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who
uǝɯ ooɹɐƃuɐʞ 'ǝɐpᴉpodoɹɔɐ...

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  [2.79] Chained Boomer-ang
Posted by: Rendar - 10-23-2023, 12:25 PM - Forum: Bug Reports - Replies (4)

Chained Boomerang seems to be proccing the ON CRIT effect of Electric Axe, despite it saying that it doesn't.

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  [2.78] Soul Vulture Seconds
Posted by: Frozen - 10-21-2023, 08:18 PM - Forum: Bug Reports - Replies (2)

Something interesting that I discovered while farming my Dark Bard in the Sky Islands... I threw down with a few mobs: A Hippogriph and a Soulture. I used Unholy Diver to finish the Hippogriph off and advance towards the Soulture, but I noticed it proc'd Soul Vulture twice. It showed two instances of the effect underneath it, which was odd. I check the mob itself, it has LV 20 Soul Vulture when it should only have LV 10. And after looking it over, I realized something.

The Hippogriph's HP was low enough where only two instances of Unholy Diver's damage would have been enough to kill it, while the third proc would be overkill. It'd be at 0 HP by then already. My guess is that even though it was already effectively dead, there was a damage instance that took place that ended with it being at 0 HP after the hit that WOULD bring it from whatever HP it was at brought it to 0.

What brings me to this conclusion is the fact Bard's Repeat Sign also proc'd twice even though I only had one song active, which would coincide with this fact.

I'm worried that any multi-hit attack like dance skills would repeat this effect and mess with intended mechanics. It's not exactly game-breaking I think, but it's worth taking notice of.

[Image: image.png?ex=6546a552&is=65343052&hm=337...9af2de815&]
[Image: image.png?ex=6546a65e&is=6534315e&hm=532...c2c145c53&]

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  Back Weapon Mirror Icons
Posted by: Autumn - 10-21-2023, 02:37 AM - Forum: Submissions - Replies (1)

Here are some icons that are meant to give a back-weapon sprite (or hip for tomes) for nearly every weapon, I've included both colored and greyscale versions, I just hope that helps.

Please consider implementing them! I'd love to be able to use them in game some time, thank you very much.

[Image: fQ7SpEC.png]



Attached Files
.zip   Back Weapon Sprites.zip (Size: 8.66 KB / Downloads: 260)
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  [2.78] Monstrous Hanging
Posted by: Rendar - 10-20-2023, 08:20 PM - Forum: Bug Reports - Replies (1)

Monsters that use the Hanging ability do not respect Hanging's drawback, which is that if an ALLY is adjacent to the would-be victim, they cannot be Hanged upon.

Which is mouthful to say that they just don't care about the adjacent ally clause.

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  Idol Step
Posted by: Rendar - 10-20-2023, 07:22 PM - Forum: Balance Fu - Replies (4)

Ignoring literally everything else about Idol Step...

Idol Step giving Worn out 15 and raising the FP costs of everything you do by 15 (including actions that normally cost 0 FP or have reduced costs-- See DEMONHUNTER AS A WHOLE) is just too much loaded onto this skill.

Charm, Battle Rush, Glowing, Heal, Damage.

All for 3 momentum on a relatively large range.

Something's gotta go, and I think Battle Rush (and subsequently Worn Out) needs to get kicked.

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  Potentials or Arbalest
Posted by: Rendar - 10-20-2023, 01:06 PM - Forum: Balance Fu - Replies (3)

Short and simple.

If your mainhand weapon does not have a potential (or if it is not unlocked), you should be able to use the potential of your offhand.

Having to sub-hand your weapon as an Arbalest that has a potential feels bad.

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  [2.79 Test] Thunder Steps
Posted by: Rendar - 10-20-2023, 03:41 AM - Forum: Bug Reports - Replies (1)

Thunder Steps does not list that it gets an extra (RANK*5) power added to each hit, unlike every other dance.

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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: 267)
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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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