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  [v2.49] Spelldunce
Posted by: Autumn - 09-05-2021, 01:14 AM - Forum: Bug Reports - Replies (1)

Spelldaze as a status doesn't have a proper link to it in skill descriptions.

[Image: P0eJboN.png]

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  [2.49] Chain Shelln't
Posted by: Autumn - 09-05-2021, 01:09 AM - Forum: Bug Reports - Replies (2)

Chain Shell's Shell effect and Charge effect is applying properly to 1 target but it isn't chaining to other targets in range of the original target

[Image: ggVZLha.png]

This Wings of Fire should have been hit, and I am noticing this is pretty consistent.

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  Fantasy Guessing Game
Posted by: Turadis - 09-04-2021, 07:57 PM - Forum: Fruity Rumpus General - Replies (5)

In this thread, we list two generic fantasy narrative tropes/clichés, or SL2 tropes if you want. One that you like, and one that you dislike. But without specifying which one is which. The next poster guesses which trope is which, then lists their own pair.

I'll start.

Adventurer's Guilds
Thieves Guilds

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  Toggleable Concealment [Plain]
Posted by: SpaceShibe - 09-04-2021, 04:36 PM - Forum: Suggestions - No Replies

To go into detail, I would like the Concealment: Plain talent to have an option to let us toggle our equipment's... concealment. For each slot! 

For example, having 5 ranks in plain, but having the ability to toggle off concealment for an accessory, or our glove item, without revealing our weapon or torso.

I just thought that I really want to RP concealing my torso item with a huge heckin' cloak but having my earrings(accessories) or gloves exposed. Etc. etc.

pls support.

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  Danmaku Sadness pt.2
Posted by: Snake - 09-04-2021, 04:21 PM - Forum: Suggestions - No Replies

Can the projects Danmaku release on-evade be the Shuriken's weapon icon?

Additionally, I think it'd be better if the skill didn't proc if no enemies are in its area of effectiveness, but this can be ignored in prior to the former request.

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  [2.49] Armor seems to have swapped their position in damage calculation?
Posted by: Mikuel - 09-04-2021, 09:57 AM - Forum: Bug Reports - Replies (1)

Hello, after gr2 I noticed I had started taking a lot more damage. And while I did account in the reduction of defensive stats, the damage I have been taking has increased a LOT more than what it should have.

For example, previously when I was fighting seto and managed to parry them with stalemate, I took 0 to 2 damage off the attack. Nowadays, I take 28 damage AFTER stalemate. I asked more experienced player than me to give their opinion on debug I provided after being hit by mobs few times and it seems armor has moved to apply before dr instead of after. I cannot test old versions so I cannot prove this 100% but few people seem to share same idea. I will be posting one of debugs below as example:


System:
* Initial Damage: 126 Pierce Physical, flags: , sk: null, wep: Blackfang / /obj/items/equip/weapon/monster/black_beast * play_atk_anim was 1.
* 34 Evade VS 207 Hit.
*2 Roll(s) Remaining. This one was a hit.
*1 Roll(s) Remaining. This one was a hit.
* Critical check: 54 Critical VS 54 Critical Evade. (126)
* armor was allowed. armor_reduc was 34. (92)
* spec_flat_reduc was 0. (92)
* amp_multi was 1. (92)
* reduc_multi was 30.7215. (28.2638); MAG DEF, 53.424 PHYS DEF, 82.45 REDUC
* elem_reduc was 0. (28.2638)
* Damage caps applied. (28.2638)
* Damage shields applied. (28.2638) * Final damage was: 28.


System: * basic_attack(atk:Horned Black Beast,def:Knight with a Spear,W:Blackfang,dmg_mod:0,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 100. crit_dmg_flat was 0. attack_num was 1.```

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  Party Follow Mode Toggle
Posted by: Xaertis - 09-03-2021, 10:43 PM - Forum: Suggestions - Replies (11)

I've recently gotten a couple of buddies interested in SL2 and we've been having fun running through dungeons together. However, there is constantly a problem with us not following each other when in town, mainly while trying to travel somewhere together. It's very frustrating that some of us get left behind while the party leader rushes into town and tries using a portal or checking their bank.

