 5 minute turn time is good for serious fights when every move counts, but its really annoying to wait 5+ minutes because one person AFKed when the party is grinding levels in easy dungeons.
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Witness true strength |
Posted by: Raigen.Convict - 09-06-2023, 10:22 PM - Forum: Balance Fu
- Replies (31)
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Alright it's time to open this can of worms. Would like strength as a stat to apply .5 crit damage per point. I know most of you would agree this makes full sense and has honestly very little going against it given it's 100% possible to scale a strength weapon with like 60 strength, have 50-60 skill, 40-50 luck, and then tack on whatever last stats you have among defenses, but when you factor in guile, you miss something necessary suddenly and now feel entirely inferior for it, wether its actual scaling on your crits or some defensive stat. Its time for that to end. This change will allow strength scaling weapons to actually feel worth using again that arent just axes or excel.
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Auto Summon [2.76c] |
Posted by: renowner - 09-06-2023, 09:35 PM - Forum: Bug Reports
- Replies (1)
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Auto summon gives you the drain as a battle begins, as it summons before the round starts. But round 1 doesn't give you your fp regeneration or anything, so you pretty much start every battle with less than max FP. I assume this isn't intentional, but i'm not entirely certain.
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Chimera Mutation Ideas (and +2 Traits) |
Posted by: Snake - 09-06-2023, 06:47 PM - Forum: Suggestions
- Replies (2)
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This is fully based on the Chimera-Eat-Type verb in the Test Server as I see them and get ideas, so some of those may be for comical reasons (they'll be obvious, but for the youngins who can't tell, I'll put a red color over them), and most being serious suggestions.
Viewer discretion advised.
Please don't judge the balance on those, it's obviously gonna be wacky. But feel free to pitch in your own suggestions/views over what each could be in your opinions.
Quote:Trait - Metamorphic Stability
Your body has finally grown resistant to being modified through what you eat. You cannot gain mutations from consuming Monster Corpses, however, consuming monsters them will heal a bonus +15% HP and FP on top of the base heal.
Quote:Trait - Sudden Feast
Fools rush in where angels fear to tread. In your case, you're rushing for a bite. Grants a Chimera Racial Skill that can be equipped, named "Sudden Feast".
Requires 25 Physical Stamina to use, and costs 4M+. On use, target a monster enemy within 5 range and leap on it, tackling it down and biting it several times while dealing protection-ignoring Pierce damage equal to Character LV + 50% of its missing HP and healing your HP/FP equal to 50% of the damage done.
If this skill defeats the target, it counts as if you consumed its corpse, gaining the effects and/or mutations, and all enemies are inflicted with Fear and Hesitation LV50 permanently against you.
You can only use this skill once per battle.
Quote:Chimera's Otherworld Perception
Soul/Undead Mutation. Grants you the ability to see and interact with Spirits or Spirit Masses without the need of talents or traits. Grants an additional option which allows you to consume those to restore your HP and FP.
Quote:Chimera's Gel Secretions
Jammer Mutation. Grants +2 HP regeneration. There is a Character LV% chance that any injury you receive in battle will treat itself immediately as you receive it. +5 Water ATK.
Quote:Chimera's Goblin Ingenuity
Goblin Mutation. The fuse for Bombs is lowered by 1 round (min. 1), and traps you lay become empowered twice as fast each round. Your body can be further decreased in size for customization. You can now select a Green body as a customization option. +5 Earth ATK.
Quote:Chimera's Beefy Body
Goblin Giant Mutation. Grants you +10% max HP, but reduces your total Evade by 10% and your Fire Resistance by 25%. Your body can be further increased in size for customization. You can now select a Green body as a customization option. +5 Earth ATK.
Quote:Chimera's Sparkly Pecs
Mirror Mutation. At the start of combat, grants Spirit Mirror for 5 rounds. Grants an out-of-combat ability that allows you to copy over someone's appearance. (This follows the logic of Sandbox Items, so performing any limited actions such as logging off, exiting the map or entering battle will remove it.) +5 Light ATK.
