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Kameron8
[3.01 v3] Bone Breaker

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Kameron8
[3.01 v3] Blood Flows Lik...

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Rendar
[3.00j] Kamiya Counterant

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Miller
This update is just.. kin...

Forum: Balance Fu
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Rendar
Versatile

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Disastrophism 2 Mapping O...

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Character Application - H...

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Kameron8
[3.01 v2] Godray Undertow

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[v3.00j] Eventmin Mob Too...

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[2.92b] Hotbar skills not...

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  Drain life
Posted by: Sarinpa1 - 05-31-2015, 09:56 AM - Forum: Bug Reports - Replies (1)

Drain life doesn't get affected by fallcall. (Not sure if bug or intended.)

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  Trait Suggestion: Deceptive Fighting
Posted by: RoboCat - 05-31-2015, 04:12 AM - Forum: Suggestions - No Replies

I think there should be a trait that allows a character to toggle between fighting using their base evade stat instead of their total evade stat, preferably in-battle. Mainly for RP reasons, though I can see it being used for testing and things of that nature.

That would be the Deceptive Fighting trait.

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  Ghost Class Stats
Posted by: Slydria - 05-31-2015, 12:11 AM - Forum: Bug Reports - Replies (4)

Basically unlike all other classes, Ghost does not give you bonus class stats for using Ghost. (Double clicking Ghost on the class board shows this.)

[Image: 1ba87d097a.png]

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  Black Knight Skills
Posted by: Jay - 05-30-2015, 07:13 PM - Forum: Balance Fu - Replies (3)

Checkmate
- This attack is one of the most unused skills, because it went from 3M to 5M. While at the time, EI and PG were still 3M (later 4M). You get bonus damage equal to your defense, where only a critical hit will allow a secondary attack. Even with crazy defense, it's not even worth using your entire turn on. Neither does it seem to proc black wind. You can also imitate this set up by simply equipping a crystal blade, or galren badge and crystal rose. The default momentum cost should be 4M and actually apply black wind.

Steel Mind
- Whether or not it was overlooked, this skill should work similarly to Magic Gunner's Recklessness. You are spending the same amount of SP for an effect, except you're gaining zero immunity. It should have at least two rounds of immunity, if not the full three that Recklessness has.

Steel Blood
- The sole purpose of the skill is to purge poison, but there's no leeway for the Black Knight to recuperate. They should not be prone to spam poisoners and forced to spam that skill pointlessly. But besides all that, it's another unused skill in their repertoire. If the Black Knight was previously poisoned and used Steel Blood, they should gain an immunity to poison for X rounds.

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  Rune Magicians
Posted by: ZaneShadow - 05-30-2015, 06:55 PM - Forum: General Discussion - Replies (3)

Why didn't they get carried over into SL2? I always really enjoyed playing one, mostly because of the freedom it gave you in building the runes, although the way you learned new runes was also neat.

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  [Board] LE Pub Re-Takeover
Posted by: Clockworkers Doll - 05-29-2015, 08:43 AM - Forum: Gold - Replies (2)

A piece of slightly burned paper is tacked to the Cellsvich message board. It is in the complete center of the board, which means some other notices were probably moved around. The paper contains a slightly scrawled note in dark red ink.

Listen here you buncha' milk-drinkers.
Are you sick of the common lousy alcohol around Cellsvich and the other towns? Do you wanna try some actual drinks and not these baby's toys?
If you answered yes to either of those, get your arse over to Law's End, to the now re-occupied official bar, were you can have the benefits of having nearly no rules, and the benefits of... other things.

No one under the age of 10 years is allowed.
The note is unsigned.

OOC
---------
still my bar it is mine [hiss]
plus never heard it was ever taken after the fire by anyone else so i maintain my rights bruh
i was also told this was the correct place 2 put this so it is here, apologies if i am in the wrong

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  New Talent Trait Idea
Posted by: Sawrock - 05-29-2015, 04:30 AM - Forum: Suggestions - Replies (4)

Instead of having Talent Traits as they are, I suggest they be modified to be such:

Normal Talent Traits: 10%, 5%. This is how it currently is. However, with these growths, you would be able to choose the 10% and 5%, and the combination of stat growths would not have a unique name. Instead, it would just be called "Stat++, Stat+".

Tradeoff Talent Traits: 10%, 10%, -5%. This would be for people who wish to have two better stats, at the risk of having a lower stat. This growth would be called "Stat++, Stat++, Stat-".

