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New Weapon: Kelsoaker!
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Himari Izumi: Special Wea...
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[v2.54b] Invisible Ink |
Posted by: Autumn - 06-05-2022, 07:51 AM - Forum: Bug Reports
- Replies (4)
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When someone else is selecting a face icon, what I assume is the graphic used for it will be invisible on your screen but will display a name in the corner (Face Icon Selection) and disallow you from clicking on anything underneath the invisible selector.
This disallows you from clicking on certain things like shops/battle indicators which do not have right click menus.
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Curate/Priest Overhaul: Freedom of Religion |
Posted by: Turadis - 05-29-2022, 09:14 PM - Forum: Class/Race Ideas
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The setting of Sigrogana Legends 2 is one loomed over by the history behind it's deities. The gods may just be the subject we have the most overall lore about. Though for a long time, playing characters with a strong connection to the gods and their memory has been somewhat challenging. Mercalans, as we all know, are well catered to by the curate class and it's promotions, and while I'm happy my favorite pick of the lot gets so much to work with, I do still think the rest of the gods struggle to find much representation. A player who decides to make a clerical character likely does so first, and then tries to figure out a mechanical build to loosely represent their faith. What I would love to see is a game where the mechanical options available are capable of inspiring more people to want to make clerical characters in the first place.
That has inspired me to write this overhaul concept for the Curate and Priest. Taking some cues from one of my earlier class concepts, this would center around the introduction of a new keyword, similar to Elemental Impact: Divine Attunement, or just 'Attunement'.
Keyword - Attunement: A skill or spell with the Attunement Keyword gains a different name and effect if the user has a Prayer Status with a god loyalty of at least 40, the exact effect depends on the specific prayer status. A skill or spell with the Attunement keyword cannot be used if the user does not meet these conditions. Spells with the Attunement keyword are considered to be of the relevant god's domain, as decided by their Divine Element.
( "Why use god loyalty? And why 40?" The God loyalty stipulation would prevent players from gaming the system by praying to a bunch of different gods to change their spells/skills on the fly in a lore-breaking manner, (with the exception of old beasts, which is intended.) 40 is the level of god loyalty given by the Pious Upbringing trait, enabling level 1 characters to use curate at proper efficacy without needing to resort to god loyalty grinding. )
Assume any skill that goes unmentioned has no changes at all. When a calculation would result in a decimal, always round down.
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CURATE
New Skills
New Innate - Divine Element (1 Rank): You have learned to expertly channel your god's power. All Curate and Priest skills and spells that deal Light damage instead deal damage of another element depending on what prayer status effect you have active, and scale off of the appropriate elemental attack. A god's divine element also determines what Attunement effect they are assigned.
- Mercala, Glycon, Ryart - Light
- Great Old Beasts, Old One-Eye - Earth
- Old Grey Feathers, Old Scar Fur, Bai Kai - Wind
- Old Chipears, Amiras - Lightning
- Huggessoa, Zera, Ereshkigal, Old Longtail - Darkness
- Helondis, Hyatt - Fire
- Nameless God - Water
New Innate - Divine Aspect (1 Rank): You have learned to channel the will of your god into feats of elemental magic. The Divine Element given to you by your prayer status now has it's associated elemental attack scale off of Faith. The original stat that grants a bonus to this element no longer does so. In addition, Faith no longer grants a bonus to Light Attack.
( This is not an exact copy of Luminary element, as elemental attack does not ignore scaling, and Will still contributes to all elemental attacks. Luminary element would override this. )
Modified Skills
Aura (Attunement, Mass Compatible, Replaces Brighten): Bathes your surroundings in divine energy, having a different effect depending on if it targets an ally, enemy, or battlefield tile. Aura effects have a LV of 15 unless otherwise specified.
- Light - Brighten: Grants Brighten Status (+10 RES, +15% Light res, 15 damage light retaliation), Inflicts Glowing, Creates Light Shafts
- Darkness - Obscura: Grants Obscura Status (Identical to Brighten, but grants Dark resistance and Dark retaliation.), Inflicts Fear, Creates Dark Shafts (Identical to Light shafts, but PURPLE)
- Fire - Kindling: Grants Kindling Status (Ditto, but for fire), Inflicts Glowing, Creates Cinder Tiles.
- Water - Flow: Grants Flow Status (Ditto, water), Inflicts soaked, creates Flooded Water tiles.
- Earth - Calcify: Grants Calcify Status (Ditto, earth), inflicts Magnetized, Clears field effects.
- Wind - Galeforce: Grants Galeforce Status (Ditto, wind.), inflicts Lingering Wounds, creates Air Shafts.
- Lightning - Supercharge: Grants Supercharge Status (Ditto, Lightning), inflicts Magnetized, creates Static Fields (Field effect from Korvara. Deals LV Lightning damage when created, on new round, or when moved through, like Cinder tiles.)
Second Chance: No longer considered a Healing Skill. Recontextualized as dulling pain and mystically infusing a target with the will to fight on. As such, no longer considered Mercana in-story.
("But why though?" Well, ressurrection is a rare effect, with a niche application that seems too iconic to take away from the clerical playstyle. But the bigger reason is that effects roughly equivalent in power and niche of use for the other divines are challenging to come up with. Given the way defeat is usually contextualized, it seemed like the more obvious solution to the continued presence of healing magic on non-Mercalan palettes. )
Invoke (Attunement, Mass Compatible, 4 turn Cooldown, Replaces Graft): Invokes holy energy to provide one's allies a very powerful defensive effect. The duration of an Invoke effect cannot exceed 5% of your scaled faith, but it will always be a minimum of one turn.
