Welcome, Guest |
You have to register before you can post on our site.
|
Forum Statistics |
» Members: 836
» Latest member: Foxtrot
» Forum threads: 11,784
» Forum posts: 58,654
Full Statistics
|
Latest Threads |
Mastery of STR Crit
Forum: Balance Fu
Last Post: TheGhostlyKnight
1 hour ago
» Replies: 3
» Views: 325
|
Post-Server Reboot Login ...
Forum: Quality-of-Life (QoL)
Last Post: Kameron8
Yesterday, 08:20 PM
» Replies: 0
» Views: 107
|
can couloir not be affect...
Forum: Quality-of-Life (QoL)
Last Post: Fern
Yesterday, 02:28 AM
» Replies: 0
» Views: 163
|
Bows
Forum: Balance Fu
Last Post: Autumn
Yesterday, 12:01 AM
» Replies: 19
» Views: 1,746
|
The Economy and You
Forum: Suggestions
Last Post: Trexmaster
09-25-2025, 11:11 PM
» Replies: 6
» Views: 1,595
|
Flash of Light
Forum: Balance Fu
Last Post: pilcrow
09-24-2025, 08:13 PM
» Replies: 0
» Views: 261
|
New Weapon: Kelsoaker!
Forum: Suggestions
Last Post: AkaInuHime
09-24-2025, 07:57 PM
» Replies: 0
» Views: 221
|
SL2 Version 3.03
Forum: Announcements
Last Post: Neus
09-24-2025, 07:17 PM
» Replies: 0
» Views: 193
|
Chimera Hit
Forum: Balance Fu
Last Post: Poruku
09-23-2025, 08:28 PM
» Replies: 3
» Views: 422
|
Himari Izumi: Special Wea...
Forum: Approved Characters
Last Post: CuteYellowCrabby
09-23-2025, 01:35 PM
» Replies: 1
» Views: 666
|
|
|
Fleeing Jars [2.51] |
Posted by: Senna - 10-17-2021, 05:29 AM - Forum: Bug Reports
- Replies (1)
|
 |
This has been in the game for a while and I'm unsure if it's intend or not. Spirit Jar spirits dismiss themselves upon losing/KO in a spar.
|
|
|
Sawrock's Non-Serious Suggestion Thread |
Posted by: Sawrock - 10-16-2021, 03:29 PM - Forum: General Discussion
- Replies (122)
|
 |
Instead of shitposting and moving posts of actual value down to the second page, I'll condense all my 59-out-of-60-seconds thoughts here.
spider kaelnesia. butt rope ability. more leg slots
a hamster youkai. it hate jewel give it seed. uh I guess if you have two of them and one's lower level, you lose the lower level one for a VIT upgrade on the higher level one. Once I had two gerbils and one ate out the other's brain from the skull
trees, but with less intentions
a never-ending supply of jam from a jammer seed donation item
|
|
|
Hit and Evade Options for Classes |
Posted by: Senna - 10-15-2021, 09:40 PM - Forum: Balance Fu
- Replies (10)
|
 |
So, this is more a suggestion on classes that are suffering when it comes to Hit and evade. At the moment, the game has devolved into using around 6 and 7 classes. Why? Because those are the classes that offer enough hit and evade buff to make a difference. So, I thought, why not make a suggestion about stuff that could provide a hit and evade bonus for each class that lacks them?
Why? So the game can regain some diversity between the classes. These are all bonus effects on skills, added to provide other classes SOME hit and evade options. There is a cap for both so it wouldn't get out of hand like prior.
- Brine Blade - While enchanting their weapon, it can increase hit by 1+3 hit per rank.
- Eternal Flame: The closer they are to the targets(s), the more hit chance the lantern spells gain in return based on rank. Max at 20.
- Dark Imbue - Open to Swords and polearms as well.
- Relent Gale - Bonus effect - +2 Evade per rank.
- Ice Fairy - Bonus effect - +2 Hit per rank.
- Charge Mind - While active, provides +15 hit on the spells next Evoker spell.
- Imagin's Despair - Negates Bravery talent.
- Charge - If they run away from the enemy using charge (It goes on CD), a status call Retreating appears which provides them +1 + (3 evade per rank) for two rounds. This effect can also be used if Retreating Swipe was used with Charging Strike.
- Charging Strike - The next Soldier skill (Including promotion) or basic attack used gains +2 per rank hit bonus.
- Watchful Eyes - As long as they are facing the target, they gain +10 Hit and +10 Evade.
- Snake Dancer - Whenever the user evades an attack, they gain a status call Snake dancing. It increases their Evade by 10 until their next damage instance.
