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can couloir not be affect...
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New Weapon: Kelsoaker!
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SL2 Version 3.03
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Chimera Hit
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Himari Izumi: Special Wea...
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SP Eating Classes |
Posted by: Mr.SmileGod - 08-17-2020, 11:00 PM - Forum: Balance Fu
- Replies (11)
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In line with a Boxer change from a little ways back, I thought to myself, "Huh. I wonder what other classes eat SP for breakfast and leave you struggling to get half of the class's benefits?"
The first one that stuck out to me was Hexer, but I wanted to check for other examples. I'll be listing some (not all) of them here, from the classes I have unlocked.
Looking at a base of 35 spendable points, 50(?) with destiny. Some of the classes on the list are also for a reference, not for my desire to see them lowered as well. More-so wanting some of this to be leveled out a bit, I guess? These are all rough numbers, I may have miscounted, who knows.
Hexer - 122 SP
Demon Hunter - 101 SP
Evoker - 87 SP
Magic Gunner- 85 SP
Lantern Bearer - 85 SP
Ghost - 84 SP
Bonder - 83 SP
Kensei - 81 SP
Black Knight - 79 SP
Monk - 74 SP
Grand Summoner - 69 SP
Boxer - 68 SP (Post-reduction)
Arbalest - 66 SP
Firebird - 66 SP
Verglas - 50 SP
Rune Mage - 37 SP
--Base classes--
Mage - 111 SP
Duelist - 91 SP
Archer - 89 SP
Curate - 85 SP
Soldier - 79 SP
Martial Artist - 68 SP
Rogue - 61 SP
Summoner - 51 SP
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Notably, I don't have on this list any Rogue promotions, Shape Shifter, Tactician, Priest, or Ranger. If anyone wants to provide the SP counts of those in their post, that'd be appreciated.
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Power Up Aura Colors |
Posted by: Perdition - 08-17-2020, 04:40 PM - Forum: Suggestions
- Replies (1)
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It's very obvious what the inspiration for Power Up came from, so just like the source material, there should be an option somewhere to change the color of your Power Up aura.
End the tyranny of blue.
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v.2.30 Can dispel Lunar Lunatism and Essence Generation |
Posted by: Fern - 08-15-2020, 10:13 PM - Forum: Bug Reports
- Replies (2)
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You can dispel Lunar Lunatism and Essence Generation with Requinite or Null Shell. When I speak of Essence Generation, I mean the status you get from the Feeder Trait when you do Banquet.
This doesn't seem intentional to me since you can't dispel Sanguine Crest, but feel free to correct me if it is.
To test, simply pop up Lunar Lunatism or Essence Generation then hit yourself with Null Shell's dispel or Requinite.
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Flaws with Black Knight currently |
Posted by: Autumn - 08-15-2020, 08:04 PM - Forum: Balance Fu
- Replies (8)
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Very much a simple thread where I don't wanna go into detail currently with what I think Black Knight needs, and instead listing its flaws and why it just doesn't feel right.
Black Knight is by no means a bad class at the current moment, its not exactly good in the light of mobility creep but I imagine that is one of its perceived weaknesses, they're not meant to move insanely fast and are restricted to the movement restrictions of heavy armor, which can limit them pretty severely. This isn't necessarily bad since castling can have a lot of range with black wind up so they can move and protect their allies efficiently, or at least that would be the case if protect functioned in a halfway reliable manner.
The largest issue I find with supportive black knights is that they just can't protect their allies as much as they want to, many basic attacks can straight up ignore protect, and there are a lot of abilities that are much more worth using on 2 targets instead of 1, so being next to your ally can often spell some disasterous things, like you being used as a 100% hittable sponge to trigger a knockdown from sonic shell or interference, while your dodgy friend might just be able to avoid that attack all together, something like metalaegis even prevents effects like this from getting out of hand with its absolutely insane version of protect, perhaps we could see that kind of mechanic implemented into Black Knight with a limitation.