Specialization Talent Traits: 15%, 5%, -10%. Notice how Normal gives 15%, while this only gives 10% growths- the reason for this is to prevent minmaxing. It is meant for people who want to be specialized at one stat. This growth would be called "Stat+++, Stat+, Stat--".

As for how it would work in the interface, you would first, instead of choosing a talent trait, you would choose a talent trait style. Then, you would choose your growths, from the lowest to the highest (so negative growths much be chosen first, before positive stats). Choosing all of these options would cost 1 Trait point.

Thoughts?

EDIT: In addition, you cannot choose to lower a growth if it would bring that growth below how much your racial growth was of that stat.

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  Check Your Privilege
Posted by: Sawrock - 05-29-2015, 02:29 AM - Forum: Suggestions - Replies (5)

I think that, with people already using dice to roll to determine things in roleplay, that there should be an option to roll a die with a modification based on base stats. The reason for this is being that some dice rolls that are used to determine certain events are somewhat odd without certain stats affecting them; two people rolling 1d20 to see who wins in an arm wrestling contest, for example, will count nothing on their character's strength.

So, my suggestion will work as such: There will be a button, next to the die roll and coin toss, that will function as follows: you click the button, you choose a stat, and then in the chat box, it will display what stat you rolled to check, along with the TOTAL result of the die roll (to prevent people from completely figuring out what your stats are). The die roll will function as follows: 1d12+(Base Stat/5), with the total result rounded down from decimals. The reason why we use base stats instead of total stats is because too many things can change stats before you do a stat check; ghosts will have an upper hand on everyone when they are really weak, you could switch around equipment sneakily to do one roll, then switch equipment again to do another roll, etc.

The reason why we use 1d12 instead of 1d20 is that with 1d20, it is possible for a character with 4 or less strength to out-arm-wrestle a person with 80 strength, which I think shouldn't be possible- the literal worst in strength would not be able to out-arm-wrestle the best, even with amazing luck. However, let's say someone with 60 strength goes against someone with 80 strength. The character with 80 strength is at their peak potential, while the character with 60 strength has pretty damn amazing strength. The person with 60 strength has a 20% chance to be victorious in the contest. If doing 40 strength against 80 strength, the character with 40 strength has a 4% chance to be victorious in the contest. I personally view these both as being fair.

If people are worried that their stats are becoming too important for roleplay, in my opinion, they should be important- they are how the character is represented in their abilities.

Here is an icon for the button. [Image: JkHc9iM.png]

Any critique and suggestions are welcome.

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  Adjustable Window Options
Posted by: Jay - 05-29-2015, 01:31 AM - Forum: Suggestions - Replies (1)

It would be a nice addition if you can adjust the text box, either expanding or shrinking it horizontally. I also noticed that people who prefer typing emotes in the command bar have a difficult time sorting through typos. This also benefits those using lower resolutions or have small screens.

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  Fortune Feather Overtuned
Posted by: Kameron8 - 05-29-2015, 01:11 AM - Forum: Bug Reports - Replies (7)

Fortune feather seems to be calculating things very very wrong. I have no idea how it is reducing the damage, but I tested it as follows.

Using a charged mind Libegrande and a normal Libegrande on a target, then repeating the same steps while the target was under the effects of Winter's Bite. I did this process once without grand summoner equipped, and once with for fortune feather.

Without Grand Summoner, no winter's bite:

Charged Mind Libegrande: 190 ice damage.
Normal Libegrande: 42 ice damage.

Without Grand Summoner, with winter's bite:

Charged Mind Libegrande: 287 damage.
Normal Libegrande: 81 damage.


These values are what I used to compare the damage dealt when fortune feather procced when grand summoner was equipped. No installs or active bonuses to res were used when GS was equipped, to try and keep everything else beside fortune feather constant.

With Grand Summoner Fortune Feather, no winter's bite:


Charged Mind Libegrande: 0 damage.
Normal Libegrande: 9 damage.

The charged mind spell did less damage than the non-charged one. That alone tells me something is very very wrong.

With Grand Summoner Fortune Feather, winter's bite:

Charged Mind Libegrande: 99 damage.
Normal Libegrande: 50 damage.

Furthermore, when fortune feather procs it automatically generates a 'Resist' message, making the caster lose momentum. Even with Winter's bite, where 10% should be the maximum reduction from fortune feather, the damage is 'Resisted'.

I have no idea how fortune feather is doing its calculations, but there is nothing 10% about them.

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