- Misty Dimension - Also provides the user +10 Evade while Sneaking.
- Encourage - While pumping the youkai up, you also encourage yourself. Provides 2+rank * 2 in bonus Hit for the player and youkai that last for three rounds.
- Evoker Mastery - Increase Hit for Evoker spells by 5 per rank.
|
|
|
Special Attacks and You (yes, you!) |
Posted by: Snake - 10-15-2021, 07:00 PM - Forum: Suggestions
- Replies (6)
|
 |
Just a quick thread on ideas for what could be changed for certain special attacks that are pretty bland and 'too' situational.
Quote:Cross Slash (Sword) - Attacks an enemy twice in a row, using the new 'rounds' system. This has a bonus to Hit and Damage equal to (Character Level/2).
2 round cooldown.
Quote:Flank Attack (Dagger) - Attacks an enemy with your dagger, and depending on the direction it has different effects. This will not trigger Twin Dance.
- Front and Sides: The attack's damage is reduced by 90% (45% if sides), but you gain 2M per ally flanking the target.
- Back: If the attack is a critical hit, deals bonus damage equal to the target's missing HP, based on their armor type. (Heavy = 0%, Light = 10%, Unarmored = 20%)
3 round cooldown.
Quote:Spray and Pray (Handgun-type) - Target an enemy in the range of your gun. The gun's rounds will be doubled, while ignoring Armor and Glancing Blows.
3 round cooldown
Quote:Buckshot (Shotgun-type) - Targets a 3-range crescent cone (similar to Hyattr) and attacks with a penalty to critical (-10% beyond the tile directly in front of you).
If the attack is a critical hit, they're inflicted with Wear Out LV30 until your next round, and knocked back for 2 tiles. If they are wearing Heavy Armor, they are also knocked down.
3 round cooldown.
Quote:Headshot (Rifle-type) - No changes. Just here to say that's where the actual Headshot would stay at.
Quote:Reckless Jump (Launcher-type) - Costs 1M. Similar to Rabbit Leap, with a maximum range of 10. You can target a tile or an enemy to 'jump' towards it.
- On use, you deal (Character Level*2) mixed damage (Blunt/Fire) in 3 range around you to enemies, and (15% max HP) mixed damage (Blunt/Fire) to yourself.
- If you land on an enemy, both you and the enemy are knocked down and take (Battle Weight * 3) blunt damage. (Similar to Body Fling)
- The damage done by the explosion cannot be evaded or absorbed.
2 round cooldown
Quote:Windhawk Snipe (Bow) - Costs 6M, has 20 range. Upon selecting a target, consumes all your Evade buffs. For each buff it increases the damage by 20%. It also deals an additional 10% damage to Flying enemies.
If 2+ buffs have been consumed, the attack gains +10 Power/Hit/Critical (per buff) and ignores protection.
5 round cooldown.
Quote:Turnabout (Polearm) - Targets an enemy infront of you (and the enemy behind you too, if applicable). On use, you stab them and spin around, damaging enemies around you for half the original damage, and knocking them back by 1 tile.
On the end of the spin, your original target(s) are knocked back for 3 tiles and inflicted with Flatfoot for 2 rounds.
5 round cooldown.
Quote:Blitz (Fist) - Targets a 3 range line and dashes along. Upon meeting the first enemy, perform a basic attack with a +4 bonus to its 'strikes' (total of 6), that ignores on-hit retaliation effects, Armor and Glancing Blows.
If all attacks are Critical Hits, the enemy may be inflicted with Clumsy and Spelldaze for 2 rounds. (Each with different infliction checks)
3 round cooldown
|
|
|
Accuracy |
Posted by: Senna - 10-15-2021, 01:19 AM - Forum: Balance Fu
- Replies (3)
|
 |
We've been preaching about this problem during the GR2 beta testing phase, but it made it live and showed that what we were saying was correct.
Youkai's, Youkais evokes, and skills/spells that do not use the weapon hit are very much so lacking. It's more apparent in PVE whenever the mob has some evasive options. Due to this, those skills and spells are barely used or flat-out ignored in most cases.
The game at the moment relies heavily on how many hits someone can gather and or how much evade someone has. It affects both PVE and PVP; In middle (45~50) level dungeons and high (55+), these, unless under the right circumstances, become very useless.
Not to mention Event mobs as those are frequently more robust than the standard dungeon monsters.
In PVP? Unless the person is a tank? That has no CEL investment at all, these become somewhat unusable. They require endless setup and debuffing to even increase the chance for just a glance; if you're lucky, a clean hit, but that's about it.
