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  Unfortunate Fortunite [2.49]
Posted by: InsainArcaneBirdbrain - 08-27-2021, 03:07 AM - Forum: Bug Reports - Replies (1)

More of an oversight than a bug. The Fortunite gemstone still has the outdated effect of forcing evasion! to trigger on the next attack, which isn't a thing anymore, rendering it useless. This problem also extends to the related staff weapon.

[Image: unknown.png]

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  Specialization (and monoclassing?) rework idea
Posted by: Mikuel - 08-26-2021, 09:02 PM - Forum: Suggestions - Replies (3)

So, I think most of us know the tale at this point: Picking destiny is questionable even in most cases and going monoclass (for example, evoker/evoker or BK/BK) for specialization trait skill slots is considered even WORSE idea in both PVE and PVP. With GR2, perhaps even more so due defense/evade changes and that making people going for supportive skills from other classes instead of speciliazation of one.

So I had idea of adding either another trait obtainable AFTER choosing specialization or additional bonus to specialization, which gives bonus depending on your choice of monoclass.

And to prove that I actually though of this, here is idea to all advanced class monoclassing bonuses!

ARBALEST:
Increased bow attack range if you have bow that weights enough.

MAGIC GUNNER:
Reduced cooldown from using overcharge OR +1 rank to shells (does not stack with spirits)

RANGER:
Reduced "Annorum" cooldown

MONK:
Max Ki storage up? Honestly, not sure since it already gets bonus generation for using monk as both main and sub class...

VERGLAS:
Increased duration of Winter's Bite.

BOXER:
Start the combat with 1 or 2 stacks of Schwarz Sturm

LANTERN BEARER:
Increased range of auras

PRIEST:
Increased range to some support spells.

AQUAMANCER:
"squall goes to water aisle" is added as free battle music Increased max stack of Aquae Crest

ENGINEER:
"Good materials" gets additional free rank or two

VOID ASSASSIN:
Hitting enemy to back gives +1 momentum once a turn.

SPELLTHIEF:
Can store extra stolen spells

GHOST:
Reduced hp% cost of skills/spells

KENSEI:
"Eviter" from base duelist no longer uses up weapon durability

FIREBIRD:
"Boon of Apus" now only requires three out of four skill types to be used.

BLACK KNIGHT:
Reduce all physical damage taken by X% or let stalemate work multiple sides

TACTICIAN:

Start combat with increased tactics ranking

DEMON HUNTER:
Get few free stance swaps each combat.

EVOKER:
Increases potency of all invoke spells

HEXER:
Increases status infliction rate

RUNE MAGICIAN:
"Swift Rune Crafting" cost is reduced or removed.

GRAND SUMMONER:
Bonus contract limit

BONDER:
Youkai cost bit less to maintain

SHAPESHIFTER:
At start of combat, automatically install first Youkai on your list.


I do not claim to have knowledge of all classes nor that my suggestions are best for them. There is most propably better ideas those fit the trait better.

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  Stylishing without reason [2.49]
Posted by: Senna - 08-26-2021, 06:42 PM - Forum: Bug Reports - Replies (1)

For some reason, Stylish damage reduction seems a lot high than normal. As if its a 75% reduction instead of 50%. This applies to the door and battle option.

[Image: unknown.png]
[Image: unknown.png]


Vs:

[Image: unknown.png]
[Image: unknown.png]

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  Finesse cuisine, hon hon...
Posted by: Snake - 08-26-2021, 06:07 PM - Forum: Balance Fu - Replies (1)

Finally, fine flabbergasted fondues fervently frolicking? Fortunate failure.

Finesse is not 'Fine' at all. It's just a watered down carbon copy of Cold and it made several weapons weaker than they should be, solely due to the imbalance that it causes between the main scaling and the SKI scaling.

I think there's only one way to go with that.

Can it be changed to a beautiful, delectable and precious even 50% (Scaling)/SKI, rather than 60/40?

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  The ears are (not) just for show
Posted by: SolAndLuna - 08-26-2021, 04:36 PM - Forum: Suggestions - No Replies

I may or may not have made this suggestion in the past, but I may as well do it again.

Generally, animal ears tend to be more sensitive than human ears, right? So, why is it that it isn't really represented in any way? Aside from Leporidae, anyway, whose ears are so sensitive that they get a sound weakness... but still get none of the advantages that sensitivity provides. In addition, some fantasy settings have elves' long ears be sensitive to sound as well, but in this case, they're simply there for show.

My suggestion is simply to provide a couple of traits to make it actually feel like the ears do something, without making the races notably better or worse at what they do anyway.

Sensitive Ears (available to all races with animal ears, and potentially Elves and Doriads)
Your ears are naturally more capable of picking up sounds, something that you make frequent use of. Quiet Person effects from other people are nullified, but in exchange, loud people shouting within whisper range can harm your ears, having a low chance of causing an injury.

Leporidae's Acuity (available to Leporidae if Sensitive Ears was taken)
You take very good care of your ears, and as such, have an easier time picking up on sounds than any non-Leporidae, increasing the range from which you can hear people speaking. However, this also makes your ears more sensitive, increasing the chance of taking an injury from someone shouting close by.

