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  v2.74c Minotaur Reflected Damage does not trigger Self-Revive skills or Last Chance
Posted by: Fern - 07-23-2023, 01:16 AM - Forum: Bug Reports - Replies (1)

If you do earth damage to a Minotaur and it gets reflected, you do not trigger Last Chance regardless of whether the Minotaur has Claret Call on it or not.
 
Weirdly enough, Amalgama's Formidable and From the Ashes revives also don't trigger at all if you die this way too.

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  rune mage
Posted by: Pyro - 07-22-2023, 09:42 AM - Forum: Balance Fu - Replies (14)

rune mage

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  Shard Tracker Nemalyth upgrade
Posted by: Fara Heims - 07-19-2023, 06:20 PM - Forum: Quality-of-Life (QoL) - Replies (3)

So, there are some dungeons with convoluted to reach shards! It'd be great if we had a means of knowing how many shards are left! And this transaction to unlock it could use something rare-ish like planetarium! Or what have you. It could even have a second tier upgrade to tell you when overworld map tiles have shards! Just something as a newer player I wish was there.

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  Selling crafting ingredients
Posted by: firehawk11 - 07-17-2023, 02:00 PM - Forum: Suggestions - No Replies

Can we boost these back to to being worth at least 3 murai or even 4? It is a little hard bulk selling all of these items because they fill up my trade menu and I only ger 50 murai for it all. It makes earning money at low levels a lot more difficult unless you got a friend that is willing to help you along and drag you to high level dungeons. I do not even remember why they were changed from 5 murai to 2 murai in prie.

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  Martial Artist Promotion - Grappler
Posted by: Autumn - 07-15-2023, 04:49 AM - Forum: Class/Race Ideas - Replies (5)

A highly requested concept penned by someone who isn't very highly requested, still I thought it would be worth an evening to writing up my ideas for a grappler centric promotion class for martial artist. My ideas so far for the class' core design would be:

-Excellent ability to control and move enemies to more desirable positions, or keep the high mobility sort still.
-Simplistic gameplan revolving around landing grapple and oppressing an enemy into submission.
-High physical durability for a martial artist
-High variety of skills to use, each serving a different purpose as different needs arise.

-Extremely poor range.
-Low-ish overall damage, high upfront damage is mitigated by the need to get in first is the philosophy here.

Without further ado then:

OFFENSIVE SKILLS:

Quote:Suplex - 3 ranks


If the space behind you is unoccupied by any unit, targets an enemy in front of you and slams them into the ground, dealing blunt physical damage, triggering tile effects and destroying field objects the target crashes into. This skill doesn't turn you around after being used. Additionally if you are grappling a target, the target will also be knocked down.

Afterwards the enemy's restrain is ended.

12/13/14 FP
110/120/130% Scaled Weapon Attack.
Quote:Fling - 3 ranks


Requires a grappled target. Targets a non-dense tile or enemy unit within 7 range and flings your grappled target to the location, the effect differs depending on what is occupying the location:

Tile: Grappled unit takes blunt physical damage.

Enemy Unit: Grappled Target collides with the enemy, dealing blunt physical damage to both units at once, the enemy who was not grappled will be knocked down as well, as they cushion their fall.

Afterwards the enemy's restrain is ended.

3m
14/17/20 FP
120/130/140% Scaled Weapon Attack.

Quote:Break Down - 3 ranks


Requires Airborne or target to be Knocked Down. Drop down from above and deals heavy physical damage to a target in 1 range, if the target is knocked down then this attack is assured to hit without failure.

3m / 5 Round Cooldown
20/25/30 FP
140/160/180% Scaled Weapon Attack.

Quote:Plough Through - 3 ranks


Requires a grappled Enemy. Holds tightly onto the grappled unit and rushes forward with them in an adjustable line (2-7 range), bulldozing through all enemies in a straight line and dealing blunt physical damage to the grappled enemy and all enemies they pass through. The restrained status is then refreshed on the grappled enemy.