Quote:Chimera's Helpful Masochism
Dummy Mutation. Every time you take damage, you regain FP equal to the damage taken. Being defeated in spars will yield your opponent bonus EXP equal to Character LV% of your own TnL (capped at 25% of their TnL).
Quote:Chimera's Irregular Form
Mutated Jammer Mutation. Every round in combat, you'll brutally change, making one Chimera Mutation be available while all others will be disabled. If there is 5+ Mutations and you roll Chimera's Chaotic Form as your mutation, you'll transform into a Jammer Queen for 2 rounds (+10 to all stats, can only use Jammer Queen skills or basic attack), while regenerating 20% of your maximum HP.
Quote:Chimera's Mind Trick
Possessed Mutation. Grants the Adapted Mind Control skill. +5 Dark ATK.
(Adapted Mind Control - Costs 25% of your maximum FP and 25 Mental Stamina to use. A chimera's adaptation to paranormal powers, giving them the limited ability to possess one enemy within 5 range. Using only 80% of your Status Infliction, you'll attempt to Temporarily Convert (2 rounds) an enemy monster, or inflict the target with Confusion if it fails (or they are not a monster) for the same duration.
Quote:Chimera's Forgivable Regret
Half-Human Mutation. Just like humans, but only half of it, so you can be half-ashamed about your cannibalism and/or kinks tied to it.
Quote:Chimera's Demonic Will
Demon Mutation. You gain access to the 'Devil Trigger' skill, without needing Demon Hunter as your main class. +5 Fire ATK.
Quote:Chimera's Loss of Words
Half-Human 2 Mutation. Technically supposed to be a full human, if it's Half-Human 2. You gain no real benefits from this, and you should feel ashamed for eating a human. Disgusting.
Quote:Chimera's Wired Nerves
Jelly Mutation. Grants the 'Adapted Wired' passive skill. +5 Lightning ATK.
(Adapted Wired - A Chimera's adaptation of 'Wired', which makes them electrically charged when struck too deeply, dealing 150% of Lightning ATK as Lightning magic damage when critically hit with a melee weapon.)
Quote:Chimera's Parasitic Drain
Parasite Mutation. Grants the Life Drain skill and Adapted Infect skill. +5 Dark ATK.
(Adapted Infect - 3M. Costs 25% of current HP and 25 Physical Stamina to use. Inaccurately stab an opponent in 2 range with a tendril or tail protrusion (caps at 50% of your Hit, 100% if the target is stunned or grappled), injecting them with a mysterious poison that permanently drains 4% of their maximum HP every round and store as LV. Whenever you use Life Drain or vampiric effect, you'll remove the status and gain a bonus to the HP healed equal to its LV).
Quote:Chimera's Apocalyptic Form
Starbeing Mutation. Grants the Starbeing Attunement skill, which lets you transform into a certain scouting entity from another world for 5 rounds.
Quote:Chimera's Stone Muscles
Golem Mutation. Grants the Consume Rock skill, +5 Armor/Magic Armor/Critical Evade and gain +1 HP per point of VIT. Reduces Water Resistance by 25%. +5 Earth ATK.
Quote:Chimera's Instinctive Rage
Minotaur Mutation. Grants the Adapted Trample skill and Matador Stance is treated as always active regardless of class, allowing you to store Rage Energy upon taking damage (This will be disabled while you are a Demon Hunter). Allows you to use Horns for customization options. +5 Earth ATK.
(Adapted Trample - Costs 150 Rage Energy to use. Onrush in a 7 size line that must end in an occupied tile. All non-Airborne enemies you pass over take Blunt and Darkness physical damage, and may be knocked down. If they are not knocked down, they are instead knocked airborne. These effects, when triggered, will also apply to you and immediately end the movement, however.)
Quote:Chimera's Babbu Mode
Insect Baby Mutation. Grants the ability to let out an unholy screech every time you want your momma to feed you, instantly killing all enemies around you. +5 Acid ATK.
Quote:Chimera's Final Form
Insect Cocoon Mutation. Upon being defeated, you will encase yourself in a cocoon and become inert/out of combat for 10 rounds. Monsters cannot target you, but non-monsters can. After that time has elapsed, you will revive fully healed with +20 to all stats.
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