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  Sallygamander Hot Hot Exhale
Posted by: Pyro - 07-23-2022, 04:42 AM - Forum: Suggestions - Replies (1)

Salamanders burn hot. Homunculi have very few racial traits, because they're hard to think of. Salamandra have three; explosion, purity, and poison. Not everyone wants these options, and that's fine, but why not have a fourth option? Particularly since several weapons already make use of this mechanic;

Flame breath for Salamandra as a trait. Essentially, it is very similar to firthrower but with 100% weapon ATK scaling and 85% fire ATK scaling to compensate for the attack being able to hit multiple targets in a row. Same cost as Salamandra's flame.

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  New Traits
Posted by: Rendar - 07-23-2022, 03:11 AM - Forum: Suggestions - Replies (1)

In Korvara, I have like. Three extra traits. And most of the options just kind of suck. This is pre-LEing for traits... so. Trait Ideas.

Mental Training - Through rigorous mental exercises, you've expanded your ability to problem solve longer. +50 Mental Stamina (Requires some sort of Arcane talent to be maxed out. Probably a few different ones. Or one from Survival)
---
Quick Craftsman - Working quickly, you are able to work at a quickened pace. Due to your speed however, there is always room for you to make costly errors. -25% Crafting Time (or 50%), +1 murai per item crafted (or +25%, whichever is higher)

OR

Meticulous Craftsman - You work diligently, and ensure that you do not have any errors in your work, much to the chagrin of your peers who await your work. +25% Crafting time, -1 murai per item crafted, min 0 (or -25%, whichever is higher).
---
Favorite Dish - You've a favorite dish that will always satisfy you when eaten. After selecting this trait, the next meal that you eat will be selected as your Favorite Dish, providing it with an extra 25% bonus to HP and FP regen, as well as a +2 to it's duration.
---
Farmer - Crops you plant require less time to grow due to your dilligence, among other things. Crops you plant take 20% less time to grow to harvesting. [Requirement Trenchman 5 and Fieldworker 5]
---
Mental Exercises - You have a.. particular way of training. When doing training battles, you use your Mental Stamina rather than your Physical stamina. [Requirements: Mental Training]

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  Coral Quill Pitch
Posted by: Felkesste - 07-22-2022, 02:56 PM - Forum: General Discussion - Replies (9)

Please don't view this as an official application, more like pitching an idea and getting direct feedback from as many sources as possible.
The TLDR is that a team of academics from Karaten would wash up on Korvara with the goal of researching and cataloging everything to form some kind of encyclopedia of Korvara- and the less important objective of surviving long enough to do that.

Coral Quill would be a naval branch of a larger research institution within Karaten, sent aboard contracted or privately owned vessels to either support aquatic experiments and research, or actively carry out their own studies and tests above the surface of the ocean. While given basic training, ranks, and often having respectable educations behind their hiring in the first place, they're still primarily scholars at the end of the day and would generally be seen writing reports or collecting samples rather than wrestling squid monsters or taking part in military affairs.

The pitch is that this theoretical naval research team would be sent out to investigate unusual tidal movements somewhere in the vicinity of Korvara, (speculated to be something massive moving deep beneath the surface, too far for the team to get any actual information at the time with the staff and resources they had on hand), and when a freak storm ends up sinking their ship, the survivors end up washing up on Korvara. Their surviving pocket money is useless there, as it's the wrong currency. Their equipment was lost, or ruined in the storm, leaving them with the basic rags of any fledgling adventurer. Their bodies are not in the best of shapes, though it's unclear if that's their scholarly lifestyle or the battering of the waves and mysterious magics that brought them to this point in their lives. Starting with nothing but the pins of their company still stubbornly clinging to their clothes, the Coral Quill would have to make contact with locals, and navigate the complicated waters of staying on everyone's good sides while studying their cultures, their histories, *Cough* their magical secrets *Cough*, their economies, all while organizing expeditions into the wilderness to obtain soil and mineral samples, flora and fauna samples, and write field reports on everything they see and experience that deviates from their idea of normal back in the empire at large.