- Mercala specifically - Graft: Restores a target ally's HP. Values unchanged
- Light - Shield of Faith: Grants the Shield of Faith status for one turn, which grants 15% additional resistance to all damage types.
- Darkness - Shroud: Grants the the Shroud status for one turn, which causes any attack against an affected target to be treated as if the attacker was blinded.
- Fire - Nova: Grants the Nova status for one turn, which causes magical fire damage equal to your fire ATK to any enemy that begins their turn within two tiles of the target.
- Water - Empty Veil: Grants the Empty Veil status for one turn, which allows the target to ignore the movement penalty of flooded water, and gain immunity to water and fire damage for the duration.
- Earth - Stoneskin: Grants the Stoneskin status for one turn, or until it is destroyed which absorbs an amount of damage equal to twice the curate's earth attack. The stoneskin is destroyed early once it absorbs sufficient damage.
- Wind - Warding Wind: Grants the Warding Wind status for one turn, which causes the target to gain an additional 30 evasion from any attack originating from more than 1 tile away.
- Lightning - Thunderclap: Grants the thunderclap status for one turn, which causes unresistable sound damage to an attacker equal to the curate's lightning attack when the recipient of the buff evades or triggers a glancing blow against an attack.
( The enchantment talent, and to a lesser extent pacifist boon, would dramatically overtune most of these powerful buffs by extending their duration far beyond the cooldown. Hence the stipulation about scaled faith. With a quite considerable 60 scaled faith, the duration of these buffs could be extended up to 3 turns. Beyond that is, as far as I know, impossible. )
Antithesis: The damage bonus now extends to followers of gods that grant darkness as a divine element. When used by followers of a god that grants darkness as a divine element, the damage bonus instead extends to followers of gods that grant light as a divine element.
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PRIEST
Modified Skills
Holy Spark: Scaling is changed to 100% SWA 120% Lightning Attack if Lightning is your divine element, but the two instances of lightning damage are still dealt separately. Other divine elements remain 70% the user's Divine Element, and 70% Lightning.
Needle: Scaling increased to 50% Light attack per hit, no longer heals. The needle explosion is triggered by the same damage type dealt by needle.
Divine Shower - (Attunement): Now inflicts a different status effect depending on the divine element.
- Light/Darkness - Blindness
- Fire - Burn
- Water/Earth - Clumsy
- Wind - Lingering Wounds LV Rank*10
- Lightning - Interference
Divine Judgement - (Attunement): Now affects spells of the spellcasting domain associated with the user's divine element. Only works for spells from Curate and it's promotions.
(Divine Judgement doesn't always work, but when it does, it's a game ender. Offensive Mercalan Domain magic isn't too easy to come by if you're not already a curate. But the same can't be said for most other elements. Hence the stipulation about curate spells only.)
Divine Presence (Attunement, Replaces Mercalan Mist): This Skill requires a Rank D Invocation. Washes the entire battlefield in the presence of your god, creating a wide variety of effects. Divine Presence overwrites any 'Mist' skill, and is itself overwritten by such skills, and other divine presences.
- Mercala Specifically - Mercalan Mist: Effects are the same as before, but instead of gaining a 5% lightning weakness per rank, enemies instead gain a 2% Light weakness per rank. The HP regeneration is increased to 50% of your light attack, up from 25%.
- Light - Purifying Mist: A golden mist descends upon the battlefield. Increases all allies evade based on rank ( 10 per rank, 50 at rank 5), and causes negative status effects of ALL combatants to have their duration reduced by 2 per round, instead of 1. Enemies gain 2% Light weakness per rank.
- Huggessoa Specifically - Huggessoan Mist: A black mist descends upon the battlefield. Grants allied undead and vampires bonus HP regeneration equal to 75% of your dark attack, which is considered vampiric healing. Increases all allies' evade by 10 per rank, enemies gain 2% Dark weakness per rank. Fasting vampires do not receive the HP regeneration.
- Darkness - Entropic Mist: A violet mist descends upon the battlefield. Causes the LV of negative statuses inflicted by ALL combatants to be increased by a percentage equal to half of your scaled faith. Increases all allies' evade by 10 per rank, enemies gain 2% Dark weakness per rank.
- Fire - Fugitive Fuel: Flammable gasses fill the air, when an enemy casts a nefarian domain spell, or uses a blazing elemental impact, they also deal fire damage to themselves equal to your scaled faith. When you or your allies cast a nefarian domain spell, or use a blazing elemental impact, it causes an additional explosion that deals fire damage equal to your scaled faith to enemies in 1 range of a tile affected by the fire damage, only once per attack. Increases all allies' evade by 10 per rank, enemies gain 2% Fire weakness per rank.
- Water - Detoxifying Mist: A cleansing mist fills the air, any status effect that causes damage over time (Poison, Burn, Lingering Wounds) affecting your allies deal only 35% of their normal damage. Additionally, they gain status resistance equal to your scaled faith against such effects. Increases all allies' evade by 10 per rank, enemies gain 2% water weakness per rank.
