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  Final flare bugs part 4 "It does what?"
Posted by: Lolzytripd - 12-10-2022, 03:31 AM - Forum: Bug Reports - Replies (2)

Going to update this one with more once I finish testing but final flare allows you to do some hard core jank

Focused beam - pure magic damge

Riagri- pure magic damage/Contract tres/uno versions depending on what was last equipped last time you had bonder equipped.

Steam Sear/Frigid formation/Detogate/- don't require normal targetting conditions.

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  Final flare bugs part 3 "what cast"
Posted by: Lolzytripd - 12-10-2022, 03:29 AM - Forum: Bug Reports - Replies (1)

So A lot of spells when cast via final flare don't proc "on cast effects"

You won't trigger impure element self damage, you won't proc elemental gi's, Orbello stacking, ect

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  Final flare bugs part 2 "what enchantment"
Posted by: Lolzytripd - 12-10-2022, 03:27 AM - Forum: Bug Reports - Replies (2)

Spells cast via final flare/hot potato do not check if you have the correct enchantment to cast the enhanced variant of them.

example, sear will be the small sear

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  Final flare bugs part 1 the Controversy
Posted by: Lolzytripd - 12-10-2022, 03:26 AM - Forum: Bug Reports - Replies (2)

This is the bandaid that will hurt my soul

Spells cast from final flare do 100% damage

Spells cast from hot potato do 100% damage


I....Don't think this is unbalanced, but its not intended, and its been working like this as long as I know.

My argument that its fine, its 6m to load the flare, 3m to deploy it by a hit or hot potato, On a hit it knocks you down potentially costing another 3m for a total of 9-12m for 3-4 spells cast at full damage. Each spell still having hit checks if they originally had them.

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  Rain sound toggle
Posted by: Imotepchief - 12-10-2022, 03:08 AM - Forum: Suggestions - Replies (1)

Please god, I want the rain sounds to stop without needing to mute the whole game. Hearing footsteps and slithers is pleasant and allows you to know what's going on around you but the rain sounds are so deafening, like dangerous white noise that gives you tinitus after a while.

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  Elemental Rune [2.67b]
Posted by: renowner - 12-08-2022, 03:24 PM - Forum: Bug Reports - No Replies

Elemental Rune is not using my tome's damage type for its scaling nor its damage type currently, when used outside of engraving. When it triggers its trigger effect, it still defaults to light.
[Image: fac881f889.png]

On Engrave:
[Image: c74dc2ccaa.png]

On magnet rune resonate trigger:
[Image: 185b4203a4.png]

Steps to replicate:
Use Elemental rune, note its correct damage type. (Use a non fire tome)
Repeat above, but have the trigger effect apply instead of engrave. (Use a non fire tome)
Note its incorrect damage type.

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Star Customized Dice Rolls
Posted by: HexGirlBestGirl - 12-08-2022, 08:50 AM - Forum: Suggestions - Replies (15)

Simple suggestion. It's been quite a while since I've posted on these forums. It's me. That's right. Detty. Your beloved.

My suggestion? Simple.

Allow us to customize our dice rolls. I want a 1d34 or a 3d89 instead of a 2d40 or 3d100 and such. I think having a 'Custom' button where we can manually pick the amount of sides would be good for more you know. RP Fight oriented things and RP Engagements in general. 

That's it.

Really, support the thread and LEAVE.

EDIT: Being able to have modifiers would also be nice. Disadvantaging and advantage as well. i.e 1d20 with a -2 Modifier for example. Or I guess, due to the nature of this thread, 1d37 with a -4 Modifier.

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  Elemental Impacto
Posted by: Poruku - 12-06-2022, 07:38 PM - Forum: Suggestions - No Replies

Currently, earth elemental impacts are generally fairly meh. It's not like it's super bad, it's just boring and doesn't impart much of a change in playstyle. Not to mention there's no visual effect.