I'd like to suggest the ability for a party leader to toggle follow mode/free mode. It could be used when outside of town or when all party members are within X tiles of each other. That way parties just passing through can travel much more easily.

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  Sagum Ruinam doesn't work with Bare Fists (2.49)
Posted by: Snake - 09-03-2021, 06:37 PM - Forum: Bug Reports - Replies (1)

When you use Sagum Ruinam with your Bare Fists, the animation goes through but it doesn't do any damage.

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  GR2 Stuff
Posted by: Senna - 09-03-2021, 04:08 PM - Forum: Balance Fu - Replies (2)

This is about to start a shit storm. The clash of the ideals and the sucker punch to all.


Okay so the current state of GR2; it’s between good and bad.

There are several factors that cause problems/situations including things that rolled over from the prior system. These things were once never used due to Autohits being unavoidable (Outside of Evasion!) and Evade was only built to deal with basic attackers. Add this with the new features and we have a few major unbalanced points.



The first on the list: Classes


Classes are categorized in two sections. The classes that are great with both hit and evade (Debuffs as well) then you have classes that aren’t.

Due to this, people that aren’t running those classes that don’t have a hit and evade bonus tend to suffer more than other. In a match where two classes that are within the same categories fight, the ‘numbers’ seems okay but if two classes from the different categories fights, the class that’s Greater with Hit/Evade/Debuff will more likely win.

In other words, the meta is who can stack the most buff faster than the other or who can stack and debuff faster than the other. Due to this, it forces people to overcap their skill and Cel in fear they might be hit or they might miss their attack.

One of many examples -

A Bonder/Ranger against Evoker/Lantern Bearer - Honest; no cheese.

Bonder/Ranger has in hit: +18 Hit from Innate, +20 hit from Bonder Fight as One, +15 from flip shot, +5 stats from Cherry Blossom, +7 Stats  from Synchro Summon and if they’re off handing a melee weapon or a gun, +15~25 from pinball. This isn't counting the weapon enchantments and GUI bonus either.

Bonder/Ranger has in Evade: +20 evade from Fight as one, +5 stats from Cherry Blossom, +7 Stats  from Synchro Summon, +10 from Acrobatic Shooting, 5+50% Luc Fortune Wind. Then we count item bonus and Enchantments.

Bonder/Ranger has with hit debuffs: Warning Shot, Crippling Arm, (Base on the youkai) Blind.

Bonder/Ranger has with evade debuffs: Cripple Leg, Entangle Trap, Frigid Arrow.

Loaded uh? This isn’t counting Ranger’s magic that also ignores evasion.


Now let’s show what Evoker/Lantern Bearers have to deal with.

Evoker/Lantern has in hit: +15 hit Purity Edge (But at the cost of an enchantment), +5 Skill with Typhur or Fenrir, +5 skill from Ice Fairy, +4 skill from Kraken. Now weapon enchantment counts and GUI doesn’t affect unless they’re standing exactly behind them.

Evoker/Lantern has in evade: +6 CEL Quickness, +5 CEL with Typhur or Salamander, +5 CEL Relent Gale and +4 CELTalvyd. Then we count item bonus and Enchantments.

Hit Debuffs: Light Shaft/Brighten (This affects everyone, including you), Altera's Blind.

Evade Debuff: Lvl 15 Glow/Brighten, Galren/Magnetize.


Without Excel Crash with Explosion cheese (Everything that just flat out ignores evasion), Bonder/Ranger would run laps around them unless the person either...Has no idea what they’re doing or purposely held back.

This is what a Stacking Classes vs Normal Classes look like.


Suggestions on how we can fix this? Well, adjusting the numbers the buff and debuff offers won’t change much as other classes that lack that option would end up struggling. There are three options I can think of. And no, if someone is forced to run either Blessed or Bloodhunt out of all the list of enchantments to pad their hit if their class cannot stack as much as the other, that’s a problem.

Suggested Option one: Every class gets their own buffs and debuffs to spread but this would still end up in the game of who can buff what faster and who can take advantage of their max bonus/debuffs than the other.