- Earth - Latent Tremor: The ground intermittently shakes and shudders. When an enemy moves or uses a movement skill, they have a 5% chance per rank to be knocked down. Emplacements (Such as Runes or Wraithguards), Robots (Not mechanations), and Structures (Such as white prison walls) take earth magic damage equal to 50% of your scaled faith per rank at the start of every turn. Enemies gain 2% earth weakness per rank.
- Wind - Trickster Gale: A knowing wind surges through the battlefield. Your allies gain a movement bonus equal to 5% of your scaled faith, your enemies gain an equal movement penalty. Increases all allies' base evasion by 5 per rank. The accuracy of ranged attacks for your enemies decreases by 5% per rank. Enemies gain 2% wind weakness per rank.
- Lightning - Dead Air: The air around you sparks and fills with dark clouds. Allied robots gain an additional momentum per turn, and water damage dealt by you or your allies has a chance to inflict interference for 2 turns equal to half of your scaled faith. If a target already has interference, it consumes interference and inflicts stunned. Increases all allies' evade by 10 per rank, enemies gain 2% lightning weakness per rank.
Godly Servants (Attunement, Replaces Shine Knights): This skill requires a rank C invocation. Summons aspects of your deity's will, which serve them long into their death. The servant's LV and abilties are determined by the rank of this skill, and the caster's divine attunement.
- Light - Shine Knights: Shine Knight level progression now goes 30/40/50/60/70 to give them a slight increase in power, otherwise unchanged abilities. All other Godly Servants cap out at level 70 to match.
- Darkness - Dark Knights: Uses a greatspear. Rank 1, learns Revenge (Gains +1 SWA whenever it takes damage, once per attack), Rank 2, Lowers stats for nearby enemies. Rank 3, reduce the hit of nearby enemies, Rank 4, basic attacks gain more damage and range.
- Fire - Hellknights: Uses a greataxe. Rank 1, learns Revenge, Rank 2, deals fire damage if they start a turn within 3 spaces of an enemy. Rank 3, reduces the hit of nearby enemies, rank 4, basic attacks gain more damage and range.
- Water - Echo Knights: Uses a spear and shield. Rank 1, learns Protect. Rank 2, learns Gentle Torrent. Rank 3, increases the magic armor of nearby allies by rank*2, Rank 4, basic attacks gain more damage and range.
- Earth - Green Knights: Uses an axe and shield. Rank 1, learns Protect. Rank 2, learns tremorsense aura, increasing the accuracy of nearby allies. Rank 3, increases the physical armor of nearby allies by rank*2, Rank 4, basic attacks gain more damage and range.
- Wind - Gyre Knights: Uses two spears. Rank 1, learns Twin dance. Rank 2, gains gyre aura, increasing the evasion of nearby allies. Rank 3, reduces the hit of nearby enemies, rank 4, basic attacks gain more damage, range, and inflict or empower lingering wounds.
- Lightning - Thunderknights: Uses a greatsword. Rank 1, gains +1 movement. Rank 2, learns Sidecut. Rank 3, movement becomes teleport. Rank 4, basic attacks gain more damage and range.
- Huggessoa specifically - Army of the Damned: Enslave the souls of the dead to serve your bidding. At Rank 1, summons two weak zombies with a grabbing attack. At rank 2, summon three additional zombies. At Rank 3, you additionally summon two skeletal archers. At Rank 4, you additionally summon a skeletal magi, who knows basic mage spells. At Rank 5, your skeletal magi becomes a skeletal evoker instead, who knows several invocations in addition to their normal spells.
("That's a lot of minions!" Yes, though for a three turn invocation, you'd better be getting something pretty great out of it. The Huggessoan undead would additionally be quite a bit individually weaker than the divine knights to make up for it. If the concept of player necromancy is making you sweat, I talk more about it during the afterword. )
Heavenly Mark (Attunement, 7 turn cooldown, replaces Malmelo): A powerful divine mark that affects all of your allies, regardless of their position on the battlefield. The duration of an effect from heavenly mark cannot exceed 5% of your scaled faith, but it will always be a minimum of one turn.
⦁ Mercala specifically - Malmelo: No changes.
⦁ Light - Crusader's Mantle: Grants Crusader's Mantle status for one turn, which allows the targets to ignore up to (20% of scaled faith)% of damage resistance from their attacks and spells. Furthermore, their weapons are treated as being enchanted with the Exorcism enchantment on top of their normal enchantments.
⦁ Huggessoa specifically - Soul Shear: Shave a portion of your allies' life force away to use as nets for the enslavement the souls of the dead into your service. Deals akashic damage to your allies equal to 10% of their maximum health, and summons a skeletal warrior, archer, or magus in a space adjacent to them, depending on their main class. This spell can only target player characters. If the damage brings an ally to zero hit points, the resulting undead has their statistics increased by 20%
(For the curious, this would be based on the base class of the target's main class. Soldiers, Martial Artists, and Duelists create warriors. Archers, Rogues and Bards create archers, Summoners, Mages, and Curates create magi.)
⦁ Darkness - Black Sabbatical: Grants Black Sabbatical status for one turn, which grants the targets (50% of scaled faith)% damage reflection against all elements.
⦁ Fire - Ignition Point: Grants Ignition Point status for one turn, granting the targets additional scaled weapon attack equal to 20% of your scaled faith every time they take damage for the duration, once per attack.
⦁ Water - Fluid Form: Grants Fluid Form status for one turn, granting the targets (40% of scaled faith)% resistance to slashing, bludgeoning, and piercing damage, as well as increasing the range of their weapon attacks by 2, using their more malleable limbs.
