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pilcrow
Flash of Light

Forum: Balance Fu
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1 hour ago
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AkaInuHime
New Weapon: Kelsoaker!

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Forum: Balance Fu
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CuteYellowCrabby
Himari Izumi: Special Wea...

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Latto
[v.3.03c] Combination Str...

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09-22-2025, 12:47 PM
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[Korvara] Jun Zhang - Spe...

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09-21-2025, 06:57 PM
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[v.3.03c] Dark Shield Ene...

Forum: Bug Reports
Last Post: Latto
09-21-2025, 08:49 AM
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  Sentry Mode (ft. Use More Gun!)
Posted by: Snake - 10-17-2022, 11:28 PM - Forum: Suggestions - Replies (6)

Could Turret gain a skill called 'Sentry Mode'.

Once it's activated, the Turret becomes Immobilized as a sub-status of Sentry Mode, and becomes unable to use Offensive Skills.

But...

- Turret's weapon, Chain Gun, gains a few additional bonuses.
>> Attack Range increases by 3.
>> Gun Rounds increases by 3.
>> Power increases by 25.
>> Accuracy increases by 25.
>> Critical increases by 25.
>> On Hit: Increases Momentum by 1.

Sentry Mode reduces the Turret's FP by 15% every round. Once the Turret's FP is reduced to, or below 0, the mode ends.

Taking Lightning or Water damage while Sentry Mode is active has a 100% - (LV) chance of stunning the Turret.

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  Arne (Geladynian R&D) - Research Results
Posted by: Rendar - 10-16-2022, 10:29 PM - Forum: Character Applications - Replies (1)

Applicable BYOND Key - Maid-Chan
Character Name - Arne (Prodigal Corpal)
Request Type - In Universe Research Results

Request Details - Arne, as of current, is working on building a Salamandra for Geladyne. While the results of such may be in the far distance, they had a work that they have been putting effort in to for some time. Gathering multiple samples of Lifeblood (Lava) from Terra Flama to gather a wide array of data-- they have also enlisted the assistance of Corpal Gishin, a Wyverntouched. To gather venom samples from them, as well as blood.

Arne is a skilled alchemist, and while their handiwork with Homunculi creation is still in the early stages, they are more seeking to see if they can make an artificial brew of Wyvern's Blood that holds up to Salamandra creation.

tl;dr : investigating into sourcing Wyvern's Blood from synthesis involving the blood and venom of Wyverntouched.

Dunno how it'll turn out! I'll leave it to the admins!

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  [v2.65b] Fixn't
Posted by: Autumn - 10-14-2022, 11:03 PM - Forum: Bug Reports - Replies (2)

[Image: xtsIRff.png]

In the last update it was said that face icons would automatically fix themselves, this does not appear to always be the case, though for the most part the chat has been improved massively I have still noticed this a couple or few times.

I should stress that it is not that common, but I unfortunately do not have a way to replicate this as I cannot really possibly know what would cause it to happen other than perhaps a momentary internet hiccup due to being on wi-fi.

[Image: W3hhDNC.png]
[Image: yTyDm50.png]

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  Quick Rise (to your doom)
Posted by: PantherPrincess - 10-14-2022, 10:14 PM - Forum: Balance Fu - Replies (3)

Rogue's Quick Rise is incredibly underwhelming for a main class skill. This is simply due to the fact that you have to jump through a relatively large hoop of evading while knocked down to proc it, which is pretty slim to none considering being knocked down already lowers your evade by a specific percentage (not a flat number). In my experience trying to utilize it multiple times, the chances are you are not likely going to evade anything and continue to get beat on simply due to the state of hit and evade. It procs once in a blue moon and it's specific to how much hit your enemy has which is always going to be high in many scenarios. I'd like to suggest a change in how it works and maybe introduce a formula. Something like if attacked while knocked down your chances to proc glancing/evade are increased by guile or celerity/4 % chance through trickery and if done so you get up. Also open to suggestions!

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  Butter Churners
Posted by: Rendar - 10-14-2022, 04:44 PM - Forum: Bug Reports - Replies (4)

Butter Churners not only have 500 health, but are actually worthless.

So if someone decided to place a shitton, and you decide to go the more productive route of picking them up... they are unable to be destroyed.

Or sold.

They have to be re-placed back down to be destroyed.