This would be something people sign-up for. There'd probably be a set deadline for signing on to the crew, and when the day came around, there'd be an announcement or immersive freak storm in-game, and the selected members would be put into a guild together and dropped on a random stretch of beach together in Korvara. Some quick things to keep in mind for the speculative terms and conditions of signing on,
- This is not going to be an opportunity to bring max level characters from the mainland over to Korvara. You will start at level 1, on a fresh character. Again, you can explain this initial weakness as being a paper pusher by nature, or as having been wounded in the storm and shipwreck.
- Karaten does not approve of liches, vampires, or dullahans last I knew, and would not likely hire them for naval research teams. Other unusual races are probably a case by case discussion with admins, though it goes without saying that you probably won't be allowed to sign on initially as a Korvara native race. Future members will likely be recruited from that pool, I imagine.
- You will not have any authority or political power on Korvara. I mean, you probably don't have any kind of power back in Karaten either, but that's likely doubly true when you're just a shipwreck survivor with nothing to your name and no way back home. You're an outsider, a stranger in a strange land, and thus anything you promise or threaten is entirely on you, giving you a difficult position to negotiate from. How the locals and their rulers choose to view you is going to depend on how your guild operates and contributes to life on the island.

The pro's, as I see them, are things like having an opportunity to immersively learn about the lore and mechanics of Korvara, introducing a neutral faction that's more interested in information and research data than politics or war, having a group that'll pay for escorts and expeditionary forces to unite players and stimulate the economy some- "Bringing new job opportunities to the unemployed masses!" If all goes well, the foundation of a library of information and lore in-game at whatever ends up being the Coral Quill's campsite or base of operations, giving players a place to immersively learn more about the island and the myriad of differences between it and the mainland's sensibilities. The Coral Quill can be kept under close watch and control by admins to serve as a sort of informational deus-ex-machina as needed for future events; If something like an earthquake is about to hit, or some ancient horror is waking up, it'll probably be the guys collecting soil samples and monitoring seemingly inane changes in the air that'll be the first to know, and from there they can inform the local authorities. This would make them good for introducing events ahead of time immersively.

Some optional toggles for this proposal would be..
- If the guild is headed by an admin, and kept under watch within certain limitations and rules not unlike guards, then the Coral Quill could potentially be given a limited means of communicating and trading with Karaten to exchange information and resources, to eventually open the door to imports and exports to and from the island handled entirely ICly by the leaders of the island. Something like a rudimentary gate that can transport inorganic matter, but would fry or expose anything with any organic components trying to pass through to the void.
- The guild could serve as an introduction to a rising threat, whatever was beneath the surface and whatever brought on that storm. The nature of the threat could be as straightforward and simple as a titanic monster from primordial times, or as complicated as some mad wizard trying to take something precious from the island in secret.
- Incentivizing research for members or even just freelancers that know how to read and write and show up with a decently written report, with in-game rewards, keeping tabs on who accomplishes what, and Karaten or the local leaders or whoever taking it upon themselves to reward the member of the Coral Quill that did the field research or served as the guild's mouth-piece during negotiations or first contact. This would keep the guild and it's recruits active and ambitious both ICly and OOCly.

The guild would not benefit from aggression on the whole. This is not ever going to develop into conquest, and any wars they take part in would either have to be really, really forced on them by the local political powers, or a matter of survival for the island as a whole. From the start, their goals and desires would push even the most ambitious among them to take peaceful approaches to any disagreements, because you can't learn much from people that have closed their gates to you, and you can't survive if no one wants to trade with you- especially if all you want to do with your time is study the life cycles of the local butterflies. As fascinating as that may end up being, it won't keep you fed without outside support...

I'd appreciate feedback of any kind on this. Criticism, concerns, complaints, I'd like to hear everyone's thoughts, from the admins, to the players, the Sigrogana imperialists to the Korvara islanders.

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  Very Slight Rampaging Adjustment
Posted by: Autumn - 07-22-2022, 01:35 PM - Forum: Balance Fu - Replies (4)

Rampaging doesn't shred as much DR as it used to, even though DR as a whole is a tiny a bit lower, Rampaging wasn't in a position where it deserved this at all, adjusting it to shred off flat Phys.DR% would set it back to as it used to be. I don't see any problems with this myself.

This is mostly in due part to DEF giving 0.9% DR per point now instead of 1%, whittling the usage of cutting down someone's DEF.

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  What the burn doing (2.61c2)
Posted by: Senna - 07-22-2022, 11:38 AM - Forum: Bug Reports - Replies (2)

Seems Singe wound gives you reduction instead of reducing it. 


[Image: unknown.png]

[Image: unknown.png]

With Singe nerf. 

----------
[Image: unknown.png]

[Image: unknown.png]

Without Singe's nerf.

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  Baphomet's Special Strike is underwhelming
Posted by: BoberJones - 07-21-2022, 05:23 PM - Forum: Balance Fu - Replies (8)

It does 40 fire damage to a target and all targets 2 tiles around.
On Spatial boss, this did 2 damage and to 45-50 mobs it does 24-27 damage. While extra damage is nice and the increasing rng is also nice, maybe having the base being lower with a + fire ATK modifier would make it a bit better.  Maybe like 20-30 + 30-50% Fire ATK to the main target, and half that for targets around or making it unresistable, but that seems a little broken.