⦁ Earth - Wild Blessing: Grants Wild Blessing status for one turn, which causes random flowers to sprout beneath the target's feet whenever they move. A flower spawns this way for every tile moved, up to a maximum equal to 20% of your scaled faith per movement. Tiles that already contain flowers instead have their flower upgraded, increasing their power and range. Flowers spawned this way only affect your allies, and do not wilt at the end of the spell's duration.
⦁ Wind - Eye of the Storm: Cause a mighty wind funnel to descend upon your allies, knocking back all enemies within (10% of scaled faith) range of each of them, and knocking them down. It can also push certain field objects (such as rocks), which may cause a bonus effect if an enemy is hit by such an object.
⦁ Lightning - Energy Surge: Surge electrical energy through your allies, causing a flash of lightning to erupt from each of them, dealing damage to each enemy within 1 range of them equal to (100% SWA+120% Lightning Attack), and restoring their Focus Points by (25% of your scaled faith)% of their maximum.
Devocation (Attunement): Changes from 'Mercalan Domain Spell' to whatever domain is associated with your divine element.
Mercalan Tenets: Renamed to Clerical Prudence, effect unchanged.
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Thoughts & Reflections
What sort of things could we do with this? A few thoughts I had...
⦁ An Old Beast Shaman. Calling to their various deities for strength as the situation demands, which reflects the way systems of pantheonic worship in the real world were often used. (If you were unawares, you don't lose god loyalty when praying between different old beasts.)
⦁ Crusaders. The non-Mercalan light gods grant alternative options for traditional paladin types to fight without being a healer, letting them unleash their full power without needing to worry about breaking the tenants, at the sacrifice of access to the setting's incredibly powerful healing magic.
⦁ Druids. Or at least 'druidic-esque spellcasters' given the lore implications of the druids in-setting. Earth gods in particular have options that are meant to feel naturalistic.
⦁ Necromancers. Letting old Huggy strut his stuff in the player's hands is a questionable pandora's box to be considering opening, see my thoughts on it further on in the post. But I ended up having loads of very cool ideas about one of the fantasy genre's coolest mainstay villain archetypes. Necromancers are just cool.
Is this balanced? Probably not. I can already see certain abilities that feel stronger or weaker than their equivalents in the same bracket, or the core curate/priest spell they're meant to be alternatives to. I have also given very little thought for how these abilities might become broken or redundant in conjunction with the game's other classes. If there's anything I intend to be taken away from this thought experiment, it is that I feel that there exists an angle to make priests of other gods very much a thing without needing to give them all their own classes. While I made an attempt to put things in the same hemisphere as the concept of 'balance', the intention of it all is mostly that writing strong things is fun, and helps to stoke inspiration for cool characters, not so much that I think it should be implemented as-is.
I was super on the fence about including the Huggessoan necromancer angle for their priest abilities at all. There are a lot of problems with the idea conceptually, most glaringly to me at least is the 'Void Assassin effect' of giving players a bunch of really cool abilities that they would never actually be able to use without getting lynched by their fellow players due to the lore implications. The Huggessoan priest would get this effect worse than any other, and the resulting inspiration to take the class in very lore breaking directions would be both a source of major trouble, and pretty understandable. Ultimately I included it because it was fun for the thought experiment, and the ideas for how necromancy abilities could work in SL2 just kept on flowing. If I were put in charge of the game, I almost certainly wouldn't actually implement the Huggessoa prayer that way, and they would probably just use the other Darkness effects. The eagle-eyed among you may have noticed that the Huggessoan priest is the only one who really doesn't need to build faith at all, though, which I found flavorful.
Behind the scenes, I considered making 'War' a divine element, for gods like Ryart and the collective Old Beasts. It would have focused mostly around magical slashing/piercing/blunt damage and other weapon related effects and buffs, ideal for basic attackers. But the ideas didn't exactly flow, so I wrapped them back up into the traditional elements. It's something I'd like to revisit some day, or see suggestions about.
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[All Boards] Bloody Bay Bash! |
Posted by: TheCommonNoob - 05-29-2022, 09:12 PM - Forum: The Great Six
- No Replies
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Blood Bay Bash!
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A summer festival brews!
On the southwestern peninsula of Alstalsia lies a city by the name of Bloody Bay.
A city apparently known for its share of rowdy sailors (and jolly pirates) as well as being a port city close to the mainland of Sigrogana.
Many a business happens here, far away from the Godly Stage and the more horrifying of creatures that Alstalsia has to offer.
Not to say that some might still lurk around in the depths...!
With that in mind, the local denizens seem more than happy enough to provide a section of beach and dock for a celebration of the changing of seasons!
A time that marks for bountiful fishing to be had and sunny skies to dominate the horizon!
For positive fortunes and fates are to be had ahead within this fresh breeze of cool wings amongst the hot air.
Both the civilian locals and the hives of (respectable) pirates have lent a helping hand to see things come through!
Anyone is welcome to observe and partake in the Festival!
Preferably adorn beach wear (or something waterproof) because some of the games and festivities might make you soaked!
Just a warning if you plan to attend, but they are not necessary at all!
The host of the festival is a guild that goes by The Crow's Nest. Their leader is Karasu, a strange woman of Onigan origins that has made Alstalsia her home.
They'll also receive some helping hands from the Sun and Moon folks from Tannis!
