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can couloir not be affect...
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New Weapon: Kelsoaker!
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Himari Izumi: Special Wea...
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[v2.31] Grandmastered |
Posted by: Autumn - 09-02-2020, 06:19 AM - Forum: Bug Reports
- Replies (1)
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Forced Move does not gain extra range from Grandmaster, despite being a skill that invokes the Black Wind.
Tested using BK/Tactician while at SSS rank tactics.
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Stacks on stacks on stacks |
Posted by: Perdition - 08-31-2020, 08:06 PM - Forum: Bug Reports
- Replies (3)
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There's currently a bug where stackable items can separate and form individual stacks from one another, I assume this happens when they come from different sources. One example I've found are the Dark Shards used for the Necromancer fight in Lorywell. The shards from the chest will not stack with shards dropped from enemies.
Another example are Chimeric Eyes. I currently have two stacks of Eyes, one has 397 and the other has 3. This creates a number of problems...
In regard to the first example I gave with the shards, you will be unable to challenge the fight if one of the stacks is lower than the requirement for the fight. Because these stacks cannot be merged, you run into a situation where you've exhausted your source capable of adding to the stack that is too short so you're just unable to ever challenge the boss even if you grind monsters and add to your other stack. I was able to get around this by moving the bigger stack at the top of the item list it's in. However...
When it comes to Chimeric Eyes, it doesn't appear to be that simple. I've tried putting the stack of 397 at the top, and I still am just unable to unlock the potential for any weapons because of that stack of 3. I cannot merge them by any means, so now I literally am incapable of unlocking any potential it seems.
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Phoenix Talon Opinion Gauge |
Posted by: Maksimum_Fire - 08-31-2020, 04:19 PM - Forum: Balance Fu
- Replies (1)
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I know Phoenix Talon had a buff not that long ago, but I feel it's still a little underwhelming given all its conditions. Lemme know what you guys think in the poll, or by leaving a comment.
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Geist and Clumsy. |
Posted by: Maksimum_Fire - 08-31-2020, 04:17 PM - Forum: Balance Fu
- Replies (15)
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This thread's about a very specific interaction.
Geist is a movement skill. It's core to Boxer gameplay, since it lets you move, something boxer can't normally do. It also is your single biggest defensive option as a boxer.
Clumsy prevents people from using geist. I've seen the death in a punch punch man's eyes when they realize they've lost the ability to even take a step without losing their Schwartz.
Oh, poor boxer. I weep for your soul.
I beg for this interaction to be improved, somehow. Either by giving a skill that cleanses clumsy to MA/Boxer that doesn't nuke schwartz, by making geist immune to clumsy, or by making basic movement a schwartz-allowed action.
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Ulrenreka Series |
Posted by: Maksimum_Fire - 08-31-2020, 04:09 PM - Forum: Balance Fu
- Replies (6)
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Ulrenreka, the water boots.
Ramarg, the wind axe.
Crelia, the ice knife.
Grandia, the lightning bow.
Helrenroka, the fire fist.
Tarnell, the earth rifle.
Elenoa, the dark spear.
Larveget, the sound sword.
And Farren, the light tome.
...So, uh, we have one for sound but not one for acid. What's up with that? I'd love to have like, an acid glove or something.
Anyhow, this weapon series is kinda underwhelming. It sounds like it'd be cool but usually just isn't. And it's not like you can just tuck them away since their unique skills are potentials- so you can only use it if its in your main hand.
I think a nice buff to these would be to also cut the target elemental attack of the opponent's in half, or to swap your own elemental attack of that kind with the opponent.
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Coyote 2 Crazy(or is it?) |
Posted by: Maksimum_Fire - 08-31-2020, 03:54 PM - Forum: Balance Fu
- Replies (2)
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The Crazy Coyote is a weapon well known for its power. It outperforms multishot weapons in statless damage with combos like overcharge>blaze shell>double tap, grants mobility seen only in Ranger, has incredible base power along with the passive benefits that come with being a shotgun like Double Barrel(+10 hit with a negligible downside), One-Shot Wonder(+25 power to shotguns, applies per shot- so twice for the crazy coyote's Double Tap) and One-Hit KO(KD opponents Crit within one range)- the last of which particularly synergizes with Coyote's Rolling Shot, allowing you to zoom in from range and KD an opponent with the basic.
I'm not going to argue Coyote should be nerfed. Because, simply enough, from what I understand- the playerbase likes coyote as is. I've only very rarely heard complaints about coyote. But when we think on that....
...I rarely ever hear anything at all about other shotguns. The basic shotgun, in comparison to coyote, has 10% more skill scaling, 10 more accuracy, 30% less guile scaling, and 5 less power.
