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Mastery of STR Crit
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Flash of Light
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New Weapon: Kelsoaker!
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SL2 Version 3.03
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Chimera Hit
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Himari Izumi: Special Wea...
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[v3.03c] Summon Drizzle
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[v.3.03c] Combination Str...
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The Skill-points Thread |
Posted by: Skullcatrons - 07-21-2022, 01:21 AM - Forum: Balance Fu
- Replies (9)
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Read the thread title.
Magic gunners - 75 SP
Ranger - 88 SP
Arbalest - 66 SP
Dancer - 52 SP
Performer - 50 SP
Aquamancer - 76 SP
Lantern Bearer - 85 SP
Priest - 89 SP
Firebird - 71 SP
Ghost - 84 SP
Kensei - 81 SP
Evoker - 87 SP
Hexer - 122 SP
Rune Mage - 37 SP
Boxer - 68 SP
Monk - 74 SP
Verglas - 50 SP
Engineer - 93 SP
Spellthief - 84 SP
Void Assassin - 98 SP
Black Knight - 60 SP
Demon Hunter - 100 SP
Tactician - 113 SP
Bonder - 81 SP
Grand Summoner - 69 SP
Shapeshifter - 48 SP
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Song-Fu |
Posted by: Slydria - 07-21-2022, 01:10 AM - Forum: Balance Fu
- Replies (8)
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I think Performer unfortunately lacks when compared to it's other half, Dancer. Of course, that's to be expected when one identity focuses more on support and the other focuses more on damage, however I think the support aspect is also simply too weak right now. So I'll list the changes I have in mind and I'll rattle off my reasonings below:
Bard:
Aria of Agility
- Buff changed from +Rank SKI/CEL to (Rank*2)+5 Hit & Evade.
- No longer creates an aura.
Anthem of Enthusiasm
- Buff changed from +Rank WIL/GUI to (Rank*2) All Elemental ATK & (Rank*2)+5 Critical.
- No longer creates an aura.
Dawr of Defense
- Buff changed from +Rank% Elemental Resistance to (Rank*2)% All Elemental Resistance & (Rank*2)+5 Critical Evade.
- No longer creates an aura.
Samba of Strength
- Buff changed from +Rank SWA to (Rank*2)+5 SWA & +(Rank*2)% Critical Damage.
- No longer creates an aura.
Performer:
Song of Susceptibility
- Additionally may remove a random beneficial effect from each enemy. (Requires a status infliction check)
Warmonger's Drums
- Song increases allies Damage by LV (Rank*5)% until your next turn. LUC based chance for the LV to be doubled. Has a 3 Round Cooldown. (Simple idea)
or
- Deals Lightning Damage (100% SWA & 110% Lightning ATK at Rank 5) and may apply Fear to enemies within 5 Range for 3 Rounds. Additionally, there is a LUC based chance to give allies in 5 Range the Fallcall status (LV = Rank*5) until your next turn, increasing their Damage on Feared Enemies by LV%. This effect does not stack with the passive Skill of the same name. Has a 3 Round Cooldown. (More complex idea)
So the first thing I think should be adjusted are the Bard buffing Songs: Aria of Agility, Anthem of Enthusiasm, Dawr of Defense and Samba of Strength.
One thing these songs share is that they produce an aura that offers a +2 to 2 different stats. I think it's barely even a factor right now, you can't even stack them together due to how they work and they don't benefit from skills like Volume Up which increase Song range. So I'd rather we had stronger buffs themselves instead of a secondary minor aura.
Next, Aria and Anthem both provide up to +5 to 2 stats upfront for 3 Rounds. The problem is that because of how soft caps work, those effects fall off pretty hard once you have a lot of them. Aria offers SKI and CEL, both stats players run in high amounts, which means later on, this skill isn't worth using 3 Momentum for. So instead, I think we should focus on sub-stats like Accuracy and Evade which retain their usefulness all throughout.
As for Anthem, not only does it potentially run into the above issue, but the stats of WIL and GUI aren't nearly as desirable unless you have a weapon using these stats. For instance, WIL and GUI both offer additional Skill Slots, which you of course cannot access mid-fight. Furthermore WIL also increases Max FP, which is another attribute that is usually more useful outside combat as you'd have to then first recover FP mid-battle to make use of it.
As above, sub-stats are also preferred, a broad Elemental ATK increase and a critical rate buff. While GUI is tied to Critical Damage rather than Critical Chance, I think it makes more sense for Samba to offer Critical Damage (as their Performer enhancement for it already gives Critical Chance.)
