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Latest Threads |
The Economy and You
Forum: Suggestions
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1 hour ago
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Mastery of STR Crit
Forum: Balance Fu
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7 hours ago
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Flash of Light
Forum: Balance Fu
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Yesterday, 08:13 PM
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New Weapon: Kelsoaker!
Forum: Suggestions
Last Post: AkaInuHime
Yesterday, 07:57 PM
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SL2 Version 3.03
Forum: Announcements
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Yesterday, 07:17 PM
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Bows
Forum: Balance Fu
Last Post: Autumn
Yesterday, 07:16 PM
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Chimera Hit
Forum: Balance Fu
Last Post: Poruku
09-23-2025, 08:28 PM
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Himari Izumi: Special Wea...
Forum: Approved Characters
Last Post: CuteYellowCrabby
09-23-2025, 01:35 PM
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[v3.03c] Summon Drizzle
Forum: Bug Reports
Last Post: Autumn
09-23-2025, 09:50 AM
» Replies: 1
» Views: 447
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[v.3.03c] Combination Str...
Forum: Bug Reports
Last Post: Latto
09-22-2025, 12:47 PM
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[v.2.63c] Exgalfa's animation is broken |
Posted by: Snake - 09-03-2022, 04:28 PM - Forum: Bug Reports
- Replies (1)
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Currently, Exgalfa's animation seems to not be appearing correctly.
It's invisible and sometimes only a single fireball appears (the purple one), but the orange ones don't appear nor rain down on an enemy anymore.
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[v2.63c] Parasitic Machine Broke |
Posted by: Collector - 09-02-2022, 12:49 PM - Forum: Bug Reports
- Replies (1)
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Parasitic does not restore durability on a critical hit as intended. The effect either doesn't function at all, or the weapon's durability doesn't change.
Here's a debug dump from testing. Weapon used was a Parasitic Akuijin with dragon remains material. Basic 'attack' command was used for testing. The weapon's durability decreased as normal in this specific case.
System: Debug: Total Power for Nibosshi / Nibosshi was 132.
Severed Thread attacks Salamander with Nibosshi!
Critical Hit! Salamander takes 163 Slash physical damage.
Status Infliction: 119.88 VS Status Resistance: 55
Salamander was inflicted with Status Resistance Lowered!
System: * Initial Damage: 155.25 Slash Physical, flags: , sk: null, wep: Nibosshi / /obj/items/equip/weapon/swords/akuijin * play_atk_anim was 1. * 99 Evade VS 211 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: 131 Critical VS 53 Critical Evade. (155.25) * Critical hit multi was 119. Flat critical damage bonus was 0. (184.748) * spec_flat_reduc was 0. (184.748) * amp_multi was 1. (184.748) * reduc_multi was 92.8. (171.446); MAG DEF, 7.2 PHYS DEF, 100 REDUC * elem_reduc was 0. (171.446) * armor was allowed. armor_reduc was 8. (163.446) * Damage caps applied. (163.446) * Damage shields applied. (163.446) * Final damage was: 163.
Severed Thread recovered 2 FP.[img]file:///C:/Users/seven/Documents/BYOND/cache/tmp8400/battle_msg.png[/img] Salamander takes 35 Darkness magical damage.
System: * Initial Damage: 39 Darkness Magic, flags: no_armor, bonus, magic, sk: null, wep: Nibosshi / /obj/items/equip/weapon/swords/akuijin * play_atk_anim was . * Critical check: Defender was critical immune or crit_multi was 0. (39) * spec_flat_reduc was 0. (39) * amp_multi was 1. (39) * reduc_multi was 92.8. (36.192); 7.2 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 2. (35.4682) * Damage caps applied. (35.4682) * Damage shields applied. (35.4682) * Final damage was: 35.
System: * basic_attack(atk:Severed Thread,def:Salamander,W:Nibosshi,dmg_mod:1,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1) * atk_multi was 115. atk_bonus was 2. dmg_scale was 0. * crit_multi was 119. crit_dmg_flat was 0. attack_num was 1.
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Spirits in Korvara |
Posted by: sadbot - 09-01-2022, 08:00 PM - Forum: Suggestions
- Replies (5)
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They're practically non existent. To my knowledge there is only one cave where up to 4 spawn per reboot, and last rites is a trait that many cannot take due to a faith requirement. Along with that, I'm hearing from several people (and some limited experience myself) that last rites may be bugged anyway as it seems to spawn a couple of spirits at an expected rate for a little bit at first and then never again after literal hours of grinding. With the graves and ruins that dot Korvara, there are many places where I fully expected to find spirit spawns only to find none. Can we please get some extra spawns, that aren't once per reboot also?
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I Sell Domains and Domain Accessories |
Posted by: sadbot - 09-01-2022, 11:02 AM - Forum: Balance Fu
- No Replies
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This is something of a general post surrounding the concept of spell domains and the things that interact with them, and a couple of potential buffs to these things that I've had rattling around for a while. Two main things here:
- The idea of giving spells that inflict dual damage types dual domains, making them more accessible for domain related buffs (even double dipping with the two relevant accessories if you wanted a big power boost for one particular spell) and access via conduiz and rotwood.