[Image: unknown.png?size=4096]

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  Monk-fu
Posted by: Autumn - 07-21-2022, 02:51 AM - Forum: Balance Fu - Replies (5)

To me right now, Monk doesn't feel like a very great class to play, that isn't to say its a terrible class by any means but it mostly delegates down to being a stat wall or a funny basic attacker cheese build, the rest of Monk doesn't feel great outside of Kadouha really. Its supposed to be an all rounder class, and this plays against it sometimes given limited stat points.

Thats largely in part of the nerfs it faced a while ago, it got most of its good moves gutted and now it doesn't really have all too much that is useful to spend its Ki on anymore. Its pure SWA scaling moves don't really hit too hard anymore, in thanks to fist scalings not exactly competing for anything special like with a 2handed sword or spear.  That said it doesn't actually generate Ki too much too often anymore either, and it should be able to when main classed, let's start with Ki Generation mostly and see where that goes:

All Fight: Given that this is a main class only skill, I don't see why this should only activate once a round, being a constant 5% Damage increase while generating a meager 2 ki per hit is pretty meh in most regards.

Spirituality: This used to be a great passive when it was 6 passive Ki Generation per round, but that was changed to being a mono class only effect for some reason, I think that it should return to being a main class effect maybe.

Monk also lost some scaling in GR2, they arrive on about 10-15 less SWA than before due to not being able to gouge their SWA on weapon parts or enchantments anymore, as well as the decreased scaling overall (Fists were always 5% higher than other weapons before)

Introducing some sort of passive that gives additional SWA scaling (Like 30%) to pure SWA scaling attacks in MA and in Monk would be fun so that its not solely limited to elemental scaling as its damage, these would apply to the following in such a case:

-Peddling Wheel
-Heaven Kick
-Light Tomahawk
-Dense Thunder
-Sky Chariot

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  Eastern Wind Revamp
Posted by: Kameron8 - 07-21-2022, 02:01 AM - Forum: Balance Fu - Replies (2)

Just because of how soft caps and large stat totals work, Eastern Wind has gradually gotten less and less useful over the years.  I'd like to float the idea of modernizing it in the same way the other winds behave.

Quote:Eastern Wind

Gain a blessing from the eastern winds of agility, increasing the target's accuracy and speed.  If you are closer to the east edge of the battlefield than the west edge, the bonus is doubled.  This bonus lasts for 3 rounds.

Rank 1: 8 FP, +2 Hit
Rank 2: 10 FP, +4 Hit
Rank 3: 12 FP, +6 Hit
Rank 4: 14 FP, +8 Hit
Rank 5: 16 FP, +10 Hit

The other winds grant evade, critical, and movement -- East always felt a bit out of place giving raw stats, as a result.  The current iteration of Eastern Wind is great for low level rogues who are climbing their way to the soft cap for Celerity and Skill, but quickly becomes a waste of Momentum once they reach it.

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  Rest Beat Should Not Cure
Posted by: JamOfBoy - 07-21-2022, 01:31 AM - Forum: Balance Fu - Replies (6)

[Image: 49bed8a2d70a8836dfa4516d250e6d47-png.jpg]

Dancer has a dedicated immobilize cleanse and right now immobilize or any other way to lock down a Dancer is an incredibly potent way to counter them.

Countering classes, as a note, is not a bad thing. Classes that dive all in on a gimmick should be subject to being punished accordingly!

Giving them a bit of counter play is fine. You have a clearly set standard - someone immobilizes the dancer, the dancer suffers. The dancer can spend a slot and some skill points and some momentum to counter-actively cleanse their immobilize - think Verglas and Winter's Bite against ice reflection/absorption.

Giving them a potentially large self heal is fine, having it ALSO be an answer to status counterplay is not.

This seems like a case of a skill (or given the state of Dancer, perhaps the class) having simply too much. I could go into why a movement-centric DPS class shouldn't have some of the most free damage in the game but I'll save that for another thread.

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  v2.61c2 - Space A;ien is cheating
Posted by: Kiss - 07-21-2022, 01:30 AM - Forum: Bug Reports - Replies (1)

There is a high possibility when the spatial ravager is using his spin move that teleports him all over the map, he just gets stuck on the outside zones of the Korvara meteor map. If you cant deal with it, then you just kinda gotta sit there and wait for him to rng teleport back in.

[Image: ulv62mI.png]

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