Heavy armor doesn't feel terribly impactful to a Black Knight currently, many of its gimmicks can be utilized without it and the only reason you do use heavy armor is for a 10% DR which gets further mitigated by having more defense, this is an outdated mechanic from pre-GR I wager since we've learned that armor is terribly more impactful than %DR, this is the only suggestion I will make here, I'd much prefer it if Indomitable gave extra armor rating to Black Knights instead of %DR, I'd even go as far as to say this should probably be amplified as a main class benefit too.
Basic Attacking currently does not reward the Black Knight enough currently, where as some basic attack builds end up doing well, they're only doing well because of they're tailored to critically hit, Black Knight is not tailored towards critical hit checks so if you can't do that, you're better off spamming autohits, leaving a good portion of Black Knight's kit underutilized. Like in the case of a DH/BK destiny build you are very unlikely to ever basic attack. I personally like main class benefits for momentum efficiency, such as bloody shift, fleur and dagger dance. Chimera Stance is also one of my favorites but thats not main class.
Lastly, the autohits within Black Knight itself are all very niche and cannot be utilized effectively, Bright Bishop and Crescent Rook both scale from stats that a typical Black Knight wouldn't probably use ever, there's also the lack of a sword skill currently. I think that these sorts of elemental atk scaling skills should be dynamic similar to lift off, where say a venus badge would scale earth atk on crescent rook instead of wind atk.
In summary/tl;dr:
-Protecting an ally doesn't feel impactful, it is often a negative to be near them at all instead of by their side.
-Heavy armor doesn't feel crucial enough to a black knight, more incentive towards that may be required.
-Basic attacking without critically hitting should still reward a black knight somehow.
-Black Knight autohits scale from niche, non-used stats, board shaker is a good skill, but Bright Bishop and Crescent Rook are only good with specific builds.
Thanks for reading.
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Hearing trait |
Posted by: SolAndLuna - 08-15-2020, 07:45 PM - Forum: Suggestions
- No Replies
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Hello, hello, making another thread. This one in particular is more just RP and... sort of convenience related, I guess?
Most of the animal races (a lot of the Kaelensia, cat Omina, Redtail) have animal ears, and from my understanding, they're supposed to be fairly sensitive to sounds under most circumstances. But despite that, if someone just doesn't have a loud enough voice, those races still can't pick up on what they're trying to say.
So, I wanted to suggest that the races with animal ears (excluding Omina, if that's hard to actually keep track of) get a trait called Sensitive Hearing, or something along those lines. The effect of it would be pretty simple - make it so they can hear people with Quiet Person regardless, but also include some sort of disadvantage. My thought was simply not understanding someone with Loud Person if they shout while close by (because they're too loud for you to focus on what's being said), just as an example, but there could be a different weakness applied instead, too.
Obviously, the suggestion could be adjusted if people felt that it's too underwhelming or something, but I mainly just wanted a fun little RP trait to be added, if possible, without any sort of notable mechanical benefit.
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SL2 Version 2.30 Update Notes |
Posted by: Neus - 08-15-2020, 05:50 AM - Forum: Announcements
- No Replies
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Race Adjustments
The goal of these adjustments is the following;
1) Even out races, to try and make popular ones and less popular ones closer to the same power level.
2) Lower races that are primarily stat 'sticks', such as Vampire, or are 'meta' due to their benefits, such as Glykin.
3) Somewhat normalize elemental weaknesses and resistances granted by the race to give more predictable values and prevent 'doubling up' on SAN bonuses.
NOTE: Since these changes were so extensive, a laplaceNET Present containing various non-tradeable respec items is available. Characters created before the update can claim it at a laplaceNET terminal in any Asago building.
Human - Quick to Master - Also grants +2 maximum Skill Pool size.
Hyattr- Fire Wing - Fire Resistance and Wind Weakness changed to be 15% (no longer scales with SAN).
Reaper- Reaper Physique - Ice Resistance and Wind Weakness changed to be 15% (no longer scales with SAN).
Glykin- Golden Blood - HP Regen from this skill capped at 10 HP/round. (Instead of half of character level.)
Dullahan- Soul Rage - Can no longer cast spells while it is active.
Phenex- From The Ashes - No longer reduces Momentum or applies Badly Beaten when triggered.