(Lucky-Level-Zero#5494 on Discord is how you might contact me)
There's directions that lead to a place in Alstalsia on the bottom, as well as the date of the festival.
(6/11/22 - 3:00 P.M EST)
(The Festival will last through both Saturday and Sunday for those that can't make it to the Saturday celebration)
(Hopefully this is convenient for everyone and allows a unique RP scenario to be around slightly longer)
(On Sunday it will re-open around the same at a later time at 6/12/22 - 5:00 P.M EST)
(West of Alstalsia's Mage's Guild lies the event space! Just look for the blue butterflies.)
(Totally forgot to add directions last time as I forgot how long its been since last time, my bad.)
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GR2 |
Posted by: FatherCrixius - 05-29-2022, 06:03 PM - Forum: Balance Fu
- Replies (14)
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A synopsis of GR2's impact on the game. Ty to all the homies who proof read this for me.
Some thoughts and feelings on GR2.
Evade Viability
I have mixed opinions on post gr2 evade. Its existence induces a skill-tax that needs to be taught to newer players due to it's obscurity and reduces the available class pool to 'Only things with hit buffs lest you deal 60 - 100% less damage forever. It is also very misleading as to how it works.
Currently, the game performs two-hit checks. One initially, another if the first misses.
Hitting the first gives you no damage loss, hitting the second gives a heavy 60% DR.
In practice, this means you have a (HitChance) of doing full damage, a (HitChance * (1 - HitChance)) of doing 40% Damage, and (1 - HitChance)^2 of doing 0% damage. For those of you who get invited to parties:
Starting with a 50% To hit. 25% To glance, And a 25% to miss completely. (0.6 Damage or 40% Damage reduction)
A 30% to hit gives you 21% to glance and 49% to miss outright. (0.384 damage or 61.6% Damage reduction)
And a 10% to hit gives you 9% to glance and an 81% to miss outright. (0.136 damage or 86.4% Damage reduction)
The difference of 20 hit increases evasion from 40 - 61.6%, with 1000 HP you would go from 1666 Effective HP at 50% Hit chance to 2600 Effective hit points at 30% hit chance, and 7352 effective HP at 10%. (Hence the need for 250+ hit)
For people who really don't get invited to parties, here is a spreadsheet of 250 hit vs evade values.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/436182418165202956/975645947512098816/unknown.png)
So what does this mean?
- For a starter evade is numerically dogshit unless you are Giga-hardcapped or if the other guy does not have good hit.
- You are not likely to see too many Evaded! procs, but the Damage reduction is there.
- Going below 250 hit is suicide without buffs.
- Evasion dr is not linear.
- The +50 Cap should be hit as quickly as possible.
Mechanically in fights, this forces the 99% of classes that do not have active evasion debuffs (Soldiers flatfoot for example) to simply diceroll every hit check, and for the few classes that have the means to reduce evasion to do so every time it's off cooldown. This is good in that it forces gameplay changes, but in it's current state I feel hit checks should be more conditional with more classes having access to such. Such statuses should also be weaker, as flatfoot is a 15% max evasion nerf, reducing almost 32 evade from a 210 evade build. I feel this system could work much better with a little balancing and implementation. TLDR, The system has promise, but needs to be insanely fine-tuned balance-wise; and needs evasion / hit to be a more active system than 3M Buff -> +X Evasion, more systems like flatfoot and flanking bonuses to justify hit buffs rather than passives would make the mechanic interactable.
Weapon Accuracy - Many skills still do not use weapon accuracy, particularly demon hunters' matador, giving a base 90% when most weapons are pushing 100 + parts. In conjunction with the aforementioned more evade more better point, makes a lot of skills outright unusable vs evasion builds.
Racial Bases - Base stats matter a LOT more now. Average 4 Skill vs Nagas base 8 Cel is CRINGE. You cannot run any low skill (4 or below) without hit buffs from your classes, where higher base skill races are offered more freedom.
Conclusion - The system being as unintuitive as it leads to a very unhealthy mechanic, giving players very polarised opinions on the stat. I believe the system could be cleaned up a lot without gutting it by removing the glance check, and buffing weapons hit by 10 across the board to make up for evasion being buffed. This would keep the damage reduction the same, but make your displayed hit your effective hit. Some changes to general class or gear hit/evade buffs would be nice as well, as only a select few classes have access to enough evasion buffs to hit the cap, and a fair few classes lack hit buffs entirely forcing a black knight subclass crutch. I feel it's current state is misleading as being below the +50 evasion buff leads to players feeling like evasion is MORE useless than GR1 evasion, and being low hit feels like you are shoehorning your build or auto losing vs a relatively inexpensive (But very restrictive) defensive stat.
Class Viability
As of right now, BK is THE subclass of all time.
- Fortitude (Soldier)
- 24 Crit evade
- 10% Physical DR (20% Feared)
- 6 Defence
- 15 Hit (Parry)
- -15 CE (Feared)
- 15 Hit (FF or Fear)
- Parry Reduction
- Steel Series (Aura)
- Board Shaker
- Crescent Rook (V. Good Scalings)
- Checkmate (Autohit)
- Hanging (Hit bonus)
- Forced Move
I am of the opinion that BK is a fine class that synergises with itself and has utility. That utility is it's strength. I am referring to it here as a problem because every other class is not BK. Many classes, I feel, need to be brought up to BK. This is most clear with it's hit buffs, as many classes post GR2 legitimately are left without, and without a hit steroid subclass. Some setups outright need BK, Bonder, etc in order to hit a minimum amount of hit (Which in current meta is around 230, but 250 is far more reasonable.) This, in turn, really damages build variety as many people are shoehorned into picking more in-meta classes to be able to damage a percentage of the playerbase -> Dodge is an unequal system and the burden is on classes to remedy this.
