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  Destiny should enable Main Class only
Posted by: Snake - 08-16-2022, 01:54 PM - Forum: Balance Fu - Replies (3)

I think I made something about it before, but now with Indomitable becoming yet another Main Class only skill for Black Knights, there goes Destiny's cool beans gimmick of a knightly tactician, all because of that single adjustment.

So, can we end my agony and make it so:

Destiny
- If you are Destiny, all your classes are treated as if they are Main Class (for skill purposes only).

It's fair. It's balanced. A trade of versatility from Multi-classing, for focusing on what your classes have best to offer. At this rate this is just a matter of time now before this should be a must, if things keep being shoved into 'MC-only' without considering the bigger picture.

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  Lantern Bearer Damage Falloff
Posted by: PossumParty - 08-16-2022, 06:16 AM - Forum: Balance Fu - Replies (4)

Lantern Bearer is being discussed a lot since Korvara and likely a big facelift for it is on the horizon. In the meantime to breathe a little bit of life into it, I was hoping to propose a quick change to it. It's not popular likely due to it costing a high amount of SP (Warding Light for RES, Farlight for Spell Range, Bask in Light and Hard Light for Elemental Res, and Eternal Flame for its great passive - That's 23 Skill Points, all in innates and passives..), lacky of flashiness and damage, I think. It has good utility but that can be hampered by the Damage Falloff as well. A lot of classes have similar range and better damage options. Isendo with Galren is 100% SWA, 100% Earth ATK and 4 range as the basic mage class. Magaisendo from Evoker gets to be a 3 tile wide spell at 5 range long with 100% SWA, 120% Earth ATK. Let's continue.

LB has pretty big range as everyone knows, 6 range Golem for instance with the farlight passive. But if someone's standing at the edge of that range, 6 squares away from you, what are you hit with? A whopping -60% damage penalty! Ouch.. If your spell doesn't get evaded or glanced on where it may as well have done 0 damage, or Geisted. Then to add on to that, your spells have to go through an opponent's Magic Defense, their Magic Armor, then to boot elemental resist as well.. I'll show this off with a Prinny. For Reference, I have a 131 SWA tome with 48 Earth ATK and Rank 5 Golem, 100% SWA, 120% Earth ATK. A more dedicated person with 80 Earth ATK would get 39 more damage on the spell, nothing too crazy. But let's show the numbers for me.

[Image: 7e9745f1200ca8863e43bd0909fcc35a.png]
In melee range shown here. Pretty alright for an AoE spelll on a Prinny. Nothing crazy, have definitely seen a lot bigger, but it's an easy to use spell with long range so the lack of damage is fine.

[Image: 65c415e091c6194de1c8132082216492.png]
And then at max range away from the Prinny.. now throw Magic Armor, Magic Defense, and Elemental Resistance into the mix, or a glance. A bit too much with the damage falloff, isn't it?

For the solution, I would like the damage falloff to be removed entirely. I personally think that's reasonable in current SL2, but if deemed too much, then at least having the falloff changed to 5% per range instead of 10% wouldn't be bad. If anyone's got other thoughts or suggestions, please leave them below. Thank you for your time.

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  Inflated conversion EXP [pretty old ]
Posted by: Lolzytripd - 08-15-2022, 11:28 AM - Forum: Bug Reports - Replies (1)

So the Snakemen mobs and the ooze dweller from the swamp update when calmed and converted give experience scaled to character level instead of their own level unlike every other mob in the game. This bug is probably old as the swamp.

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  Taxation... with representation
Posted by: Rendar - 08-13-2022, 10:19 PM - Forum: Suggestions - Replies (5)

Holy HECK. A taxation thread.

So, let's talk.

SL2 has taxes. Korvara has player-run citystates.

My idea was that we could make taxes gained in the city-states relevant territory be deposited to a coffer fund.

Buy 5000 gold worth of gear in Telegrad and pay 500 in taxes? That goes to the great nation of Telegrad! These gold taxes can then be spent on things. Like paying city officials a salary every irl day, or be able to be built up and spent by the leader for various bonuses.

Maybe enhanced LEARNIN is done, so all people in the citystate guild gains +10% EXP, because they're learning! Or they're paying back to the people, giving all citizens a 5% gold increase from murai.

This could either be done, explicitly, on a crafting/NPC level-- so if you make potions in Telegrad, you pay some part of the crafting tax to the city. Or it can be done explicitly by the guild that you are in.

