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Bows

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Forum: Balance Fu
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AkaInuHime
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Forum: Suggestions
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Neus
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Poruku
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Forum: Balance Fu
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CuteYellowCrabby
Himari Izumi: Special Wea...

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09-23-2025, 01:35 PM
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Autumn
[v3.03c] Summon Drizzle

Forum: Bug Reports
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09-23-2025, 09:50 AM
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Latto
[v.3.03c] Combination Str...

Forum: Bug Reports
Last Post: Latto
09-22-2025, 12:47 PM
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  [v2.61b] Summoner's Install made accessible to sub-class
Posted by: Lewdcifer - 07-19-2022, 09:37 PM - Forum: Balance Fu - Replies (2)

So, as we all know, the Install skill is quite important for a great variety of summoner-related skills, as well as some item interactions.

Though I understand the concern of keeping such a thing as a Main Class ability, I was entertaining the idea of allowing it to be used even when Sub Classed; but not without its drawbacks.

My suggestion, which does impact balance, would be as follows;
Install can now be used even while sub classing Summoner, but it will not grant access to the third skill, nor will it change stats (see: stat replacing, stat bonuses from install and affinity). This is exclusively so it can be used with other skills and items that interact with Install.

I'd like to know what folk think, see if there's better ideas or anything.

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  [Korvara] Special resource buildings.
Posted by: adamkad1 - 07-19-2022, 08:43 PM - Forum: Suggestions - Replies (7)

So, people who play on Korvara likely know that Duyuei has a water purifier, which makes pure water. 

Now my gripes with it is that for one, Duyuei folks restrict it to themselves, and monopolies are fairly annoying and more importantly, as far as I know, its the only thing of its kind. Which is why I suggest to add 'resource generating structures' to other factions.  

For example, geode or zoa mine for Geladyne, a hartshorn garden for Telegrad, and a... I dont know. Maybe mindstars for Meiaquar? Im not too good with either. But yeah, the concept is to give each faction a resource they can have in abundace so they can have a bargaining chip with other factions, rather than making one faction objectively better because they get easy rare resource.

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  Another Gun promotion
Posted by: damycles - 07-19-2022, 06:08 PM - Forum: Suggestions - No Replies

Gun-kata:

Make it a martial arts promote.

Basic Gimmick: Pistols count as fists

Everything else: I don't know man but it'd probably be cool. Maybe some mobility stuff and faster reload gimmicks and stuff. We can figure it out.

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  Cursed Ruins [Lv 80]
Posted by: Joseph Jostar - 07-19-2022, 03:51 PM - Forum: Suggestions - Replies (3)

it'd be nice if we could have some access to some of the less dangerous of the cursed ruins we keep hearing so much about - something to train at high levels for those interested in LEs especially. the wastes is nice, but it kind of winds up being shut off intermittently by duyei; it'd be cool to have something in neutral territory that everyone can use without worrying about all that jazz.

this could also make a good excuse to grant access to another monster/boss subtype so we can grind their enchant/drops on korvara

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Wink [Poison] Poison = Strong
Posted by: BoberJones - 07-19-2022, 08:01 AM - Forum: Balance Fu - Replies (6)

Preface
So while I have not been here long, or long enough to have an extended grasp of the deepest mechanics of the game, I did originally think it was best that I did not try to suggest any changes or comment on any balancing. However, I did talk to Miller and they encouraged me after I pestered Hated about the various mechanical things he knew about the game. My conclusion is that some problems with balancing revolve around some base design choices that have been made.

While Glykin -- and I'll agree there -- are strong because of their immunity to poison, it isn't the race's fault, actually. I can get people arguing for a San scaling immunity etc, but at the bottom line, poison is overtuned. 

Overview
Currently, poison has a 10% max health cap w/ damage depending on the Poison Level.
If average health is 800-900, Poison Level 30 will kill a char that can't get rid of in 10 turns of being poisoned.
It'd take a 1000 health person a bit longer, however.

Now, while normally a good fix to this issue is to cleanse it or lower it, those options aren't readily open to people. Poison can be inflicted as many times as it wants to be inflicted. Poison -- even when reduced or cleansed the turn before -- can be inflicted for its level again the next turn, wasting 3m of people who try to fight back against it.

A hexer will make you unable to get rid of it, increase the damage by 1.5x, and can easily stick the duration of 10 turns. These builds can therefore just delete characters with no immunity, no resistance, or little resistance.

Now, the easiest counter here is: well just build resistance, immunity or status resist.
While that is a simple answer, it isn't as easy as it seems at least on Korvara, which is mostly what I've been playing. Your options for resistance are snakefang materials or the snake amulet. As for status resist, with the norm being a 200 hit meta they are building skill and if they are focusing down poison they are building will, which can, with a talent get their inflict up to upwards of 121~131%.