3m / 3 Round Cooldown
21/18/15 FP
Collision damage:
100/150/200% of scaled STR

Quote:Merry Go Round - 3 ranks

Requires a grappled enemy. Targets a Grappled enemy and spins them around by their arms or ankles, dealing Blunt damage to all enemies in a Circle (3) area around yourself (including the Grappled enemy) and then releasing the victim 3 tiles away from you. There is a chance based on status infliction the grappled enemy will be inflicted with confusion until your next turn.

Afterwards the enemy's restrain is ended.

26/23/20 FP
120%/130%/140% Scaled Weapon Attack.

Quote:Pummel - 3 ranks


Lay the smackdown on a Grappled enemy, performing a basic attack, if it hits, this refunds 1M and applies a stack of Rampaging LV X (Based on rank). This can stack twice, lasting 2 Rounds.

14/12/10 FP
Rampaging LV: 6/8/10

Quote:Elbow Shock - 1 rank


Targets the tile directly behind you (unable to turn), spinning around suddenly and delivering a quick elbow strike. Which deals unprotectable blunt physical damage and turns you around.

1m / 1 Round cooldown
5 FP
40% Scaled Weapon Attack.

DEFENSIVE SKILLS

Quote:Steelskin - 3 Ranks


Hunker down, hardening your body for a short amount of time, uses the rest of your momentum and grants guard LV X (X = 10 * momentum used. Max LV = 50) as well as Armor and Magic Armor until your next turn, this skill can only be used while wearing unarmored torsos.

3m (Minimum) / 3 Round Cooldown.
20/20/20 FP
Armor/Magic Armor granted: 15/20/25
UTILITY SKILLS
Quote:Crowd Pleaser - 3 ranks


Announce to everyone your next move and show off with a boastful gesture, Grants a status for 1 round that lowers your hit for the next grappler offensive skill used and increases the damage of the skill, if you successfully perform the skill then you will gain a buff to your hit for 3 rounds, if you mess up however the crowd will be demoralized, and nobody wants that.

Additionally if the skill used lands a killing blow, you gain the hit bonus as a permanent status.

3m
10/10/10 FP

Damage: +60%
Hit Penalty: -10/10/10
Hit Bonus: +10/15/20 Hit

Quote:Step Aside - 1 rank


Freely targets a line in up to 5 range, and moves you along that line while pushing aside enemies in your way, if the tile at the end of the path is occupied by an enemy, automatically use the grapple skill for free on that enemy after being pushed.

3m / 2 Round Cooldown
12 FP
PASSIVES
Quote:Collar Grab - 2 ranks


Where are you going? Any enemy that Starts basic movement or a movement skill within 1 range of you has a chance to be grappled (which interrupts the movement), equal to 5% + Half of your STR, this doesn't work on movement abilities that cost less than 3m.

Rank 1: Learn the skill
Rank 2: Can equip this skill without using skill slots.

Quote:Head Lock - 1 Rank

Converts a Grapple into a Head Lock, dealing Blunt physical damage equal to 150% of your STR and attempting to inflict Silence. Lasts 2 Rounds and grants Silence Immunity for 2 Rounds after a successful infliction ends.

(If paired with Arm Lock, only the first equipped skill will be used. These skills do not work with items or traits that give grapple effects already)

Quote:Arm Lock - 1 Rank

Converts a Grapple into a Arm Lock, dealing Blunt physical damage equal to 250% of your STR and lowering the target's SWA and Hit by 10 for the duration. Removed early if the target is no longer restrained.

(If paired with Head Lock, only the first equipped skill will be used. These skills do not work with items or traits that give grapple effects already)
INNATE

Quote:Unstoppable Force - 1 Rank


the success rate of Grapple is increased by 15%. Additionally when you are grappled onto an enemy, if you were to be moved by a pull or pushing effect from any unit besides the target you're grappling, your grappled target will move with you.


Quote:Sculpted Body - 1 Rank


Main Class Only. Take 15% less physical damage from attackers you have grappled, further increased to 25% when no torso item is equipped.