The standard evade reaches 200~205 while spells/Skills that fall under this group range from 130 to 220 (Lowers being youkai, the highest being Player Skill/spells). These are not increased with effects and buffs that go towards weapons. This means Blessed, Bloodhunt, Dynamic Shooting, and so on do not aid them.
This means these spells/Skills cannot glance without a large setup and if the support class does not have such an option, these are rendered completely useless.
How can we go about fixing these?
Firstly summoners: Youkais and Youkais Evokers are quite bad at the moment. They did not age well with the current game era as they're only usable against targets that do not have Cel investment. Otherwise, it's pointless to summon them even in PVE.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/563986095193325568/898356109016969256/unknown.png)
First problem: There are a handful of Summons whereas their Skill stats are less than 40. Add that with their youkai weapon that is only 80 base accuracy with no other multiplier or boost, and you'll learn their hit is around 150~160. Lower for if they're less than 40 skills. The standard individual that builds the Evade base is 150~160. This means those youkais will always miss.
![[Image: unknown.png?width=844&height=459]](https://media.discordapp.net/attachments/563986095193325568/898358262188097586/unknown.png?width=844&height=459)
Vs
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/563986095193325568/898357928128561233/unknown.png)
How to fix this? Firstly, I believe all Youkais need their Skill to reach at least 45 ~ 55. This will make them somewhat usable in PVE.
![[Image: unknown.png?width=857&height=459]](https://media.discordapp.net/attachments/563986095193325568/898358727781023744/unknown.png?width=857&height=459)
Next step; Youkai weapons all need an enchantment to aid with their overall hit. I believe Raging from the mini-boss should fit well. This will grant them a hit base on their level. This effect halved if the Evoker was used by the player.
This I believe should not be affected by Hit cap.
![[Image: unknown.png?width=984&height=332]](https://media.discordapp.net/attachments/563986095193325568/898361564028092476/unknown.png?width=984&height=332)
This way, the youkai's have a higher chance of at least procing Glancing but will not easily overpower individuals at their best without additional help.
As for the Halved when used by the player: As it stands, a decently buffed skill player has no chance of landing these Evokers without the aid of Glow, Magnet, and so on but the problem is.
They will not be enough to get by; at that point, it's better to risk a skill that scales with your weapon than something that has a very high chance to miss its mark. This would offer the player a small wiggle room to operate as a Summoner that uses their Evoker.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/563986095193325568/898364438153945148/unknown.png)
Skills that do not scale with weapon accuracy.
These fall under the same situation as the summoner using their Youkai Evoker. The same screenshot applies here as it requires an endless amount of buffs and debuffs as well as pure luck for these skills to even hit glancing or a clean hit. This is a turn away as people will refuse to use them as they do not scale well against tanks and they cannot if they barely hit their mark against Evade without a large setup.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/563986095193325568/898362900605988914/unknown.png)
This image also applies for players using Youkai Evokers. It displayers their hit.
How can we fix this? Allow these skills to scale from the user's current weapon hit. Their SWA does not need to be included, only the weapon's hit chance, including hit buffs and so on aimed towards the said weapon.
List of Skills/Spells that falls under this group:
Board Shaker
Bellowing Stag
Crashing Bull
Retaliate
Gravestone
Fire Trap
Ice Trap
Gust Trap
All but three Youkai Evoker (Lord Flame, Whirlpool and Phasing)
Youkais with less than 40~45 Skill - At level 60
Hippogriph: 39 Skill
Ascended Seiryuu and Normal Seiryuu: 37 Skill
Chun: 37 Skill
Jhuun: 37 Skill
Hatsu: 37 Skill
Asrai: 26 Skill
Wawa: 36 Skill
Izabe: 26 Skill
Carbuncle: 35 Skill
Sazae-Oni: 37 Skill
Terrasque: 35 Skill
Phase Python: 35 Skill
Drowned Woman: 34 Skill
Jack o Lantern: 27 Skill
Vampiric Legume: 25 Skill
|
|
|
[2.51] This bites. |
Posted by: Entropy - 10-14-2021, 11:26 PM - Forum: Bug Reports
- Replies (2)
|
 |
Wyverntouched's poison bite racial skill still does it's old hit check, followed by a gr2 glancing blow/evasion check. Meaning it checks for hit three times.