It could be adjusted at will, of course, but I feel like these would be fun without causing any issues with balance or anything of that nature.

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  Paladin stuff for SL2
Posted by: Snake - 08-26-2021, 04:34 PM - Forum: Balance Fu - Replies (3)

Healing spells should be able to be cast with all weapons for different effectiveness, like what was done before to Scarlet Twister and Blood Spike.

Most Paladins I see around often use a sword and shield with no space for a tome in the middle of it, and the only reason they refuse to heal ICly is because, well, they can't. They need a tome, it's not because of 'mercala tenets'. Since swapping from item belt is not encouraged in the game (beyond Shuriken) for being a 'full action' (I.E, 3M instead of 1M), they should probably still be able to use their kit as is but with lowered effectiveness.

Let us Paladoots be inefficient, but better than bare fisted.

Graft
Sword, Bow - Can be a casting tool. (75% of SWA).

Healing Discharge
Sword, Axe, Spear - Can be a casting tool. (75% of SWA).

Phoenix
Sword, Spear - Can be a casting tool. (75% of SWA).

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  Dark Imbue Shotguns Strike Back [2.49]
Posted by: InsainArcaneBirdbrain - 08-25-2021, 05:57 PM - Forum: Bug Reports - Replies (2)

Dark Imbue seems to be drastically increasing the dark on-hit when utilized with a mutated shotgun. Debug log here.

[Image: Borked_shotgun_axe.PNG]

Tested other weapon types mutated into axes, and they perform normally. Only gun tested was shotgun, and one-hit wonder was used.

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  Bow Scaling Adjustments
Posted by: Slydria - 08-25-2021, 07:06 AM - Forum: Balance Fu - Replies (13)

As the title says, this is a thread for making some adjustments to Bows.

I feel the STR scaling, while making plenty of sense, has turned Bows into a somewhat unappealing type for a lot of people who used to use them. I think this pain point is also felt harder due to Guns, who were also formally a primarily SKI based weapon, getting to retain some of this thanks to the Firearms scaling tag.

My proposal? I think we can afford to share that tag with Bows... but obviously Bows aren't Firearms, so I think we should rename it into the Precision tag but leave the effects it has as is, then sprinkle the Precision tag around on a good portion of the Bow options (while leaving some out for STR-centric options.)

(Here's a proposed list of what it could look like, obviously no need to follow this to a T.)

Adversity Annihilator
Sylphid -> Precision, Sylphid (30% STR, 40% SKI, 40% CEL)

Artemis Replica
(No Change)

Bow
Basic -> Precision (60% STR, 40% SKI)

Bow of the Green Forest
Cunning -> Precision, Cunning (30% STR, 40% SKI, 40% GUI)

Fae Bow
Electrical -> Precision, Electrical (30% STR, 40% SKI, 40% LUC)

Filcherbird
Sylphid -> Precision, Sylphid (30% STR, 40% SKI, 40% CEL)

Grandia
Finesse -> Finesse, Precision (30% STR, 70% SKI)

Gel'naia
(No Change)

Guiding Shot
Finesse -> Finesse, Precision (30% STR, 70% SKI)

Hunting Bow
Finesse -> Precision (60% STR, 40% SKI)

Knightslayer
(No Change)

Kraken's Sigh
Cold -> Precision, Cold (30% STR, 80% SKI)

Longbow
(No Change)

Magical Meteor
Magical -> Precision, Magical (30% STR, 40% WIL, 40% SKI)

Nighthunt
(No Change)

Razing Salamander
(No Change)

Redwing
Vampiric -> Precision, Vampiric (40% STR, 40% SKI, 30% VIT)

Sea Hunter Bow
Aquatic -> Precision, Aquatic (30% STR, 40% SKI, 40% VIT)

Soulshot
Spiritual -> Precision, Spiritual (30% STR, 40% SKI, 40% SAN)

Spirit Bow
Spiritual -> Precision, Spiritual (30% STR, 40% SKI, 40% SAN)

Star Shooter
Faithful -> Precision, Faithful (30% STR, 40% SKI, 40% FAI)

Thorn Shooter
(No Change)

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  Geomancy tile subtalent
Posted by: Lolzytripd - 08-24-2021, 11:31 PM - Forum: Suggestions - Replies (3)

Something something 


Fertile Earth- Increases duration of created flowers/entangle trap vines/seed sniper vines duration by SR.

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  New Raid Idea
Posted by: Yashatari - 08-24-2021, 10:06 PM - Forum: Suggestions - Replies (1)

Lorywell tomb enemies attack Chaturanga.

Much like BB raid, First phase would be in the town and would require a similar number of packs.
2nd phase would be they retreat back to the crypt where you defend against a similar amount of mobs.
Final(3rd) phase would be idk, lets say 4 bell ringers. But you have to defeat them in a certain order.

Reward would be like 3 dark shards(or w/e theyre called for the necromancer) + the usual chimeric eyes.

Would give rise to a Chaturangan militia, a second raid variation while also making another town more lively.

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