Dawr of Defense is just okay but the amount is a little small considering Sayakana is an item that can do just as much as this upfront. I think the value can be safely increased while giving it a secondary defensive perk to fit in line with the above ideas. If Elemental Resistance stacking is a concern, Damage Reduction is a fine alternative.
Finally, Samba's +5 SWA is also too small. Sure, you could give your allies 5 SWA, which will probably amount to about ~10-15 more damage per ally (for most allies) per round. I don't think it's enough compared to just using a skill that can damage enemies instead.
However bumping that up to 15 SWA amounts to ~30-45 per ally, per round, which can potentially exceed the worth of a damaging skill. Further Critical Damage adds another property that synergizes with SWA and the Performer upgrade, making it much more impactful.
As for Performer, I think it has some decent options and more importantly compounds off of Bard's base songs well. Once those songs get love, it will be in a much better spot. Some effects like Music Heals would need to be changed slightly if removing auras is done but aside from that, the two Songs they have that I think could use changes are Song of Susceptibility and Warmonger's Drums.
For Song of Susceptibility, I think it just doesn't do enough compared to the other Songs. Some damage could be an easy option but rather than that, I'd recommend simply adding another effect to it. My gut says a status infliction based chance to remove one random positive effect from each enemy is a solid idea that isn't too common. Cooldown should prevent this from being too frequent.
Meanwhile Warmonger's Drums suffer from some big issues. The base effect of +15 SWA for 1 Round is pretty weak but I think it’s better to leave Samba as the SWA boosting song rather than having two Songs do basically the same thing.
Additionally the bonus LUC% chance to provide the Charge Mind effect to allied Evokers is both too niche and too powerful. On one hand, for 3 Momentum, you could potentially give the benefit of a skill that is normally 6 Momentum to multiple allies, resulting in a huge Damage/Momentum swing to your party. But on the other hand, if you have no Evoker allies, there's no compelling reason to use this song at all.
While I personally want an entirely different song (as seen above) that fits more closely with the other Performer songs, dealing Lightning damage, applying Fear and having a LUC based chance to give allies a damage boost against Feared enemies but it'd be a lot more effort than a more simple fix and I don't expect it to undergo such a change.
As a more mild alternative, changing it to be a buff that grants a broad damage increase until your next turn and having the LUC effect boost the damage further is probably easier to implement and doesn't stray far from what the song currently does and doesn't share too closely with Samba's effect.
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[Korvara] Another possible use of Cypelle |
Posted by: FaeLenx - 07-21-2022, 01:01 AM - Forum: Suggestions
- Replies (8)
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Make Cypelle a usable item that spawns a mob group of your current area's mob type on top of you that's at the max end of your possible EXP range. Which means a lot of currently locked content and problems grinding would be solved.
Also make Cypelle tradeable. I want a nice, easy commodity to trade in that everyone universally would want/need.
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Being a weeb is hard [Kensei SP thread] |
Posted by: Kameron8 - 07-21-2022, 12:22 AM - Forum: Balance Fu
- Replies (4)
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I suggest Kensei be heavily adjusted to require less total SP to acquire some of its abilities, and to change certain passives to not take up Skill slots to equip.
Kensei boasts a pretty sizeable number of interesting themes, but it's severely restrictive in what players can actually choose due to the Skill Point costs. Currently, the class has up to 81 points worth of skills to choose from. That is to say, you can't even pick up half of the class at max level.
Additionally, a fair number of the passive skills take up a skill slot, making equipping the limited number of abilities you chose even more of a pain point. Abilities such as Reflect Shots, Hidden Cut, and Counter Edge each consume a skill slot in an already skill-hungry base class, and I believe it would be far better if they didn't.
Some of the class' skills are generally weak -- Absolute Death, Absolute Pace, Counter Edge -- but those issues aren't even worth approaching without first addressing the enormous SP requirement to try and get more than just the bare essentials.
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[Korvara] Taxes |
Posted by: Skullcatrons - 07-21-2022, 12:02 AM - Forum: Suggestions
- Replies (2)
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Currently one of the problem with Korvara, and it's governments is that most, or all of them tend to become a technical state of tax-haven. The government do not get any kind of funding whatsoever, and almost everyone is working for the government for free. Almost everyone, because some people are insane enough to pay some people wages, but needless to say. There is no system to support taxing, or generating national incomes for the governor, or national leaders to use to pay people off.
