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  [Racial Trait] Decoy Illusion
Posted by: Ryu-Kazuki - 12-24-2014, 11:38 PM - Forum: Suggestions - Replies (4)

Just a small simple thought for PvE and to make Papilions a little more interesting. And this really only does affect PvE.

Requirements: 1 Trait Point, Papilion

Decoy Illusion

Cost: 20 FP, 3M

Creates an Illusion within 6 range that tricks monsters into thinking that it's you and angering them by how you tricked them, giving the Illusion a higher target priority than anyone else. (Illusions are level 1, have 1 HP, and last for 1 turn. They stay in their spot and do nothing other than attract monsters to their location. Their icon is the player who cast them with a slightly faded appeal to it, so PCs know which is real and which isn't. Again this is pretty much just a PvE skill.)


I think it would be a nice little benefit for PvE in the event you want to run, or line enemies up for you / your allies. And it'd make Papilions a little bit more useful for support to their allies in combat for PvE. Kind of plays off the whole illusionist thing.

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  Mage: Fake Out
Posted by: Rendar - 12-24-2014, 11:10 PM - Forum: Suggestions - Replies (5)

Can Mages get a 'skill' or a delayed Swap Position that takes all momentum < 6 and ends turn > that lets you begin to watch an opponent. If said opponent strikes at you, you swap position with them to, effectively, make the attack fail. If they fired a projectile however, they would instead be struck by it. It'd be great for those troll-worthy mages who do said things ICly.

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  Hexer Medals
Posted by: Neus - 12-24-2014, 02:58 PM - Forum: General Discussion - No Replies

As a note, I added the Hexer medals to the BYOND hub page, but you won't be able to unlock them until next update (1.08). If you've already cleared the criteria for them when that update hits, you can talk to the Medaru Jiisan to unlock them.

Thank you.

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  Curate Skill: Dipoisona
Posted by: Rendar - 12-23-2014, 09:21 PM - Forum: Suggestions - Replies (5)

Can we have Curates get a skill to remove Poison from allies? There isn't a really 'good' way to remove it, and other debilitating status effects without the person in question using an item, OR a skill that is class specific. It'd add more to their whole "I'm a support base class!"

Cleanse Body, and Cleanse Mind sound like a few skills that could help get rid of certain status effects like BURN/POISON/IMMOBILIZE and FEAR/HESITATION/INTERFERENCE respectively.

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  Dual Strike: Rogue
Posted by: Rendar - 12-23-2014, 07:24 PM - Forum: Suggestions - Replies (3)

A new skill I thought of for Rogues that like to dual wield daggers

X Momentum, X FP

With a dagger in the offhand, and one in the mainhand, you're capable of utilizing them to perform two quick strikes. A little less lethal and precise than normal, but it gets the job done right fast.

Rank 1: 6 Momentum, 10 FP, 25% Strength, -30 hit, -30 crit
Rank 2: 5 Momentum, 9 FP, 40% Strength, -25 hit, -25 crit
Rank 3: 5 Momentum, 8 FP, 55% Strength, -20 hit, -20 crit
Rank 4: 5 Momentum, 7 FP, 70% Strength, -15 hit, -15 crit
Rank 5: 4 Momentum, 7 FP, 75% Strength, -10 hit, -10 crit

You perform 2 basic attacks using those penalties

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  Oil Spill
Posted by: Rendar - 12-23-2014, 03:47 PM - Forum: Balance Fu - Replies (12)

So, we all know why Magaisendo got nerfed, it was due to CM > Magaisendo entire field wipe. But.. now there raises another issue.

WRETCHED OIL, while it uses 80% of your WIL instead of 100%, it has no negative scaling for cross-field sniping and also POISONS your enemy with a level 30 status. That only a level 60 using an anti-toxin can get rid of. Which.. you spent 3M getting rid of a poison, to then be smacked for it again RIGHT after, alongside some rather heavy damage... Which means you can either spend 3M healing, or advance with massively crippled HP.

Did I mention they can just use the Wretched Oil again and get you poisoned again right after an anti-toxin since it doesn't give immunity?

A way to fix this would be to give it the Magaisendo nerf, which means at longer range it's damage gets bad, and its chance to inflict you with its poison gets way-way- worse.

