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[v2.99] Dynaxis

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Green hands, green with e...

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[2.96d] Lost Belt

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[v2.99] Smallkuchi

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v2.99 Landing Deos Danzai...

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Solblader Thread (But not...

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[2.99] Toyatori's Bladed ...

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[2.99] Frigid Reception

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Rendar
Mechanation Traits

Forum: Suggestions
Last Post: Rendar
06-24-2025, 06:02 AM
» Replies: 6
» Views: 560

 
  Farshot Penalty lack of transparency
Posted by: renowner - 05-08-2025, 09:50 AM - Forum: Bug Reports - Replies (4)

I'm not really sure where else to put this, however, nowhere in the game is it actually explained what the farshot penalty is. Through google search, the only information I could find came from the two wikis, and the old forum update post that was put out explaining the new Guile stat. On all three of those websites, it lists the farshot penalty as -10, and that at 40 guile you'd have -2 hit per tile. I had to scour through this forum directly to find that at the bottom of update 2.60, three years ago, [I never noticed!] the farshot penalty was changed to -15 per hit.

Currently nowhere in the game is the farshot value listed, and nowhere in the game does it explain 'how' it works. (That bows and guns start at 3 range, and all other weapons start at 1 before the farshot penalty triggers. It has nothing to do with base weapon range, I believe.)

In order to save people a lot of headache and a lot of Prinny testing in the future, when they realize they're still losing hit at range despite having 60 scaled guile, i'd ask for the farshot values to be added to the guile stat page, and perhaps on Firing Posture and any other skill or passive that lists the farshot penalty.



[Image: 5d84a837ca.jpg]

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  Mechanation Traits
Posted by: Rendar - 05-07-2025, 08:46 PM - Forum: Suggestions - Replies (6)

As it stands, Mechanations are great (bar Standard).

I'm here TODAY to suggest something that, frankly, should be given to All of the No Gear Races. (Chimera feet / Apertaurus Hooves apply here)

Gear Base Kit.

This is specifically for Mechanations, but the concept can be applied to other races. Races with such skills that adjust their ungeared state are given a special Race Option.

0 Battle Weight, 0 Inventory weight

Regaliable, and most importantly. Upgradeable at the blacksmith. No longer will Chimeras just lose Evade for daring to use their Tyrant Paws. No longer will Agile Mechs have to be specifically specced for Dodgie due to high base Cel, but ALSO lose out on 5 evade because they're bothering to use their (really good admittedly) racial ability.

This does have some caveats, namely that 'Oh hey. Now Unarmored Standard Mechs can gigantic their torso and upgrade it??? and potentially material kit it???'. Which is also the same for RAID CANNON. But like.

Please? Standard Mechs need help. Agile Mechs are at a dodge deficit.

Chimeras are sucking shit with Grudge Claw over just using a normal ass fist weapon.

Pwease. Also Brittus has been commissioned to make sprites for the Mechanation slot regalias.

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  v2.98 Monk Ki Blast Procing Melee Effects
Posted by: Grimmnaka - 05-07-2025, 07:22 PM - Forum: Bug Reports - Replies (6)

I know that ki blasts applies your basic attack when it hits, but what I've noticed is especially with the Lava slime. That because its treated as a basic attack, even at a range you still get hit and proc on melee effects.

Case and point I shot a ki blast at the lava slime from a distance, however it still hit me with the retaliation effect that happens when you hit them with a melee attack. I believe its mainly because it applies your basic attack to the move. I believe that it shouldn't proc or activate effects that do so on melee attacks because its supposed to be a ranged attack.

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  [v2.98b] Fighting Dummies Changes Sound Environment
Posted by: pilcrow - 05-06-2025, 04:06 PM - Forum: Bug Reports - Replies (2)

This is a pretty old one, actually, but it's worth reporting.

Starting a fight with a training dummy appears to change the sound environment for any further sounds you hear until you relog, giving everything a soft reverb/echo effect. Notably, this persists through .reconnect relogs and other battles, the only way to reset it is to close dreamseeker and log in again.

