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  Enchantment V 2.43
Posted by: Senna - 04-23-2021, 03:27 AM - Forum: Bug Reports - Replies (1)

The button for enchantment seems to not be working at all. For both the house keeper, the Mageguild NPC and the kits.


[Image: unknown.png]

[Image: unknown.png]

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  v.2.43 [EVENT TOOLS] NPC Puppet Emote is not working.
Posted by: Fern - 04-22-2021, 10:26 PM - Forum: Bug Reports - Replies (1)

This one is actually self-explanatory, just use the NPC Puppet tool on a NPC and then try to use the NPC-emote after turning its button on. The NPC will not do emotes, and instead, your own say/emote messages will come out.

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  [v2.43] Vect Wasp mercenaries lacking skills
Posted by: Snake - 04-22-2021, 01:28 AM - Forum: Bug Reports - Replies (3)

Vect Wasps are not gaining the skills they have gained from their update a long while ago, when turned to mercenaries. I'll assume Golden Beetles also don't get Rail Shot. I'll edit this post otherwise.

Mercenary Wasp
[Image: unknown.png]

Wild Wasp
[Image: unknown.png]

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  Amalgama's Mutations and general feedback
Posted by: Snake - 04-22-2021, 12:31 AM - Forum: Balance Fu - Replies (1)

I want a refund! 30'000 Murai doesn't grow on trees!--

Jokes aside, it's real. I was mad enough to toast that much on a single Amalgama to see how it would play out. The result? This thread. (Yes, I'm stupid. I should have tested this in the Testing Server beforehand, but hey, I guess that contributes with the whole noob bait trap that Fruit of Memories is. I fell for it, so you won't need to, my friends!)

There are some crippling problems with Amalgama's mutations in general and why they don't play nice with Fruit of Memories, and the first one is them being way too impactful to be waved off in case you roll something bad. 30% is WAY too much to sleep on it, so the moment you get a weakness, you're going to ache for the rest of your life against that specific element, and especially if the weakness is Lightning, due to the previous threads about how powerful resistance-shaving is in regards to this element in particular.

Then there's the second factor of why I couldn't get anything good out of this crazy experiment, the fact about... eighty-percent of the time I had a Mutation (Resistance) stacking with Mutation (Weakness), which completely botched that reroll, and forced me to go for it again. This is caused mostly due to how the game rerolls everything faster than the Clock-based RNG can process, and the rest is self-explanatory.

The third main problem is the "defining factor" Unique passives of an Amalgama. You're trying to be a basic-hitting Amalgama? That means you'll want Spirit Shot, but you'll have to compete with the other Uniques similar to it which will steal the spotlight and kiss your reroll a goodbye, such as Attune Grudge, etc. Even if you had previously managed to get an element of resistance and weakness that is beneficial to basic hitting.

And this is just an example.

Although, the result? Amalgama is needlessly too expensive to create. The intention behind Fruit of Memories was to give SL2 another money sink, but the problem is, there is no point in rerolling if you'll have a very high chance it will be rendered useless for the factors mentioned. So Fruit of Memories are better untouched for the most part, unless a few things get changed to allow you to have a better control over what you'll need or not.

The few things to be changed are also probably not all that harsh:


Quote:- Gameplay-defining (aka "Unique") Passives (Spirit Shot, Attune Grudge, Formidable, All Anima, Gainsight, Spirit Stillness) should become racial traits that you can pick from your Trait pool (only one), rather than tossed into the pool of mutations. The drawback for picking such traits is already solidified either way. You -need- spirits or else this is useless, besides the obvious Holy weakness.

- The first Offensive Mared spell you obtain should be of of your Starsign's element, further spells should stay RNG, as to not devaluate the fruit completely.

- Your first resistance should also be of your Starsign's element, further weaknesses should stay RNG, as to not devaluate the fruit completely.

- The resistance/weakness number should be lowered from 30% to 15%, but this is arguable at the very least.

- The support/utility spells can stay as they are. They're not really 'that' relevant to an Amalgama and perfectly balanced as they are. They could be the new reason to reroll your mutations, even. If you need that FP regen more than HP, or debuff cleaning.


And that's all. Dev, please consider these above. I enjoy the race, but I don't really enjoy having thought about an Amalgama character's IC theme just to be stopped by mechanics so roughly with absolutely no ways around it but 'bite the pillow for that 0.00001% chance'. And even if one gets it, imagine the millions of Murai that'd be. On a single char. You could use all that money everywhere else but in such an unfair bet.

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  Rotwood (and Iceblood) kits
Posted by: Perdition - 04-20-2021, 03:09 PM - Forum: Balance Fu - Replies (2)

I think it's long overdue that we get access to being able to craft material change kits for both iceblood and rotwood. I believe the biggest concern with rotwood on its release was Bamboo Bo, but we've been able to craft Bamboo Bos as rotwood for a few patches now and that hasn't accomplished anything. Iceblood in particular has no real reason at all to not have a kit for it other than oversight.

