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  Elemental Oil
Posted by: JamOfBoy - 09-16-2023, 04:55 AM - Forum: Class/Race Ideas - Replies (6)

Arbalest's Accelerant is omni-elemental which is awesome, but the triggering factor, Oil Chain, is locked entirely into being fire damage. This is... counter-intuitive, and prevents the class from being truly coherent in terms of elemental specialization for anything other than fire.

It doesn't seem unfeasible for this to change.

Functionally (please correct me if I'm wrong) the fire tiles left by Oil Chain are identical to Cinder tiles. Why not ditch the flames for Cinders, then add elemental impact functionality? Ice sheets, Air Shafts for wind, Static Fields for lightning, with poor earth left with a tossup between rocks and flowers.

Alternatively, simply have Accelerant and Oil Chain share the same criteria for typing, keeping the flames and maybe making their colouration obvious as to what element they'll deal.

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  Tank Boxer
Posted by: Cogster - 09-15-2023, 09:49 PM - Forum: Balance Fu - Replies (7)

Boxer's in a weird spot right now but this isn't going to be a thread pitching a class rework or anything to that degree, I'm simply asking for some minor changes to some small hiccups.

The Struggle skill (granted when Frozen), Racial skills, as well as Guard shouldn't reduce your Sturm by 2. 

It's cool that Boxer gets rewarded for spec'ing into evade through Krahenflugel which grants you +1 sturm for evading something because of the nature of evade which incentives going harder in offense over defense.

But if you try to build a defensive playstyle with Boxer, you're automatically on the backfoot because you can't use Guard which is a major staple of playing a tank.

I feel that because Guard, and subsequentially any racial skill, punishes you by taking away Sturm. It tends to make Boxer feel even more narrow than it already is. It should honestly just restrict class skills and movement but nothing else.

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  Aliagmato v2.77
Posted by: Senna - 09-15-2023, 12:32 AM - Forum: Bug Reports - Replies (1)

Seems you don't get the range increase with Aliagmato regardless of your bonded. It's stuck to two range only.

I tested it with 3 youkai, 1 bonded, it was stick to 2.
A single youkai, bonded, it was still stick to 2.

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  Thick Iron
Posted by: Sawrock - 09-14-2023, 03:09 AM - Forum: Suggestions - Replies (5)

Make a version of Boulder called Thick Iron, by using like... five times the amount of iron. Or using a unique ore. This has two purposes:

1. I don't have to go into the minotaur mushroom fun maze (a minor inconvenience)
2. I don't have to have a weapon made out of rock, which is disgusting (more important)

Any jokes at the expense of my username from this suggestion will be noted and not unexpected.

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  Flurry of Ripostes
Posted by: MothEnthusiast - 09-12-2023, 10:39 PM - Forum: Balance Fu - Replies (11)

Using any sort of multihit is downright suicide against anybody with Riposte. Each hit of a multihit can (and usually does) earn a Riposte 50% damage strike. Granted, this is only in melee range, but you really shouldn't be getting nuked to death by your own multihits.

Confirmed culprits:
Exgalfa (when casted with a melee weapon)
Needle (Priest; when casted with a melee weapon)
Rapid kick
Fist basic attacks

Needs testing, but probably would also do the same with:
Mad chop
Regenschuar (or however you spell it, from boxer)
Twin dance (the damage of the second hit is far lower than that of riposte, to boot)

Easiest solution is probably just to make Riposte once per target per turn. I'm getting very tired of having to run ghosthands just to not die to my own attacks because of what seems like an oversight.

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  An offset regarding the recent Kensei nerf
Posted by: Fara Heims - 09-12-2023, 08:30 PM - Forum: Class/Race Ideas - Replies (2)

So, with three of their effects becoming stances, there's a couple things that I think just looking at it knowing what other classes can do, as well as the already very strong weakness that it has only getting compounded, I've come to decide to post this, as there's things that Kensei does that it could do better without making the stances overbearing. Please note, I don't actually play a Kensei, but know how difficult the weakness that the class is now blatantly going to suffer from is to deal with.