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  [2.65b] Auto-Tune doesn't apply to self
Posted by: Joseph Jostar - 10-14-2022, 02:03 AM - Forum: Bug Reports - Replies (1)

The bard skill Auto-Tune applies the effects of the chosen song to any nearby party members, but not to the bard themself. The bard only receives their bard aura and singing status - and not the actual effect of the song, which is normally applied to the bard as well. This was tested in combat with training dummies and low-level jammers in the Geladyne coastal cave.

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  Vantas - Height Request
Posted by: the homestuck man himself - 10-14-2022, 01:47 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Lenus
 
Character Name – Vantas
 
Request Type - Height Request/Playby
 
Request Details - Permission to make them 7'11-8'0(and appearance, if needed)

Reason why you are making this request (if applicable) – Vantas is essentially an older model of homunculi, so I would imagine that he not only would look rather odd, but also be less 'compact' or 'refined', explaining his height.
 
Roleplay & Lore supporting your request - As mentioned earlier, my vision of progress in relation to homunculi manufacturing was that it might've started off with bulkier, larger and less 'streamlined' looks- Just like technology in the real world. Vantas is one of the few products of that era that has managed to catch up with the times, being repaired until the effects of his primitive upbringing could be lessed or even ironed out completely. His height, however, was kept as a bonus to his already intimidating appearance.

(if needed i can contact/be contacted by the people who handle the homunculi lore just to make sure this fits the bill for what salamandra and artificial life lore in general entails)

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  v2.65b Wild Ride is not properly compatible with shotguns
Posted by: Fern - 10-14-2022, 01:24 AM - Forum: Bug Reports - No Replies

If you Wild Ride with a shotgun, there's a chance you will push the enemy away from you because of the gun's knockback, cutting the ride short.

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  [2.65b] Elemental Rune Non-standard Elements (again)
Posted by: Joseph Jostar - 10-13-2022, 10:16 PM - Forum: Bug Reports - Replies (1)

Recently a change was introduced so that runes cast with a non-standard tome (such as a rexys - a blunt damage tome) used fire attack in their scaling so as not to miss out on a large chunk of rune damage from lacking an elemental attack scaling.

With this change, these tomes no longer apply their damage type (such as slash or blunt) to the Elemental Rune and instead cause it to deal fire damage. Is this intentional? I always found the idea of using the shift-tomes or mutated weapons to apply non-standard damage types to runes to be a very interesting one, so it'd be a shame to see it go.

EDIT: This was tested with a mutated cleaving clarinet. Upon additional testing, it appears the damage type is applied as normal during the 'Trigger' effect - but fire attack does NOT seem to be applied. During the 'Engrave' effect fire attack seems to be applied, and the damage type becomes fire.


Engrave

System: * Initial Damage: 197 Fire Magic, flags: magic, sk: Elemental Rune (/obj/skill/spell/rune/elemental) , wep: Runic Recorder / /obj/items/equip/weapon/swords/cleaving_clarinet * play_atk_anim was . * 19 Evade VS 200 Hit. (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (197) * spec_flat_reduc was 0. (197) * amp_multi was 1. (197) * reduc_multi was 91.9. (181.043); 8.1 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 1. (179.233) * armor was allowed. armor_reduc was 2. (177.233) * Damage caps applied. (177.233) * Damage shields applied. (177.233) * Final damage was: 177.

Trigger
System: * Initial Damage: 107.8 Blunt Magic, flags: magic, sk: Elemental Rune (/obj/skill/spell/rune/elemental) , wep: Runic Recorder / /obj/items/equip/weapon/swords/cleaving_clarinet * play_atk_anim was . * 19 Evade VS 199 Hit. (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (107.8) * spec_flat_reduc was 0. (107.8) * amp_multi was 1. (107.8) * reduc_multi was 91.9. (99.0682); 8.1 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 0. (99.0682) * armor was allowed. armor_reduc was 2. (97.0682) * Damage caps applied. (97.0682) * Damage shields applied. (97.0682) * Final damage was: 97.

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  Elemental Bash Bonus damage is a scam
Posted by: Ray2064 - 10-13-2022, 02:50 PM - Forum: Balance Fu - Replies (3)

So, in theory, elemental bonus damage is kind of nice when using Bash. It's 5 damage, nothing to write home about, but it can help in a bit of situations to finish off opponents when needed or such. Neat, right ?
well no

The damage counts as an attack by itself, which includes maaany disadvantages.

Triggers the opponent's evade skills. Evasive Strike, Flottement, probably many more I don't know about
And the fucking resists, which means you sometimes have no counterplay against players that rely on evade if they happen to resist your element due to a resisted Bash costing 2M.

Could it just be counted as separate damage ? Or just not be a thing at all ?

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