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  Carla the Smol Gremlin
Posted by: Grimmnaka - 04-18-2021, 08:58 PM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Grimmnaka
Character Name - Carla Lionia
Request Type - Height
Request Details -  I just want permission to make this character 4 feet tall.
Reason why you are making this request (if applicable) - A small character with lots of energy is fun to play as
Roleplay & Lore supporting your request - Recessive DNA, as with most things you can have some family members be really tall then have one exceptionally short due to the DNA Roulette of life. They just got the Short end of the stick

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  Youkai meeting contract not working
Posted by: lalchi - 04-18-2021, 03:21 PM - Forum: Bug Reports - Replies (1)

Hello,

Despite having the requirement, this type of contract doesn't seems to work. (Dialog on Chun) 

[Image: 1.PNG]
[Image: 2.PNG]
[Image: 3.PNG]
[Image: 4.PNG]

It has been the same result upon asking Byakko (Requested by Kilkenny)

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  Rogue's Ninjutsu (Recent Rogue additional requests/suggestions)
Posted by: Snake - 04-17-2021, 10:45 PM - Forum: Suggestions - No Replies

It'd be helluva thematic if Rogue somehow interacted with Ninjutsu and Smoke Bombs too. It's in their name! Unusual and dirty tactics are all a Rogue should love doing, so here's a few ideas:

Quote:- Smokescreen (Trickery): If you standing inside a smokescreen tile, there is a (TrickeryLV)% chance you will gain 25% more Evasion damage reduction, upon triggering it. If the enemy is also in a Smokescreen tile, their attempts at targeting you may fail for the same chance (The attack will be completely nullified, and the momentum will be wasted).

This requires you to not be wearing Heavy Armor, or be affected by certain statuses that would pinpoint, or bring attention to yourself.

Quote:- Ninjutsu (Trickery): If you have a Shuriken weapon equipped (or Hayabusa set), there is a Trickery% chance you will swap places with an enemy or field object within 3 range if you are targeted by an attack, skill or spell. Then they will take the damage in your place. This can only happen once per 3 rounds.

This requires you to not be wearing Heavy Armor, or be affected by certain statuses that would pinpoint, or bring attention to yourself.

Quote:- Incognito (Rank LV3 Effect): If you end a round without any enemies within 3 range, you gain Sneak and the duration of Northern Wind, Southern Wind, Western Wind and Eastern Wind are increased by one round.

Quote:- Flank Attack/Trick Attack/Surprise Stab/Le Shank/Hidden Shiv:
Dagger skill, 3M, 5 Ranks (+3 Critical [or maybe Hit] per rank). 4 round cooldown.
Requires you to be standing behind an enemy or their sides (If done from the front it won't work).

Performs a basic attack with your main hand weapon with a 50% penalty to damage, which attempts to leave the enemy exposed. Depending from the direction you attack, it will have certain effects:
- Behind: Inflicts Analyze Weakness LV15 for 2 rounds. (On Critical Hit: Knocks down, if they have Unarmored or Light Armor torso.)
- Flanks: Inflicts or empowers Lingering Damage by LV15 for 5 rounds. (On Critical Hit: Inflicts Wear Out LV20 for 2 rounds.)

If you are Sneaking, you will apply all effects without the need of positioning.

That's all for now, emphasis on the Smoke Bomb, it's the only one I truly desire. Incognito is also nice for situations where you don't have enemies in melee range and need to give them chase but you're in a time limit. Especially after using 12M to prepare your buffs, additionally of its interaction with Trick Attack.

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  [v.2.43] Frankly Flaccid Flank
Posted by: JamOfBoy - 04-17-2021, 05:12 PM - Forum: Bug Reports - Replies (2)

Flank from Rogue says it does an additional +10 damage when attacking from the side or behind. This isn't happening.

Check it:
[Image: MGgsKsQ.png]

This is attacking Prinny from the front. Rogue is equipped and Flank has 1/1 points invested.


[Image: PAGvdMP.png]

This is attacking Prinny from the back. I don't have anything else that applies damage bonuses - and Prinny surely doesn't have any armor, so the only answer is that Flank is applying a damage bonus of +2 instead of the listed +10.

I initially discovered this on the testing server, and what with the recent pending patch notes regarding Rogue, I thought it wise to test on live. Same thing. Flank is providing a minimal damage increase - on live, my numbers (on crit, mind you) went from 187 to 190. 187 on front, 190 on side.

Backstab from VA seems to be working just fine, as a sidenote! Backstab increases damage and crit by 10 when attacking from behind, which is applying correctly.

[Image: wfmEijn.png]

With Backstab. Initial damage is 14, Flank increases it erroneously by two, and backstab increases that by another 10. If Flank and Backstab were to apply properly, the basic attack should be doing 34 damage.

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  SL2 Version 2.43 Update Notes
Posted by: Neus - 04-17-2021, 06:34 AM - Forum: Announcements - No Replies

New Area

  • Added the Stinking Marsh (courtesy of Appo) to Alstalsia.
  • Contains four new enemy variants (iconned by Slydria), which have four new 10* items.

Party Bonuses
  • Being in a party with other players will grant the following bonuses:
    +10% EXP Earned (per unique player)
    +10% Drop Chance (per unique player)

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