Many classes either lack hit or evasion buffs, causing BIS subclasses to be required should you want to do either. For evasion, ST / VA / BOX / SS / BON are almost required to hit the +50 cap reliably, even if you include gear such as windswept gi. With hard-capped SKI and Blessed (Current Meta Enchant), a weapon can be expected to hit 240~ hit, 220 without, where 250 is considered to be a standard. It is, even then, not ideal numerically. Evasion typically reaches 155 - 160 without buffs and gear, and 205 - 210 with buffs. The +50 system only seems to restrict class variety, for both parties. I feel like this could be remedied either by
- Lowering evasion / hit buffs across the bored
- Giving evasion / hit buffs to far more classes
- Reducing the evasion cap and base hit by an equal amount
Classes with built in free damage (such as Firebird, Ghost and Bonder) are favoured in this meta due to the SKI TAX, but this will be covered shortly.
Weapon Scalings
Separate from GR2 as a whole, the weapon scalings update I feel was a mixed bag. On the one hand, GR1 weapon variety was very stagnant, and this change definitely changed what was being used, but I do not think the issue leading to stagnation has changed-- Rather that the current pool is temporarily cleaner. For contrast, GR1 was largely defined by Rebelling 1* weapons for Str based autohitters, 10* or 9* weapons for basic hitters (Largely due to their generally higher Acc / Crit / Power) and Avalon Dynamic tomes for mages. In current GR2 meta, 1* weapons, Rebelling enchants, and virtually 90% of the weapons are outright outclassed by 10*s -- Be it due to higher Accuracy, Power, Scalings, Effects or etcetera, leading to weapons such as kingslayer being 'The best sword' for almost every circumstance. Other weapon types like fists and more uniquely scaling weapons like eternal solitude have suffered the most, fists originally having higher scalings to make up for their inability to be two-handed and Eternal solitudes multiple wack scaling stats to enable shit like VABK Dag / Shield.
I am not opposed to the greater shift towards 10* equipment, I actually enjoy the sentiment, but as it stands 10*s are not rare. Most weapons below 10* are directly outclassed by the 10* of their respective category. Contrasting an Anchor Edge or a Spine leash (Both basic hitting weapons) to almost any other axe is simply not a competition, In between anchor edges 5% Higher hit, 10% higher base crit, or it's +8 base power on the average axe. Spine leashes' range, 10 base crit or bonus to ice attack. Trying to stat any fist build without a hands of the giant will give you like 115 - 120 swa in an era where Axes can hit 150 pre-claret with relative ease, and now in ski-tax era affording less numerically efficient stats like Strength specifically tends to cost you elsewhere in the build.
TLDR -- Build variety hampered by lack of diversity in useful equipment, Balance affected by standardization of scalings not accomodating for differences that existed in GR1, sudden importance of hit etc. More forms of 10*'s (Promising from what we've seen of Kovara) or just better existing equipment would be the remedy to this.
This has caused a drift from direct swa scalings towards additive bonuses like claret, crit, and elemental attack scalings (Non-mage) from things such as crescent rook and lift off- Or most heinously substituting damage through summoner. Back when these were implimented, Elemental attack was generally less gouged. Will was less common as were bonuses to elemental attack, but now every class' elemental attack seems to scale better than their raw swa scaling attacks (See Crescent, Asura's fist especially, Lift Off, etc.)
Attacks that utilise 100 120 scalings, IE 'better spells' as the community sometimes lovingly call them, tends to 55% SWA based 45% elemental in damage. Lift off for example, with 140 swa and 90 Ele atk will end up with a 248 raw, whereas a falcon strike will only net a 198 raw, making physical damage and swa gouging in general far less rewarding. 140% Swa scaling is very standard, and partly why you see physical autohits such as demon hunter's reaver so rarely nowadays -- It's just not viable to hit the 270 swa required to break even with lift off if damage is your goal. Not only that, but physical damage is more mitigateable (Due to armour stat availability, General frequency of % Physical DR's in classes, etc) than elemental attacks unless you are using that elements specific resistance gear.
TLDR - Moves that do not utilise split scalings are falling behind due to numbers creep and general lowering of swa. I believe this could be remedied by either
- Raising the base SWA % Scalings on non-split moves by 15 - 20%, with exceptions to moves that have multiple sources of damage (Firebird, Ghost etc) and additional focus on typically underperforming damage classes (Such as Demon Hunters Reaver, Monks non-utility skills)
- Adjusting the 120 100 skills and allowing SWA to take a larger portion of the scaling. Skills such as BK's Crescent rook or Boxer's Asura's fist completely outperform the majority of their kit by just having higher raw numbers. Lowering each of these by 40%~ and raising the swa scaling on them by 20% would promote SWA as a damage stat, rather than the tangential elemental attack which is typically raised to 70 - 80+ on builds that utilise them.