As it stands now its deaing out about.. 20-30% of a person's max HP, alongside whatever damage the SPELL causes. And hey, if they're close up with you, they can just make it incurable and deal 40-60% of your HP from poison alone because "FUCK YOU!"

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  STATUS EFFECTS
Posted by: Rendar - 12-23-2014, 03:41 PM - Forum: Balance Fu - Replies (37)

So. The current formula for status effects is

WIL+SKI*2+LUC

vs

RES+LUC

What does this mean, exactly? Well, let's do a basic run down of it, to be quick.

Offender has 60 WIL, 50 SKI, and 30 LUC. Simple enough

Defender has 50 RES, and 20 LUC.

That is

60+100+30= 190 versus 70 defense.

Which means that the defender will always be afflicted, no matter what, even if they had Anti-Status, it's still be 190 vs 80, which would result in the same issue.

I propose that status effect chance, since we now have a DEDICATE STATUSER, be changed to WIL+SKI/2+LUC vs RES+LUC

If this were to happen, it would change the above to 60+25+30 vs 50+20+10 which is 105 vs 80. Sure, it lowers it, however Hexer has .numerous. things to increase their "potential" for statusing someone, and hell. Even if these two have those stats, thats still.. 25% chance to inflict with something that has a chance.

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  Game Back Up
Posted by: Neus - 12-23-2014, 02:35 PM - Forum: General Discussion - Replies (3)

The game is back up. There should no longer be any issues with loading savefiles.

I apologize for the inconvenience.

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  Roleplaying Experience
Posted by: Argonus - 12-23-2014, 04:18 AM - Forum: General Discussion - Replies (17)

I'm curious about everyone's experience with roleplaying:

  • Where did you first start roleplaying?
  • How long have you been roleplaying?
  • Where did you have your best roleplaying experiences? (Other than SL 1 & 2)
  • Do you have any experience with tabletop games, MUDS & MUKS, LARPing, or anything else besides graphical RPGs?

And feel free to post any interesting RP stories you want to share.

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  Archer Love
Posted by: Ryu-Kazuki - 12-23-2014, 04:13 AM - Forum: Suggestions - Replies (8)

Looking at this class, it's really, outdated, and Archers aren't a common type of play in the game currently. I had some modified ideas on some old skills I thought might be interesting to bring back to the table. One of them has some decent synergy with guns.

Archer

Offensive Skills:

Two Shot

In a quick motion, the archer is able to fire their weapon twice within seconds. Simply firing, reloading, and firing again quickly in the same motion.

Weapons: Bows, Guns (Single-shot only, but guns cannot critical)

Single Target: Enemy Only

Cost: 20 FP, 4M (allows two normal shots and one normal attack for a cost of 7M)

Rank 1: 20 FP Cost, -40 to Hit, -80 Hit to Guns
Rank 2: 20 FP Cost, -30 to Hit, -60 Hit to Guns
Rank 3: 15 FP Cost, -20 to Hit, -40 Hit to Guns
Rank 4: 15 FP Cost, -10 to Hit, -20 Hit to Guns
Rank 5: 10 FP Cost, No Hit reduction


Chain Shot

Requires Two Shot Rank 3.

Even quicker than two, the chain shot is a fast but sloppy way to send arrow flying at your target. Guns wouldn't be able to keep up with accuracy in this manner at all. (Each successing arrow increasing its Hit reduction by -20 each time, like so. Arrow 1: No Hit Reduction, Arrow 2: -20 to Hit, Arrow 3: -40 to Hit). The chain's momentum stops if an arrow misses. Critical rate is also halved.

Weapon: Bows only

Single Target: Enemy Only

Cost: 55 FP

Rank 1: Fires three arrows, FP Cost: 50.
Rank 2: Fires three arrows, FP Cost: 45.
Rank 3: Fires four arrows, FP Cost: 40.
Rank 4: Fires four arrows, FP Cost: 35.
Rank 5: Fires five arrows, FP Cost: 30.

Chain shot may cost less M and provide more in the end, but it also more risky in the event you have a dodgy opponent and based on the fact that you have a better chance to miss as it goes on.


If anybody else has some Archer related stuff to add, please do so.

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