An issue with this defense is that the answer for a problematic design is to: just deal with it. If you are making a character the choices that you have to make -- if you think about it -- for dealing with poison is to either A: make a glykin, B: somehow manage to build res/immune/status resist, or C: Silence them/Kill them faster

I don't think it is healthy to just force certain things to be options going into characters because it narrows options a lot, lest you want to just concede a fight if you ever fight a poison or evade user. Evade is another subject though, one that I'll probably post about later. 

My suggestion
So my suggestion for changing poison is rather simple and has a list of pros and cons.
Firstly, change Poison and make it deal (Poison LV * 0.2)% max Health per turn. 
Secondly, make it so Poison can't be inflicted or reinflicted 1-2 turns after it has been reduced or cleansed. I suppose Hexer could avoid this, however. (And Bow of the green forest. Probably add a limit to how high green forest can get up to, otherwise, it'd just be really strong)
Pros: 
Given the damage scales off Poison LV and not a % maxHealth, presumably with the max being 36-40, it could only ever do (maxHealth * (LV / 500)) to somebody. Meaning PCs can only reach 7.2-8% maxHealth per turn. But that also means that depending on how Poison LV is limited it can be anywhere from 0.2-100%(1-500).
With Poison being unable to be inflicted again, it will give people a chance to react to it and properly have engagement with the poison being inflicted to them, whilst also making Poison less of a 'i just do this on you as an additional dps' and more of a niche.
This way of doing it doesn't auto kill a mob(w/ no res) in 10 turns.
Cons:
If Poison LV can be stacked it can cause some issues.
It's a big change to a system I assume has been here a while.
Poison deals less damage overall. (but 0.2 per is adjustable)
There's no 'real' limit to the damage poison can do.
i didn't ask people for what the cons would be, and I cant think of any more, but I'm sure people will comment to show them.
Alternative

All in all, it is more of a formula adjustment to tune it, and with a formula change, the tuning can be adjusted rather finely. 0.1 can change to any number, while poison LV can as well, making the flexibility much higher. Currently, poison will always flatline somewhere, and always kill somebody somewhere since there's a hard 10% maxHP limit.
An alternative in the case that this is impossible/unfeasible is to just make the max hp 5%. Would do something kinda similar
Sheets/Math
tbh I made a chart because I figured out you could in sheets and I've used sheets 3 times for anything with forumals.
currentPoison is Poison as it is now. suggestedPoison is what I'm suggesting. chartPoison is Charts.
All calcs are done with 0 res in mind, however, if you are math savvy you can just calculate what they'd be with res.
Base Health is 800/900/1000, I asked what a good average was, I was told 800-900.
I've been playing mostly Korvara, so I have that in mind while doing all of this, so keep that in mind.
Multiple common poison levels are in colors.
Math:
0.2% Max Health per Poison Lv
maxHealth * (LV/500)
as for formulas used in the sheets you can just check

SPREADSHEET OF CURRENT / SUGGESTED POISON / CHARTS

tl;dr: read it. look at the sheet or the chart.
change poison, remove % max health limit, lower damage.
make poison unable to be inflicted directly after removal/nerfs

thanks:
Hated for sending me info on common poison levels, things  I didn't know / resistance options, etc
Miller for also assisting in some suggestions in discord and agreeing with me

(notes: i don't know everything about this game, i might be wrong somewhere, but i think my math checks out(?)
i didn't account for hexer 1.5x dmg because it'd make the sheet too large. same for res%, I'm not a real SHEETS gamer, but if its wanted that bad, i can program something with variable inputs to display the information requested.)

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  Erin - Special Limbs request!
Posted by: Autumn - 07-19-2022, 04:34 AM - Forum: Approved Characters - Replies (1)

I've sent a DM Kpeculiar's way regarding this!

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  2.61b [Korvava] Walled off farms
Posted by: Mikuel - 07-19-2022, 04:11 AM - Forum: Bug Reports - No Replies

So I do not know if this is intentional but the farms north of Duyuei are walled off due the cliff tiles surrounding them, meaning they can't be used.

Could you change the tiles south of them at least so that one can walk onto them?

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  v2.61b Can't destroy Dark Shards
Posted by: Fern - 07-19-2022, 04:04 AM - Forum: Bug Reports - Replies (3)

You can't destroy the Dark Shard material item (the one you need for the Necromancer) meaning that they can "waste" your inventory in space in Korvara, since there's no use for the shards there.
 
[Image: unknown.png]

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  [v2.61b] Geladyne Issues!!
Posted by: Asellia - 07-19-2022, 02:49 AM - Forum: Bug Reports - Replies (1)

We lack an alchemy table anywhere in the whole city despite being a city known for alchemic beings.

Also, our prison doors do not open or close, last I was informed. Thank you!

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  [v2.61b] Clickable Black Space
Posted by: Shadbase - 07-18-2022, 10:07 PM - Forum: Bug Reports - No Replies

You can clickmove into the black space inside of trees in Duyuei. Not a big thing, because I don't think you can glitch inside it, but a bit annoying if you're trying to fix the window to be your focused one.

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