The last point I have to make on scalings is the tragic loss of Eternal Solitude's identity, the scalings being the most interesting part of the weapon in that it was a dagger that needed to be built around. The loss of SWA from fist weapons, as they have maintained identical scalings to sword weapons despite being unable to be two-handed, combined with the general inability to gouge strength without losing all hit / defensive stats have rendered them 25 - 35 SWA below what they used to be, and upwards of 30 swa below two-handable martial weapons due to part itemization. I believe this, in combination with the fact that MA classes are very GR1 Autohit heavy combined with the SKI TAX, has lead to the classes decline in popularity and capacity.
SKI TAX
I have mixed feelings on this too. As a consequence of evasion's changes, skill is now a mandatory stat on 99% of builds -- There simply aren't enough autohits to warrant going lower than 60 scaled: The consequence of this however is every build is effectively 15 Levels down in terms of stat points. This predominantly affects swa based 'autohitters' of GR1 the most, as basic hitters build skill regardless and mages have the stat points available to invest without compromise. This has had the greater effect of reducing most peoples defensive stats by 10 - 15 each, the abandonment of luck and san as stats and Blessed (enchant + talent) to become the staple weapon enchant-- Granting 20~ hit to virtually every build.
The loss of san in favour of skill and more primary defensive stats has also limited san races greatly, usually only to classes that already utilise stat-less damage (Akin to old-time doomwalls) or stat-san benefiting races such as the Instinct Kaelenesians and wyverntouched. I don't... really know what to do about this. Or how to react to San being relegated despite being one of the most thematic stats.
I believe the main consequence is classes building skill-- Hexer for example benefit outwardly from every setup being 60 stat points lower on average, which is partially why they are considerably stronger post GR 2 (As with the Guard / DOT change).
Classes that utilise statless damage; Summoner / RM etc, Are also in a far better spot than previously low ski classes, being able to focus on defences that some class combinations can simply not afford anymore. Summoner is particularly egregious right now as every third person is a Bonder / Something, as while Seiryuu has shitty hit, everyone who has not built to evade has had to skimp out on resistance and defense, and can be increased through synchro summon and fight as one, on top of 60 evasion ignoring damage per target per turn.
I don't particularly know how to fix this, without sweeping nerfs across the board for overperforming classes, as this new system is opposed to most forms of autohit. Frankly, I would just be happy to see less bonders [1 , 2].
RIPOSTE
Most moves are now riposte-able, some are more riposte-able than others and should be bug fixed I feel, but the fact that skill became mandatory and virtually everything triggers it, Armor of nails, Fang Faced shield etc warrants some damage nerfs on said retaliation sources I feel.
Turn Order
Riposte critting, or any status that ends the enemy's turn but does not end yours causes said enemy to go first. This is basically abusable but is generally considered to be an unfortunate coincidence. Summoners dying cause their minions to two turn the other party, and boxer's geist allows you to send a high initiative boxer to the bottom of the ladder. I definitely feel the new system requires more rigidity, as the current meta and frequency of two turns is unfun to try and workaround.
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The Informer |
Posted by: Fern - 05-29-2022, 03:22 AM - Forum: laplaceNET
- No Replies
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(OOC Note: This thread has many purposes, but mainly IC advertising of recent events so that people not involved with things can have basic ideas of what has been going on, as well as maybe new information on things. In addition to that, some extra fluff that you could probably use for your own roleplay outside of events. This might be updated on occasion. The Informer is an actual event character.)
A new post has appeared in laplaceNET, from a sender with a handle very similar to that of the BLACK.BLOOD@cradle.grm that almost no one knows about. Who is this, and how did they get access to laplaceNET? They seem like they might have something to talk about once in a while...
From: theinformer@cradle.grm
Greetings, ladies and gentlemen! But specially THE ladies.
A pleasure to become your friend. Who am I, you ask? You can call me The Informer.
I'm just a person that happens to know a lot of things. A few too many things, dare I say. And people don't always like keeping all the saucy info to themselves. Sometimes they just wanna spill it out.
That's what I'll be doing here! From the newest, craziest potions being sold in the alchemy market, to the fanciest and most powerful weapons... or even interesting events that have transpired recently. I'll be telling you all sorts of things.
Whether the information I possess is useful to you or not... time will tell! Now then, how about we get to the most recent news I want to share? Here we go!
POTION MARKET
- Did you know that according to a lot of sales records, people have been really desperate for hair potions? Yes, the kind of potions that make your hair grow faster. I've heard a lot of folks have been getting so stressed with their jobs and lives that they've started to lose hair. So much so they're trying to resort to finding a magical, miraculous solution to their woes! And it works. It really works. So if you're looking to make a profit with alchemy, why not try selling some hair potions? Seriously, give it a shot.
THE FASHION FOR FRAGRANCE
- On another note, have you ever tried the Cute Alraune perfume? Yeah, it's just called Cute Alraune. I heard it's got such a good, entrancing smell that it 'entangles you with love'... whatever that means. I've never given it a shot, but it's being sold in some Karaten stores. If you can afford the 10000 Murai cost, see if you can put it on get the crush of your life to start drooling all over you.
NEW MONSTERS
- This one might be interesting for adventurers, but a lot of monsters have started appearing across the world as of recent. Some of them seem to be stronger versions of creatures we've already grown to know. Is something mutating them or are they just adapting? Perhaps just a natural phenomenon?! Who knows, but some of my buddies have been trying to study them. Seems that some of these species are just monsters that have likely never been discovered before. So maybe you'll get more people asking for help with killing them and all that mumbo-jumbo, since more monsters usually means more danger. And that usually means more money! So keep an eye out for requests, I guess.
WE ARE BEING OBSERVED... BY ANGELS?!