Yes. We're all basically doing it for free.
A functional tax-system would be nice, and a treasury room per nation that only a Leader of a nation can access to withdraw money used on shopkeepers' taxes, and other debts or so goes on.
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Colorblind friendly mode |
Posted by: caesaropapist - 07-20-2022, 06:01 PM - Forum: Suggestions
- No Replies
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Just a switch in options to change battle mode's color for Enemy/Allied monsters.
HP bar states would also be really cool but that's probably too much of a pain.
You cannot imagine how many times it's messed me up not being able to tell the blue/purples apart.
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[v2.61c] Tuning fork seems bugged |
Posted by: CuriosityaboutMyself - 07-20-2022, 03:03 PM - Forum: Bug Reports
- Replies (1)
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I'm unsure if I'm understanding it wrong, but on low level monsters my testing has shown that it seems to be only doing around ten damage- Which is what it's meant to be if the level is under that. It seems to be true for the level twenties two.
My level is fifty four, and I'd think that against these heavy armored opponents it'd do more damage. Either the percentage based on their armor isn't working, or the part where it's meant to scale on level isn't working.
Or it's actually working correctly and I'm just stupid. But it doesn't feel right.
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[Korvara] Research & Development, Sol-Soparla: Vulcan |
Posted by: SpaceShibe - 07-20-2022, 02:02 PM - Forum: Character Biographies
- No Replies
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Research notes surrounding one batch of Homunculi dubbed 'Vulcan'. Likely stored in the appropriate place by whomsoever handled research and development.
Assigned Identification:
Vulcan
Research Notes:
Page 1: Introduction
Homunculus Type-S (Salamandra)
Experiment Subject #V43 - assigned name Vulcan
Objective:
To create a batch of Salamandra capable of heightened destructive prowess, favoring quality over quantity.
Methods Proposed:
- Allocate two hundred percent more resources into the creation process. Thus, Vulcan's shell must be made purposefully larger as to accommodate the larger amounts of magical lava acquired from Terra Flama than what is usually required in creating Salamandra.
- Attempt to harness and compress fi-
(Further information on this page appears to be lost. Torn, it seems.)
Page 2: Continuation
Day 2-XXX
- #43's ability to manifest flames at will exceeds expectations. No signs of instability regarding the subject's physical body, unlike previous subjects.
- #43 appears to have issue speaking coherent sentences. The Lead Scientist has determined this is an acceptable side effect of #43's enhanced capabilities.
Day XX-XXX
- An unfortunate accident occurred during tests today. #43's tail was lobbed off due to the subject's strange obsession with... a potted plant. He would not follow orders. We had to use force.
- #43 was given a small plant in his room under the Lead Scientist's orders. This seems to have calmed him down.
Day XX-XXX
- #43's tail appears to be growing back, bit by bit. This is an unexpected development, but not an unwelcome one.
Day XX-XXX - Day XX-XXX
- Tests have gone smoothly for the most part. #43 is a quiet one, though curious as well. The Lead Scientist fears he may be too curious for his own safety.
I personally wouldn't worry. Geladyne treats everyone fairly. Homunculi or otherwise.
Day XX-XXX
- #43 has gone missing from his quarters. The guards are attempting to locate him as I write this down.
===================
The notes end here. Related records show that the facility, Sol-Soparla- located near Terra Flama, where this research was conducted had unfortunately blown up due to an incident with one of the Homunculi. Only a handful of survivors were found under the debris.
The survivors say that #43 had successfully escaped with the help of another researcher, whom was found later on alone in an abandoned temple. Sadly, the scientist resisted arrests, and ended up dead. The Homunculi in question is, even after a decade and a half, still missing.
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[Tool] SL2 Calculator Python Remake |
Posted by: BoberJones - 07-20-2022, 05:01 AM - Forum: Guides
- Replies (5)
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Github
Current Release(v0.1d)
in python, open-source
features:
hold and button go up
classes, races, food, history, le
class passives, ghost passives, shards, % hp/fp mods, flat hp/fp mods, hp/fp shards and capacity
modifiers on everything + torse option
evade mod has a max of 50, if you have something that doesn't attribute to the max, use Torso
astrology
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[v2.61b] Door Stuck |
Posted by: Slydria - 07-20-2022, 01:37 AM - Forum: Bug Reports
- Replies (1)
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Currently the jail doors in the Meiaquar Prison and the Telegrad Prison areas aren't proper doors so they cannot be opened and shut. Please forgive the mappers.
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