This is likely sound datum fuckery - as far as the BYOND reference is concerned, changing the environment on a sound datum affects all 3D sounds until changed again.

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  A few pretty standard suggestions
Posted by: Flun - 05-06-2025, 02:21 AM - Forum: Balance Fu - No Replies

Standard mecha falls behind the other mechas by a considerable amount, it has nothing unique to it compared to the others, and buffs to other traits and features like cast off flexing and unarmored evade have served to minimalise its main trait’s impact. Cast of flexing has all of the stats standard mecha has besides the 120 hp, and other torsos like a leviathan terrasque shell can accomplish the same thing it has.  Here’s a few solo suggestions to make standard mechanations traits better, just spitfiring ideas which are not meant to be combined with eachother.

1. Standard Skin, being the most humanlike of mechanations, i could see this being the kind out of any which could get skin traits, this would let it have tattoos, allergies, and even cast off, which combined with its current torso has the potential to make a really buff unarmored set.

2. Hydraulic muscles, sort of a watered down version of the last suggestion, letting it use its own non buff cast off just so they can remove their torso to actually trigger their passive.

3. Excellent body. This one’s my personal favorite. “Standard Mechanations fufill all beneficial armor requirements”. What that means is without any armor, they can apply for all armor stipulations, as their body is both as tough as heavy armor and as unburdened as unarmored. They apply for indomnitable, kip up, ranger crit evade, firing posture, weathered body, all at once! Being able to bypass armor requirements would certainly give Standard an identity.

I’d love to see other ideas for standard too, i feel standards need more love, specially considering the bling raid and cabal got

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  [2.98b] Fist Rocket Launcher
Posted by: Rendar - 05-06-2025, 12:20 AM - Forum: Bug Reports - Replies (1)

Dull Hope used Geldoren.
Dull Hope attacks Shadow Omega with Carapace Jackhammer!
Critical Hit! Shadow Omega takes 198 Pierce physical damage.

Geldoren uses your main hand if you are Revolver Raid Cannon MA.

Even if it's not viable. Like. Say. A Jackhammer.

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  footstep sound toggle
Posted by: CuriosityaboutMyself - 05-05-2025, 11:39 PM - Forum: Suggestions - Replies (5)

please dev i love the sounds but the one i hate the most is these gosh darn footsteps

i want to turn them off separately they make me suffer i want them dead

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  SL2 Version 2.98
Posted by: Neus - 05-05-2025, 10:29 PM - Forum: Announcements - No Replies

2.98
Map Requests

  • Luminera Updates (Courtesy of Slydria)
  • Church of Flame (Courtesy of Slydria)
  • Sharis Forest Fortifications (Courtesy of Appo)
Korvara Boss Fights & Rematch Adjustments
  • If a party member has a Bloodsoaked item equipped, the maximum number of additional enemies will always spawn. (Normally, 1 per party member. With Bloodsoaked, it's always 4.)
  • Rematches now add reinforcement waves that contain 1 of every enemy type in the dungeon. The number of waves is equal to the rematch level, so Rematch 1 has 1 wave of reinforcements, Rematch 2 has 2, etc. (These appear 5 rounds apart, or when the battle would end.)
Druid
  • Added 3 new Animal Companion styles; Temperate, Weald and Farm (Courtesy of Brittus)
ETC
  • Added a Calibrate style seed.
* Fixed a bug where the HUD icons would not update their appearance based on certain conditions, such as having unspent points, etc.
* Various forum bug fixes.

NOTE: 2.98 and 2.99 will be a little light as the developer focuses on background projects related to the game.