The weakness I speak of is that with 

Small tweaks to the stances


  • Absolute Death: This stance is in theory good, but the limited levels of classes makes this a very poor way to get Aoe damage into a class with a very heavy focus on single combat. Its damage cap on it's effect is 50 per target as is, while other melee classes that just outright have Aoes that cast, do just about as much damage as the upfront attack to all targets in their Aoes. To address this: Doubling the level scaling and making it so the level of the Absolute Death buff is always added to the damage, taking the damage from 50 to 110, would make it an adequate Aoe option, just add an asterisk that the Aoe damage cannot hit the target if it does not already have that restriction! And this is suddenly an on-par option to the best option Kensei have at this point for their three stances!
  • Absolute Fear: While this stance is already stronger than absolute death, being that it imposes fear debuff with an already SWA, Skill, and Celerity focused class, this effect couldn't be better to have! Though for 15 focus per turn, it's more than a little intensive! It contributes to the stated weakness above. To address this: Reducing the FP cost by 5 on this stance particularly would be enough I think. As said above fear is quite a potent effect! It makes it so evasion is only compounded! Adding to the value of celerity on this class. But 15 FP makes it not worth enough to use it over Absolute Pace in most situations in the Kensei's control.
  • Absolute Pace: This is the stance that's the caveat and before the nerf probably would be what could arguably justify the nerf to make them stances instead of where they were before. With the passive effect of the stance being an evasion chance equal to it's level at 10, this made it equivalent to an additional 5 Celerity on the Kensei's evade stat, particularly without the drawback of diminishing returns once they hit 50 total. This alone would be enough to put it on par with the current absolute fear. But it also has the proc-based effect of Battle Flow, granting 100% extra strength damage when it procs on the next offensive skill used. Before the shift to these becoming stances, this probably validated the use of Absolute Death, but now that they cannot stack, Absolute death isn't nearly good enough to be even compared to Absolute Fear! Nothing needs addressed for this one! It's a good tool with a perfectly balanced cost.



But the issue that compounds all of this is a lack of sustainability for it, I'd recommend an innate be best to fix that.
That being called Like Water.
"The Kensei is a tranquil swordsman, and those who have learned to weaponize this tranquility grow to be at one with the world just as much as their weapon."
The big suggestion I have for it's effects are as follows:
Upon evading an incoming offensive skill, gain 5 FP. Each rank grants Evade. 
Evade per rank: +3 (3 ranks)

Together this will both make the sudden shift to Stances with FP cost instead of passive skills and the fact that Kensei's never had much for options to deal with lower-than average ease of gaining FP reserves be mitigated without outright making Kensei capable of 'dealing with everything' so to speak.

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  [v2.77] Caught in the Crossfire
Posted by: Autumn - 09-11-2023, 06:22 PM - Forum: Bug Reports - Replies (2)

For some reason or another, a Rune Mage's runes can trigger on allies who are confused even if the rune mage themself is not.

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  SL2 Version 2.77
Posted by: Neus - 09-10-2023, 11:36 PM - Forum: Announcements - No Replies

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 5 pillow 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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  I'm in your chairs [v2.77]
Posted by: CuteYellowCrabby - 09-10-2023, 07:54 PM - Forum: Bug Reports - Replies (1)

[Image: image.png]

The player sprite goes under all of the yellow chairs in Geladyne's new ballroom.

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  The Disconnect [v2.77]
Posted by: WaifuApple - 09-10-2023, 05:17 PM - Forum: Bug Reports - Replies (3)

[Image: image.png]

This rail south of the Meiaquar dungeon doesn't connect around the whole way, and it's the only place this happens in the entire nation, to my knowledge. It doesn't block navigation in any way to have it connect, so I think it probably should, just to be consistent with the rest of the rails in the area.

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