Steps to Reproduce:
1. Use Poison Bite on a dodge character.
2. Cry.
|
|
|
Rune Recovery (Rune Mage Suggestion) |
Posted by: Raigen.Convict - 10-14-2021, 10:20 PM - Forum: Balance Fu
- Replies (1)
|
 |
So, how about a skill for rune mage that lets us collect a rune on field and either gives fp back or it explodes, one of the other. For the sake of not having dead runes spammed all over the field you may not be using, just to set the field the way you want it to be. preferably something 2 momentum, but 3 could be fine too.
|
|
|
Lightning and Luck |
Posted by: InsainArcaneBirdbrain - 10-14-2021, 07:46 PM - Forum: Balance Fu
- Replies (8)
|
 |
Alright, I've been labbing and running a bunch of lightning focused builds in the past few weeks, and I'll have to say lightning is feeling like the weakest of common magic elements you can build right now outside things like elemental augment tessen setups. The reason for this can be attributed to the nerfs Luck as a stat it suffered with the loss of hit/eva. While said nerf was necessary for GR2 balance, it has made luck one of the least desirable stats to build, even on basic attackers. To explain, let me list out a quick list/comparison to stats in a typical build real quick:
Weapon Scaling Stats: STR=WILL=GUI - Each also comes with a benefit of building other things as well such as HP, FP, or crit damage. Mandatory based on weapon.
Defensive: VIT>CEL=DEF/RES - Keeps you alive (hopefully). Most builds either lean into evade or tank stats, meaning these stats get invested in near universally.
FP Stat: WILL=FAI=SAN - Most non-basic builds fit in one or more of these stats. Will provides the most per point and gives ele atk, Faith provides blessed hit and crit eva, Sanctity gives the least amount per point, but also gives hp, status res, ele res, and fuels many racial effects.
Hit: SKI>FAI - SKI is the only dedicated hit stat, mandatory on every build pretty much. FAI also fits in here as it provides considerable hit with blessed enchant. GUI could also technically fit in here alongside FAI for the purposes of flank.
Crit: SKI>=LUC - Skill provides 2 hit/.5 crit per scaled point, while Luck provides 1 crit/1 crit eva per point. Even though skill only provides half as much luck, it is also a lot more valuable in the hit increase it provides whereas luck's other effect only provides a boon against other basic attackers. (Yes, luck does buff drop rates marginally, but that part is a non-factor in pvp/event pve).
Crit Eva: FAI > LUC - Faith provides crit eva at 1 per scaled point, just like luck. FAI absolutely wins out as a stat here though (unless you need the crit), since it can function as a supplementary or even main fp stat while also giving more blessed hit rate.
With that listed out, it's not hard to see why Luck is in a bad spot currently, since it loses out to FAI in crit eva value for being less useful, and is only built on basic attackers/lightning evokers since it's still a good chunk of crit. The thing is though, with luck being so undesirable, most of the successful meta crit builds don't even build all that much luck, only around softcap at most. That's because it's more effective to put the points in other non-luck stats, and just make up the crit with massive crit buffs like Northern Wind, Veil Off, Bloody Karma, Fight as One, etc.
How does this effect lightning mages you may ask, considering luminary element exists- and well, it doesn't really work in the context of how lightning works most of the time due to lightning criticals requiring a crit check. Since weapon crit isn't applied to lightning crit chance, you really need to stack as much crit as you can to make the most of it... which makes skipping luck pointless for evokers and lightning impacts.
As for using luminary for non-crit lightning, you don't have much choice in spells. The only lightning spells which don't rely on lightning crits are: Rectifier, Black Static, Quetal, Elemental Rune, Thunder Bolt, Holy Spark, and Pinpoint Electro. Not really a whole lot of options, and they are often inferior to their lightning crit alternatives for damage. To add insult to injury, even if you go and build crit to use lightning crits, you end up with a -25% fire weakness, a death sentence with all the Explosion and Falcon Strike spam around currently (Which forces lighting users to run an even more limited selection of gear to offset that weakness).
With all these issues lightning faces, it has to be good in its identity as utility via "huge damage potential", right? Not really in GR2, since ice is by far the highest damage element due to how absurdly high people stack skill, combined with things like Fox Stance Verglas damage completely overshadowing any lightning build in damage with less setup and fewer weaknesses. A thread was made a few week backs about how luck needed love after getting hit/eva removed, and the symptoms show as I've pointed out above. Adding more crit/crit eva to luck probably isn't the solution here, as lightning would still suffer the same symptoms outlined. Open to ideas and discussions on what Luck could do to make it less painful to build (preferably something pvp applicable).
|
|
|
[2.51] Reboot hair? |
Posted by: Mikuel - 10-13-2021, 10:03 AM - Forum: Bug Reports
- No Replies
|
 |
So uh, dunno if others have this, if its my computer, byond, internet or sigrogana issue but if I am online when reboot happens, the next log-in usually ends up with overworld sprites being only their floating hair.
Can't confirm what is the cause but just wanted to give heads up in the case it turns out to happen to others too.
|
|
|
|