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  Oribark is Real?
Posted by: noblekame - 08-13-2022, 07:05 PM - Forum: Bug Reports - Replies (2)

[Image: unknown.png]

BEHOLD the use of a material change kit upon a wooden Hand/Armor/Boot/Accessory Item with the use of Oribark! See that it gives absolutely no effects!

I am unsure if this is an oversight and if any other wooden items like this were missed with the introduction of Non-weapon wood items.

(Edit): Fixed image- hopefully.

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  Hsdw changes
Posted by: Lolzytripd - 08-12-2022, 05:17 AM - Forum: Balance Fu - Replies (13)

Remove it from evoker, move it to the invocation talent tree, status becomes: reduces invocation momentum cost by subrank,

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  Divine judgement is just winters bite
Posted by: Lolzytripd - 08-12-2022, 05:13 AM - Forum: Suggestions - Replies (5)

As such, it should probably be changed to 3m instead of a long invoke.....


Alternately give it big single target damage like absolute zero

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  [v2.62c] Mind Sync does not re-sync after combat
Posted by: Snake - 08-11-2022, 05:47 PM - Forum: Bug Reports - Replies (2)

[Image: unknown.png]

Some Youkai have passives which grant bonus statuses to the Summoner, thanks to Mind Sync.

But if you end combat with said Youkai summoned you will no longer receive those bonuses until you get into another fight, which may lead to misleading on what is being calculated on the Character Stats.

And at worse, this:
[Image: unknown.png]

Now imagine losing one skill slot every single fight due to a passive which influences Skill Slots such as Sazae-Oni's Painful Accuracy.

Steps to reproduce:
- Have Mind Sync.
- Have Sazae-Oni, and receive +2 SKI.
- Have 18 SKI at most.
- Total of 20 SKI.

- Summon Sazae-Oni.
- Win the battle.
- Your SKI will be now missing forever, you will be lacking one Skill Slot until you fight again, but never have Sazae-Oni summoned this time.

Possible Solutions ™:

- Make some of those passives not grant stats but raw statistics, such as Painful Accuracy granting +5 Hit instead of +2 SKI. Or Night Shade granting +2% Damage Reduction instead of +2 DEF/RES.

If you're feeling daring, my personal ideas for stat-to-raw conversion could be something like this:
STR = Scaled Weapon ATK
WIL = FP regen.
CEL = Evade.
DEF/RES = Armor/Magic Armor (or additional DR%)
VIT = HP regen.
FAI = Critical Evade.
LUC = Critical.
GUI = Critical Damage.
SAN = Status Resistance.
APT = does this even exist as bonus?
or
- Make the game update your Mind Sync's bonuses before the fight is over, exactly as your Youkai is removed from combat, and before the game scans after your Skill Slots vs SKI/WIL/GUI/Talent bonuses.
or
- Make Mind Sync only apply during battle, so it doesn't botch your Char Stats outside of it.

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  [v2.62c] Dripping Dimension's tile placement
Posted by: Snake - 08-11-2022, 05:38 PM - Forum: Bug Reports - Replies (2)

[Image: unknown.png]

[Image: unknown.png]

Likely an oversight, but Dripping Dimension seems to also add the tile directly under you to its effects, so cases where it spawns Dark Water just serve to zero your FAI and make you unable to summon Youkai that are too far in the bottom of the list.

Possible solutions to this are either:

- Not make it spawn on the tile under. (Which would pretty much fix any future compatibility issues if new tiles are added/adjusted)
- Change the tile type from Dark Water to Flooded Water instead. (Bandaid)

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  v2.62c [QUERY] Mared Matil doesn't heal Amalgamas for its full value
Posted by: Fern - 08-11-2022, 06:07 AM - Forum: Bug Reports - Replies (3)

[Image: unknown.png]
The Mared Matil skill says it heals you for character LV*2 HP, but when you use it, you heal for less HP than described because of the Homunculi 15% healing reduction. Below is an example of it being used at LV60 on an Amalgama.
[Image: unknown.png]
 
I'm not entirely certain if this is a bug or not, since on the one hand the racial seems to be functioning """"properly"""" in this case, but skills such as Life Drain still fully hear Vampires despite their race's healing reduction, so it's inconsistent in that regard.
 
So I'm mentioning it in case. Is this intended?
Note: I've not been able to test the other Amalgama healing skills (Mared Reversi and Mared Litam) but they might behave the same way.

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