Quote:Body Blocker - 3 Ranks


If you currently have a Grappled target, there is a chance that attacks targeting you will hit the grappled target instead. (5/10/15%)




Quote:Sticky Hands - 1 Rank


Enemies you have grappled will stay restrained during your next turn unless it is broken. (Restrained will still end after your next turn is over.)




Quote:Big Biceps - 3 Ranks


+Rank STR & DEF




And that should be it, it wont bother me much if it weren't able to make it in, though I appreciate any amount of consideration. This was just fun to think up and write to be honest, shoutout to Slydria for proofreading and making suggestions of his own to throw in. 

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  Item Effect Degredation
Posted by: sirtrex - 07-14-2023, 11:12 PM - Forum: Suggestions - Replies (11)

When i'm talking about weapon degradation. I'm not talking about breath of the wild style items disintegrating after x number of uses.

I think it would be cool if item effects such as sharp, deadly, heavy etc. Have a chance to be lost overtime as a weapon is used. Either when its durability goes too low or a player "dies".

Right now a player can get a set of gear perfect, but aside from repairing its durability every now and then its set in stone.

Allowing Items Effects to degrade overtime would give more work for toolmakers and other craftsmen to create more RP opportunities, and act as a sink for Murai to prevent inflation.

Similar things could happen for other things that impact an items traits. Items that were transmuted into another material could slowly return back to their original material. Enchantments could lose power or disappear overtime. 

What are your thoughts?

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  Fire Lash Hesitation
Posted by: Ray2064 - 07-14-2023, 04:48 PM - Forum: Balance Fu - Replies (8)

Can the spell's Hesitation level be toned down to something like 15, considering we are already looking at quite the potent attack already

A barely more than 20% chance (if talents are invested) to just ruin your combo entirely on-top of being damaged is a tad...Obnoxious.

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  the most important suggestion ever [Gigantys]
Posted by: Miller - 07-14-2023, 01:26 AM - Forum: Suggestions - Replies (3)




hello yes

can we have this as a sound effect for heavy swing on gigantys; this is extremely important and will make gigantys great again
arigathanks

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  Frozen Tentacles
Posted by: Pyro - 07-12-2023, 10:47 PM - Forum: Suggestions - Replies (3)

okay
Accessory idea

Frozen Charm
Metal
+5 Ice ATK

Aquamancer tentacles are now ice. They now deal ice damage and count as solid.
Aquamancer water tiles now spawn as ice.
Black bubble now spawns as ice.
All other sources of water tiles spawn them as ice.

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  Arman Albrecht - Height Request
Posted by: Eggyboi - 07-12-2023, 01:25 AM - Forum: Approved Characters - Replies (2)

Applicable BYOND Key: Eggventboys

Character Name: Arman Albrecht

Request Type: Character Appearance (Height)

Request Details: A taller character height than the limit, specifically to be around or above 8 feet (I'm thinking 8'2" at most).

Reason for request: Normally I wouldn't make a character so large, however as the race to play a taller character reaches higher and higher, I find myself forced to ask for this in order to more effectively play the character as what they are: a very tall and imposing figure more akin to a wall than a person. I know asking for something simply because other people playing tall characters makes mine less unique seems like a narcissistic way to put it. But in truth, I just want this character to interact with the world and other characters as the mountain they're intended to be. I understand if that reasoning isn't good enough, and I won't argue if I get denied or forced to shift the numbers down a peg or two.

Roleplay and Lore supporting your request: The Albrecht family is a family of Glykins, and they have served Geladyne as loyal soldiers for generations. They aren't nobles, and rarely enter command positions. This is because of the family's stature, and mentality. They are large, strong, and don't ask many questions if at all. They all dutifully complete their service, most of the time remaining in the military for much longer than necessary, but never accepting promotions. Arman is the last heir of the family name, bred out of the modern world through retirements and selective marital decisions from family member's past. And they are a perfect example of their family's most common body type.


Not sure if it's worth noting, but Arman has since completed their service and now live as a freebooter, wandering Korvara with a close friend.
Also, they look like this:
[Image: Banner.png?width=400&height=625]

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