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  Vorpal Enchant
Posted by: Rendar - 01-16-2015, 09:59 PM - Forum: Balance Fu - Replies (15)

So like. Vorpal is really good on single-hit weapons. It's perfect to get occasionally on a crit because like "WOWWEE THAT WAS AWESOME!"

Then you look at something like Autopistol Akimbo that can fire 6 shots for 3 momentum, off-hand shot for 3 M and 6 more shots, and you'll probably have enough momentum to move away or WRECK-ASS JPEG if you're a kensei because you just got 11 momentum in total for that turn if you critted atleast once with both weapons < Which isn't that hard >.

For this akimbo gunner that already ignores defense, each vorpal strike just got an extra ENEMY DEF to them. Creating unbalanced gameplay by sometimes giving their already powerful crits 1.5x Damage and +40 ( enemy defense) damage ontop of that. While for single shot rifles/shotguns, this is semi-fair since for the most part they won't proc it very often due to low vorpal chance.

The Pistol MGs, once again, come out top dog in DPS due to their ability to fire multiple... multiple shots and get the basic shell bonus numerous times < which can get powerful on is own right: See Null Shell/Interference Shell.

Could this be dropped down on multi-shot guns, or simply nerfed to some degree to make it permissible with 18+ basic attacks a turn?

Guns, aside from multi-shooters, are fine as-is with Vorpal because it procs so rarely and generally speaking, the damage is negligible to some degree compared to some people pulling 150 damage crits out of their ass compared to a perfect SKI snipers 90.

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  Wrenches?
Posted by: Ryu-Kazuki - 01-16-2015, 09:04 PM - Forum: Suggestions - Replies (5)

Can we get these in the crafting list, please? They're pretty difficult to find, even in chests, and it would be a real help to Engineers.

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  Overlay Bug
Posted by: Fern - 01-16-2015, 08:46 PM - Forum: Bug Reports - Replies (1)

[Image: 6DPEPI9.png]

Kind of self-explanatory. Map objects tend to cover things like your Void Energy amount, Ki, and possibly the vampire's essence.

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  [Ghost] Ghostly Power!
Posted by: Fern - 01-16-2015, 06:37 PM - Forum: Balance Fu - Replies (2)

Why not add weapon power scaling to the ghost skill Reaper Scythe? And STR scaling for Sanguine Star. They're kind of weak with their current scalings, in my opinion.

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  Reference Hunt
Posted by: Rockabye - 01-16-2015, 09:17 AM - Forum: General Discussion - Replies (8)

So I'm sure many have noticed how many references there are in SL. Let's make a game of it. Let's see who can find the best references (or just really funny coincidences)! I'll start off with the one that everybody loves to hate, the terrifying Vorpal Rabbit.

[Image: 1017693f7e.png]

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  Class Illusions
Posted by: Ryu-Kazuki - 01-16-2015, 02:40 AM - Forum: Bug Reports - Replies (2)

Swapping from Evoker to Lantern Bearer or vice versa on one of my character has cause me to keep the skills of the class I swapped out of when I go into a battle, unless I relog first.

IE; I have Sear and Magaisendo on Evoker just to grind with, and use LB as my RP class, but when I switch to LB and go into battle, I still have Sear and Magaisendo even if I equipped my LB skills. The same happens the other way around if I go from LB to Evoker.

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  Your Powerlevel is 9000.99
Posted by: Grandpa - 01-16-2015, 02:25 AM - Forum: Suggestions - Replies (6)

Random topic about Setsunas brought some illogical points to my attention.

1) Wielding the weapon gives the user the ability to view numeric stats of most non-monster oponnents.

This is basically assuming that a character who finds this weapon can suddenly scope an arbitrary digit about the oponnent they are fighting. Why not give Setsunas the 'scan' ability for the cost of 1M. It will allow the user to detect a rough estimate of an oponnent's stat in comparison to your own.

Example: Player A (Setsuna Holder) scans Player B. They can now choose a stat to approximately compare against their own. So if Player A scans for strength, and the difference of strength is 20, a message will alert the player of the difference.

0-10: "X's strength is somewhat stronger/weaker than your own."
11-20: "X's strength is stronger/weaker than your own."
21-30 "X's strength is exceedingly stronger/weaker than your own."

This disallows the perception that every single individual that exists in the SL2 universe have static stats that one can potentially approximate down to the digit. And this would only apply to certain stats, since variables like 'luck' couldn't be estimated.

2) Wielding the weapon gives the user the ability to view skills of most non-monster oponnents.

I'm not sure how this could be feasible. It seems more like a matter of being knowledgeable of that person's techniques. But I would suggest that if the contenders share the same class, they should be able to identify the skills for only that particular class. This applies with or without the Setsuna.

Example: Ghost/GS vs Ghost/Hexer. Neither of them would be able to see each other's skills, except Duelist/Ghost skills such as Wraithguard.

And since we're on the topic of viewing statistics and what not, you probably shouldn't be able to know the duration or level someone's debuff or buff, unless you inflicted it upon them. I'd go as far to say the name of the buff/debuff itself. And this is all considering that double clicking someone out of combat = examining them, so the same applies in combat.

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  Light Tome Crafting
Posted by: Mivereous - 01-16-2015, 01:28 AM - Forum: Suggestions - Replies (1)

Can we use Mercalan Pages to make the Light Tome from the Neverending Set, or at least a mid-level Light based Tome? These Mercalan Pages have been around since Jammer Bones I think, and serve even less purpose.

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  Title Screen
Posted by: Dinogun - 01-16-2015, 12:56 AM - Forum: Bug Reports - Replies (23)

I'm not sure how to say it, but when you click on the title screen, the normal things don't appear and you can't choose which character to log in to get into the game.
[Image: giqPCvv.png?1]

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  Dual-Wielding Momentum Problem
Posted by: Sawrock - 01-15-2015, 08:57 PM - Forum: Bug Reports - Replies (1)

If you wield two weapons that are the same kind (such as two Ereshs, Longswords, Graalities, etc), and you attack with the first weapon, everything goes as normal with the momentum if you crit- I have fleur, so I got +2 momentum. If you then attack with the second weapon, you do NOT get any additional momentum if you crit- not two momentum, not one, but zero. However, you DO get momentum for attacking with a second weapon, if it is a different kind, such as knuckledusters. I'm guessing the crit check is checking to see if I'm using a different weapon, which I am, it's just the same kind of weapon. Additionally, momentum costs did not increase, which is how it should be.

Tested this with the trait Sub-Attack, two golgorths, and a claw gauntlet, with the setups of Golgorth+Golgorth (Crit momentum not gained), and Golgorth+Claw Gauntlet (Crit momentum gained).

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