- Sweeping buffs for accessories that buff spells of certain domains.
The two main things that would be affected by this are the +2 power accessories for each domain (aka prism jewel and its component accessories) and the domain casting tool materials of conduiz and rotwood.
I think it's fair to say that a +2 power buff for a particular spell domain is pitiful compared to the benefits of most accessories, leading even prism jewel that buffs them all (except nature for no apparent reason) to see essentially no use at all. I think that the respective domain accessories could easily be buffed to a +7 or +8 to reward those that specialize along with the +1 to a stat that they already provide, and prism jewel could similarly be buffed to a +5 to all domains if not also +7 or +8 in exchange for the extra stat point of single domain accessories. In a similar vein, I think that the +5 elemental attack accessories could also be increased to +7 or +8 if not +10 to reflect their rarity, given that they see little use even on builds that specialize in a particular element.
As far as conduiz and rotwood go, I don't think that the dual domain idea would give conduiz anything new except holy spark. Rotwood's currently quite limited pool of huggessoan spells would be expanded quite dramatically though, so I see it being the major point of discussion here. Going from enma's summons and eternal darkness to the entire offensive kit of hexer is the most obvious change as these would all become dual domain spells, but I think that this is acceptable given that wood materials are well known to be much weaker than their metal counterparts across the board. The user would continue to see the already existing weakness of having a casting tool for only one domain after all, a scathing damage reduction or loss of options against those with resistance to that element.
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Naga tails |
Posted by: Imotepchief - 08-31-2022, 07:05 PM - Forum: Suggestions
- Replies (2)
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Split the naga tail icon into two icons, one for the main tail section and another for the underbelly. This could allow for more interesting color varients and the amount of pixels that would actually be split off would be minimal but noticable.
Or
Allow there to be an overlay for naga tail icons specifically for the underbelly scales, if splitting the original icon isn't possible for some reason.
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Character Request- Homonculi Appearance |
Posted by: caliaca - 08-31-2022, 03:10 AM - Forum: Approved Characters
- Replies (6)
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Applicable BYOND Key:
CoruscareUwu
Character Name
Filia
Request Type
Unique Appearance
Request Details
Redtail ears and a tail on an Amalgana.
Reason why you are making this request (if applicable):
I'm porting a character over from other mediums and I've decided this race/appearance combination fits the best for them.
First, for the character. The character in general works the absolute best when her outside appearance is adorable/cute as it allows her internal issues and freakish nature to become more of a contrast than it would otherwise. The redtail ear and tails (as well as her fennec nature outside of SL2) allowed some semblance of small/weakness which gives that contrast in a really strong manner. The other character justification is simply that she was always a fennec fox in other incarnations of the character and it simply makes it easier for her continuity to be at least partially one here as well.
For the RP, I think it's rather easy to imagine that a homonculi creator would make their creation look like something they find visually pleasing. That would be a very easy in character justification for the confusion, that being that her creator had their own preferences and made her look that way for their own reasons. In world, she would have been made to be a pencil pusher, so it would have been left up to the scientist quite a bit rather than having them be a big strong salamander or something similar.
Roleplay & Lore supporting your request:
The reasons that I listed above I think answer this question as well. The contrast, the scientist doing what they wish, those sort of things would explain the character sort of easily.
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Bows need a quick fix |
Posted by: Autumn - 08-31-2022, 01:08 AM - Forum: Balance Fu
- Replies (5)
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Bows are not in a great spot since being moved over to Strength scaling, and were put in a worse spot when Farshot penalty was increased, I would like to remedy this issue with a system change for all bows (Excluding crossbows), this would target specifically natural bows and not anything mutated such as Tamaki Shuriken, so rest assured that the mythical 30 range bow will still having farshot issues.
Here is the change I recommend personally:
Quote:About Bows:
Bows can fire from a safe distance but have troubles hitting up close, if you are targeting an enemy in 1 range (Melee range) your hit is halved. (Added) Bows require good aim and a good arm to fire effectively, bows (excluding Crossbows) lose less hit from the Farshot Penalty according to the User's STR stat instead of their GUI Stat. (-1 To the farshot penalty every 4 STR.) (60 scaled STR is still required to remove Farshot penalty completely)
Thanks for reading, please consider this thread.
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Smoke and Mirrors |
Posted by: Rendar - 08-30-2022, 04:31 PM - Forum: Balance Fu
- Replies (6)
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Can we have it so that if you are targeting a tile that you cannot see one of a few things happen.
A ) Your maximum hit chance is capped at 50%, regardless of if you are a Kaelan or otherwise.
B ) If you select a tile that you CANNOT see, you attack there regardless, even if there is no valid target there (To stop people from trying every tile in their range past vision to land a friggin invocation)
C ) Just.. disable being able to attack a tile that you cannot see. It's not ideal, but it'll stop it.
B is the one I'm more leaning to.
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