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  SL2 Version 2.97
Posted by: Neus - 05-05-2025, 10:28 PM - Forum: Announcements - No Replies

2.97
BYOND Version Update

  • The game will utilize the latest 516 release in this version. You will have to update in order to play the game.
  • This update may cause oddities, particularly with browser interfaces.
  • Please also note that game's server has moved to a new address, so trying to connect via the replay button will not work.
LFG Tool
  • The LFG tool has been reworked and has a new interface.
  • LFGs have more information available, including an image of your location, what types of players you're looking for, your location, etc.
  • LFGs now have buttons that places a marker on the map at the location the LFG was created, which can assist if you aren't sure if you're at the right spot. (Feature may be expanded in a later testing server update.)
  • LFGs now also have a 'ping for interest' button. This button will let the poster of the LFG know (via a message ping) that you are interested in participating and that you are on your way.
  • LFGs can be cross-posted to Discord by clicking 'Discord Ping' in the Edit LFG menu. Edits to your LFG will be applied automatically to this cross-post. (Excludes images/face-icon for the moment. Posts are also not removed when closed currently; this may change in the future. 5 in-game hour CD, shared between keys/etc.)
Map Requests
  • Geladyne R&D Revamp (Courtesy of Slydria)
  • Geladyne Outskirts Touchups (Courtesy of Appo)
  • Geladyne Farms (Courtesy of Autumn)
Icon Parts
  • Added 16 Mechanation-themed icon parts. (Courtesy of Toffee)
  • Added 2 bun hair styles. (Courtesy of Crab)
Mechanations
  • Can now be selected as a race on Korvara.
  • Chronicling Cabal Memory; Effect adjusted
  • The special memory function of the cabal makes it more capable of memorizing spells than even master magicians. For each accessory equipment slot that you have empty, the Skill Pool cost of Spells is reduced by 0.5 and FP Regen increases by 3. In addition, at the start of a new round, there is an X% chance (X = available Skill Pool slots) to accelerate the cooldown of all spells by 1 round.
  • Revolver Raid Cannon; Now is a Gun which also counts as a Fist. (Should work for both types of skills.)
Traits
  • Undeniable Innovator; Now enables the main class only effects of Voidveil and Eternal Flame.
ETC
  • Transformation Legend Extend options should be accessible for Korvara characters now (only Corruption and Model Swaps for Mechanations).
  • Attempting to exit an event stage that has been despawned will now place you at your respawn location.
* Various forum bug fixes.

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  Katunga Big Number
Posted by: Autumn - 05-05-2025, 06:48 PM - Forum: Balance Fu - Replies (4)

Kensei has gotten a lot of buffs in the past and I acknowledge that it is in a pretty good spot overall, whilst Ghost is a lot more popular, Kensei is really not far behind it, it could use a main class benefit on the same tier as Wraithguard allows to Ghost, and I think it should be offensively inclined given than this class should in theory be an offensive powerhouse.

Kensei's skills line up with having high SWA more than high crit damage, this is fine, but even with high SWA you won't get the edge out on an optimized basic attack, even with swords that normally have lower critical damage they just simply won't compare, pair this with Kensei having so many critical buffs that you are often more encouraged to build STR GUI instead of STR LUC, and you have some glaring holes in why skills like Kagekiri, Toiken and Rajinken just aren't very useful comparatively.

I think Kensei should obtain a main class passive that allows these skills to critically hit for 25% more damage, this would in most cases put them on par with critical hits while having the same counterplay to them, to put up an example of a build that can achieve very similar numbers:

[Image: EDfUCMa.png]

This is a Tarnada with 151 SWA, I have 21 GUI as well and Combination Strike from Martial Artist applying here as well, the Kagekiri is spirited which is abnormal sure but it helps juice up Kagekiri even more.

even with all my bonuses skewed towards powering up Kagekiri compared to Wazabane, it still falls behind in damage overall. If it had a 25% boost here it'd do more damage, which is great, but without combination strike it'd only just barely do more damage than Wazabane, and I feel thats where Kensei should sit at when it comes to their specials.

I don't want to be too long winded about it but I think this is a seriously considerable argument for why Kensei skills should be allowed to critically hit, it not only fits the Katana centric class but it'd also make their gameplay loop just make sense from a DPS perspective.

Thanks for reading.

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