- I'm sure a few of you have already heard, but apparently there's such a thing as a white-haired woman dressed in monochrome that suddenly appears in different areas of the world. This woman goes by the name of Pandora, and has been giving out "Quests" to adventurers with fairly decent pay. Some of these Quests involve messing with the White Doors too (which I also have some juicy info on, but I'll get to that later~) HOWEVER, there's something that's caught my eye. She's apparently a special kind of Homunculus that's called Observer. Not an Amalgama, not a Chimera, and not a Salamandra-- an Observer! How's that work, I wonder? She reeks of a massive amount of magic, so I couldn't help but wonder how they are made. I started looking into it aaaannnnnnnd...!
I found out a few interesting details about her master. Do you want to know what her master looks like? He has white hair and yellow eyes just like her. But he has white wings and a floating halo atop his head, and he gives off a pretty divine-like energy. You read that right- a halo. What's all that sound like?
Like an angel!
For what purpose is this man making his Observer travel the world? What is this Homunculus meant to achieve? And most importantly, what IS her master? I really, really want to find out!
WHITE DOORS, SORRY, I MEAN PURGATORY (AND THE LOST!)
- So you've probably already heard about those new BDPs that sometimes pop up in the laplaceNET reports. The "White Doors" as most people know them, with all the monochrome monsters and dream-like places that look like they came straight out of somebody's dreams! Well, guess what? These things have a real name. One given to them by past researchers. A White Door is actually called a Purgatory. Kinda specific name for a house of weird monsters right? But then it turns out that the creatures inside these doors are called the Lost, and they're things that have been transformed into abominations through unknown, scary methods. A lot of them used to be real people from what I've heard, so if your kid and puppy have gone missing... well, now you have a potential reason why!
I've heard a few interesting things in regards to matters involving Purgatory. One of them is that a woman recently and accidentally entered one of the doors with her husband. They found a small town inside, with a lot of shadows lurking in the area. Not the usual Lost creatures-- shadows... in the form of people! They were wearing clothes and everything. A big, biiiig shadow suddenly appeared and started chasing them around, whispering words! Words they couldn't understand! Unfortunately for them, the little chase would result in a bad ending, as her husband got 'swallowed' by the shadow, never to be seen again.
My source? Well, the woman made it out and didn't become shadow food like her sunshine. She's currently undergoing extensive therapy with the help of several doctors from Karaten, because ever since that event she's been traumatized and has supposedly lost her mind. She won't stop thinking back to what happened, and the words spoken by that shadow ring in her head over and over and over and over...
That Purgatory is gone now, for some reason or another. Still, kind of creepy, eh?
So, the other things I've heard, although I don't know much about them (yet)...
Word on the streets have spoken about -shady- on-goings with the Lost and some greedy folks. As in, they've been trying to use them for their benefit... like magic research, and I don't mean a cure (not like one exists apparently, some people have tried that to death!) I mean like, turning them into guinea pigs! Servants! All sorts of things. And man, it does kind of remind me about those black parasites that were running around in the Sigrogana Empire a long time ago. People LOVE messing with dangerous things! So I guess we'll see what happens with that! Maybe they'll get arrested, or maybe nobody will ever find them doing these shady things, or maybe it's all made-up rumors. I'm excited to find out.
Speaking of, apparently there's some... weird variants of the Lost out there. I've only ever heard of three Lost like this, but they are called 'Pilgrims' instead. Unlike the typical ones, the Pilgrims look less monstrous and happen to keep some of their emotions. Like an incomplete transformation, sort of! One of them is really desperate for a wish granter or whatever for some reason, but I don't know much about that one yet. Actually, this is pretty much the gist of what I know about them:
1. One of them is a Shaitan looking to save her little brother from some 'white tree' by wishing him back with the Lazarus Shard. She's got kind of a temper and is prone to blowing up (literally.)
2. One of them is a Homunculus, a special one, called Echidna. He needs to eat VERY, VERY SPECIFIC monsters to reach his full potential.
3. One of them is an Oracle. A remarkable swordswoman... that had a terrible time with her crush!
That's the super basic gist of them, though I don't know much els-- OH! I ALMOST FORGOT!!!
A WISH GRANTER, THE LAZARUS SHARD
- You reeeeaad that riiight! A wish granter, baby! A thing said to be able to accomplish all of your dreams! Become a millionaire? Get the love of your life? Become a Karaten idol? It can do everything! Or that's what the rumors say. A wish granter in the form of a shard with flowers blooming around it, said to possess a massive amount of magic power... carrying out the most sought miracles. They say it tends to appear when tragedy occurs, but almost no one has seen it. I have some news for you, though.
I have seen the Lazarus Shard.
It looks beautiful. Absolutely splendid. Magnificent. It doesn't even FEEL like it's from this world.
When I touched it, I was in AWE. I can't even begin to describe the feeling one gets from making contact with it. It's crazy, I'm telling you.
And of course, I made my wish. I had to. Why would I miss that chance? I had the shard all for myself, so I could ask for everything I'd want!
... Unfortunately, after I made my wish, it flashed and disappeared before my very eyes. Did it break? Is it somewhere else? Surely it's not that useless.
If someone finds it again, I'm sure I'll hear all about it at some point. I look forward to it! Although... I guess I'm also pretty satisfied with the one wish I got.
That's all, folks! I'll bring you another short and sweet barrage of news when I learn more. Toodle-loo!~
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