In addition, ice and fire are often rather lackluster. The tiles are just not that good, especially compared to the sheer power of lightning and the incredible mobility that wind gives you.

The only skills you want earth enchant for currently are shinken and heaven's kick.
The only skill you want ice enchant for is crystal rose.
Of course, crescent rook and bishop are good because of the changed scaling, but that's true for any element. Same could be said of ignite power.

Here are some ideas

Earth:
- Cyclone spear and other skills sprouting vines

- Execute applying and consuming a crystallize effect(?)
- Small magnetize effects on stuff like sidecut and kensei skills


Fire:
- Since fire is tied to raw destruction I could see it get damage bonuses more than earth. Mostly in the form of something like a little 15 damage-ish fire extra damage instead of making tiles for certain skills (especially the skills that don't place the tiles on your enemy, like hirazuki). This would synergize with salamander sword.
- Maybe the cinder tiles could get a bit of a glowup. Maybe to 15 or so.
Burn is too strong to freely give to a physical build, but what if there was a nerfed version? Some other kind of fire dot that doesn't shred tanks would be fun, since I think damage over time is such a staple of fire as a whole in gaming.

Ice:
- Frostbite should probably be applied by a few skills. And what if frostbite made you take extra damage when ice damage is received? So like it amplifies ice damage in a unique way that can't get too crazy. Take a bonus 10 ice damage when you take 100 or more for example.
- Slow is pretty weak, but I think ice could really use some more slowing skills.

What do you guys think? I'd like to see these elements brought up to the level of lightning and wind. When making a kensei for instance, it really feels like going fire is a mistake, and I wish it was at least somewhat spicier to warrant going "yeah this isn't gonna shred like lightning crits, but it has its own niche and is worth using"

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  Rectifer
Posted by: Poruku - 12-05-2022, 10:01 PM - Forum: Suggestions - Replies (16)

That one aoe lightning spell from mage is LOUD AS HELL. It's also kinda bad, but I think that's the point.

Please turn down the volume, and make the animation shorter because it just screeches in your ears for like 3 whole seconds

Edit: formerly posted as "Ryeser"

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  Race buffs
Posted by: Poruku - 12-05-2022, 09:56 PM - Forum: Balance Fu - Replies (11)

I think certain races in the game could benefit from general buffs.

Umbral: Their main feature is that evade buff, however it's really weak, being outclassed by every class skill available. The fp saving mechanic is also not very useful. I'd like to see fade out become stronger and perhaps give them a night-time buff that is actually significant. The dark atk bonus is cool, but to make use of it you need to build RES. And if you build res, you probably aren't building cel which means you don't use fade out. So which is it? I feel like the choice between tank and evade umbral should be a bit more interesting. For instance, dark atk could scale like theno sound atk. And fade out could have traits that make it useful for evade and non-evade builds

Theno: having 60 sound atk isn't very good when you can get that on a normal SAN race. Most sound-based setups use SAN as well (performer is the best example) because of the weapons scaling with san. That's why I think if that concept is kept it should be 1.5 per level instead of 1. I'd like to see something about water or dark water or drowning people, etc. Maybe an actual siren song.


Humans: +1 trait is pretty weak, and the skill pool size isn't the lifesaver it used to be. Could do with some other general buff.

Omina: The payoff for having misfortune is just kinda weak. At best you spend 3m to kd someone which is funny but not very good. I'd like to see some spicier debuffs. And the luck drain is okay but again not amazing.

Hyattr: Buff fire breath plz

Vampire: I find vampires to be decent but they are hard to build properly. Banquet could use a little bit of help. Maybe it could have a trait option to scale from will or guile instead of strength.

Mechanations: mechs could really use a change because all their power is loaded into their special trait. I think their special trait should be put into the base class because most new players wouldn't realise the choice they're making. And aside from agile, they should be buffed or reworked imo.

Wild Elf: Well known that these guys are plain bad. They need a significant buff to feel relevant. I would also like to see them less locked to specific weapons or at least giving them a stronger niche.

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