So, in sheer damage, the coyote will always win out, pretty much- as long as you run any amount of guile over twenty or so, which is already a boon to guns. And maybe that's reasonable, considering it's a base weapon, and not a nine star? But if we look at Magical Nova...
Magical Nova is a spelledge weapon with 50 will, 50 skill. It's sort of a weird weapon, and I'd call it kinda useful and fun.... But a crippling flaw with it is the miniscule base power. Eight base power, compared to ten from the base shotgun. It does have arguably better scaling, but Will is a stat that's hard to pump for anyone wanting to basic attack with the weapon.
Now, of course, it is spell edge. And Will Scaling on Spell Edge tends to work out well enough since you want will anyway, right? It *should*. Take a Hexer/MG approach with the Magical Nova. Arcane Gun increases that scaling to 50/75 skill/will, and you'll want to stack both of those stats for Hexer infliction anyway. It sounds great and appealing, but-
But, still, the Magical Nova struggles to actually use that SWA for spells. Remember that as a gun, the Magical Nova's power upgrades only apply to basic attacks. So autohits, and by extension spells, are always going to be a step behind. Combined with the poor customizability for power in guns(Short Barrel and Piercing Bullets being the only options), and the Magical Nova hardly catches up to similar weapons. Nine times out of ten, it's better to just run a tome and a gun, like a Seed Sniper and a Custom Tome- so that's exactly what people do.
So, the Magical Nova almost manages to be good. But I think it's arguable that most spelledge weapons hit that weird, almost bluebally point. There's one more shotgun that should shine just as well as the Coyote, though.
The Corvis Cannon.
This is honestly a hard weapon to address. Once in a while, you honestly do get to see some cool stuff with it, but not really often enough, I feel. The Corvis Cannon covers a struck opponent in black feathers, and when an opponent covered in feathers is struck by wind damage, they go airborne. Finally, shooting an opponent that is airborne with a corvis cannon deals 49 unresistable wind damage, which is pretty hefty.
It's not exactly weak, with a cool effect like that- you can always do something like running Elemental Augment and proccing Wind damage after every shot to make opponents go airborne. But at most- if your opponent has misplayed and you're in a punish state, you proc two instances of that, for a total of 98 damage. Usually, you won't pull off even that much.
There's also the abysmal scaling on the Corvis Cannon to address. 45% Skill, 30% Res, 30% Cel. The numbers being so split means you usually get rounded out of actually decent numbers, and having to level Resistance alongside Cel pigeonholes you into specific builds, making this a really... Not versatile weapon. It has decent power at 11, but still way below the Coyote's 15. Its saving grace is a 15% extra crit chance, but that number doesn't synergize much with the weapon's passive. It just feels weird.
I don't think the Corvis Cannon needs large buffs. But I think it could use some *small* buffs to bring it into a more usable place. I think merging either its Res or Cel scaling into Skill would be enough to at least make it much easier to approach.
So, that's all the shotguns in the game. Crazy coyote outshines them all. But I don't think that's a bad thing on Coyote's part, but instead more just that the other weapons struggle to find their place in the game. Some looks to Corvis Cannon, at least, would be nice- so it can really feel impactful, as a boss ten star.
Thanks for reading.
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(No) Pressure Fletch |
Posted by: Maksimum_Fire - 08-31-2020, 03:28 PM - Forum: Balance Fu
- Replies (4)
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Pressure Fletch's annorum effect is underwhelming. Three buffs removed, at the cost of a total of six momentum and a crucial resource to ranger- a resource that could be used for a map-wide damage and heal.
I don't think pressure fletch needs any massive buffs or reworks, just a little nudge to bring it more in line. Five buffs dispelled on Annorum Pressure Fletch sounds about right, I think?
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wash away, but you can't scrub |
Posted by: Maksimum_Fire - 08-31-2020, 03:25 PM - Forum: Balance Fu
- Replies (1)
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Wash away currently effects only one buff/debuff. I think this is a little meager, especially when you consider all the filler buffs/debuffs in the game.
It does have synergy with void pollution, and it's probably best to keep that around. But as a small adjustment, how about making wash away affect two buffs/debuffs normally, and repeat once over void pollution? This would make it, functionally, target one more debuff off of void pollution, and one more target on void pollution, compared to how it is right now.
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Rotwood Kits |
Posted by: Autumn - 08-31-2020, 04:11 AM - Forum: Suggestions
- Replies (6)
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As of 2.30 we still have the inability to convert rotwood into material change kits, given rotwood is less powerful than conduiz as a weapon material (Which has a materia change kit) I see no reason for this to continue being the way it is, and is only limiting certain builds from being a thing.
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