Suggested Option two: All buffs lose their bonus and gain a different effect instead, this leaving the game to stats vs stats and who may be able to debuff stats faster than the other person. Debuffs can remind but bonus comes from universal sources like items and enchantment but doing so, items and enchantment’s recently nerfed buffs would need to be restored.

Suggested Option Three: More Battle potions options that increase hit, evade as well as offer many debuffs and so on they may take advantage of. Bottle size and so on matters as well as the duration and effects being improved with Alchemy’s Perfect talent.



Second on the list: GUILE


GUI, when it works, it WORKS. Due to this being unaffected by the hit cap, someone’s running a Stacking Class that provides a lot of hit bonus to take advantage of GUI. Because this is not affected by the cap, it's very easy for their attacks to obtain the unmissable status if the victim does not have enough debuffs in place. As shown in Amber’s Flaws and Benefit (Link here) thread, it’s not impossible to reach a decently high hit rate. Add enough GUI and individuals are able to reach +305 hits. This is not counting debuffs that can be applied to the target.

Without high level smoke, Vine plants, Blind or just flat out kiting/Running, this person would be hitting their mark 9/10 times.

How can we fix this? One main suggestion comes to mind. Without nerfing GUI, let this bonus go towards the hit cap.


Third on the list: Evasion Ignoring Skills.

The game has far too many options, skills and spells that ignore evasion. Some of these can be used back to back with little to no cooldown or some can joggle between the options based on their classes. These are needed to keep evade builds in check but adding more on top of the set that was already in the game was a bit too much. Nothing they can do about charge attack with thousand stabs (Charge does not go on CD if you're within a certain range), Excel crash spells and skills, Explosions with Steam Sear (Steam does not have a CD). The list goes on.

It reached the point of; why bother building evade if the person will just ignore it every turn, back to back until your HP hits zero. If they know what they’re doing, they could get away with builds like this without building much SKILL and turn to pure SWA.

How can we fix this? Three suggestions really.

Suggestion one: Excel charge’s effect that ignores evade should be moved to 3 charges, everything else should get their scaling dropped since it is ignoring evade and a longer CD.

Suggestion two: Instead of a guarantee clean hit, it guarantee one hit check (100% Glancing) but they need to run a check for the other.

Suggestion three: Reduce the amount of Evasion ignoring skills in the game, adjusting from old to some of the new.



Fourth on the list: Very high hit to evade.


The GUI section explains this part a bit better. As it is, it is SKILL and GUI versus CEL. Hit being able to reach abnormally high amounts compared to evade’s cap being around 200 to 215, most of the time, it’s easier to hit the target than evade someone (Shown in Autumn's thread above). It’s only the other way around if the class lacks any hit bonus or decent evade debuffs. With many different things in the game that tilt the scales between the two, hit normally comes out victorious.

In other words, building Evade at the moment is worse than it was before the update. I call it ‘A trap’ (Who knows me get that ref). There are too many things that can ignore evasion and too many things that can push hit over the line IF used with a hit stacking class (300 hit vs 210 evade….They’re not missing, glancing now and then? Sure). This forces the overcapping of CEL to improve their base Evade so their end result would be somewhat higher to deal with some of the classes in game.

How can we even fix this? Well, with the removal of LUC and weapons still keeping an okay accuracy and so on, CEL itself needs a small buff.
Instead of 2 per 1, increase it to 2.25 or 2.5 per 1.

________________________________________________________________________________________________________

Just Senna being Senna again-

These are the problems that standout the most. You’re either really good at evading or never evading another hit. Your class is really good at what it does or really bad at it. You either cheese or don’t cheese. The game will never be perfect or completely balanced but we’ll see how it goes and suggest adjustments.

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  Gun Placeholder? (2.49)
Posted by: Snake - 09-03-2021, 03:40 PM - Forum: Bug Reports - Replies (2)

All attacks are using gun's bullets for their animation if they don't have one, for some reason.

The intended behavior is this being invisible if they don't have an animation, but cest la vie.

This is more notable when you attack with a non-ranged weapon, or enemies like Snakeman Sniper do a basic hit with their Monster Weapons. You can see a bullet going through, even though they used a bow.

Same goes for using Twin Dance with Hands of the Giant 2x, you can see little bullets escaping your player character after you punch them away.

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