- Revive - 3 round CD. No longer reduces Momentum or applies Badly Beaten to the revived target.
- Impact Revive - Now also grants Revive +3 Range.
Lupine- War Cry - FP cost changed to 25. Cooldown changed to 5 rounds. Effect changed to; The Lupine roars, affecting all enemies within a 2 Range circle. Affected enemies suffer Sound magic damage equal to 25 + your Sound ATK, and have a chance to be inflicted with Hunted (LV: 10 + 10% of Scaled SAN), as well as Fear (3 rounds for both).
If your Instinct is activated, the damage, LV, and duration of effects increase by 25%.
Felidae- Fleetfoot - No longer scales with SAN.
Grimalkin- New Trait - Grimalkin Instinct; While Grimalkins are normally very similar to other Felidae, aside from more potential with magic and the color of their hair, there are times when this manifests even in primal fashion. Instead of the normal Felidae Instinct bonuses to SKI, CEL, LUC, and GUI, this trait replaces them with SKI, CEL, WIL, and RES, leaning them closer into magical territory than more 'mundane' Grimalkin.
Lich- Magia Detremus - HP Penalty changed from 50% to 30%. (Skill is otherwise the same.)
- New Trait - Overload Magic; 30 WIL required. Being a well of magical energy has its benefits. Grants access to a toggle skill called Overload Magic. When on, you gain +15 Spell Power, but your Offensive category spells cost 25% more FP. Does not apply to spells requiring Invocations.
Mechanation- Standard Sturdy Body - Effect changed; Mech Type Trait (only 1 can be selected). Mechanations are typically known as sturdy and none embodies that as much as the standard model. While you have no torso item equipped, you are treated as having 10 Armor, 10 Magic Armor, 10 Evade, and your maximum HP is increased by your character level
- 2 (min. 30).
Umbral- The Mark - No longer doubles during the night. Now also grants Darkvision, greatly increasing personal vision radius during night.
- Noctis Arcana - No longer gives a penalty during the day, but reduction changed to 25% (from 50%) at night. Now also improves Dark ATK by half of your character level (max: 15).
- Fade Out - Changed to; Allow yourself to be covered in the shade of night, granting +20 Evade for 3 attacks, 5 rounds. (Expires after being attacked 3 times or when the duration ends.) During night hours, this skill does not cost any FP to use. (3 round cooldown).
- New Trait: Corrupted Ink - As you have been gifted (or cursed, depending on your perspective) with the divine tattoo of the Mark, you are more resistant to the draining effects of similar tattoos. The maximum HP reduction applied by your Tattoo traits is halved.
Oracle- Preordinance - Effect adjusted to; Capable of seeing into the future in a limited fashion, the Oracle prevents enemies from getting back attacks. Additionally, when you enter into battle, and at the start of every 3rd Round (Round 3, Round 6, etc.), you gain an Evasion charge (Premonition, infinite duration, LV of 20, new instances will replace old ones). This charge is used up when damage you take triggers Evasion, and increases the damage reduction for that specific damage instance by its LV% (IE, normal Evasion reduction is 30%. This increases it to 50%.)
- New Trait: Swift Preordinance; Requires 15 GUI. Preordinance Trait (only 1 can be selected). Your visions are accelerated, but keeping up with them wears you out. Rather than every 3rd Round, your Preordinance evasion charge recovers every 2nd Round, but the reduction it gives is reduced by 5%.
- New Trait: Patient Preordinance; Requires 15 GUI. Preordinance Trait (only 1 can be selected). You do not let your visions control your emotions, and you utilize them only at the most useful opportunity. Your Preordinance evasion charges will not be used unless the damage that triggered the Evasion was greater than 10% of your maximum HP.
Wild Elf- Hunter's Elegance; Additional effect added. Grants a Hit bonus to specific weapons based on your tribe. Bonus: +SAN/2, max of +20 Hit.
Default: Bow
Bornui: Dagger
Redrayder: Axe
Eu Yan Li; Any instrument.
Vampire- Sanguine Crest - Effect changed to; A vampire cannot generate the key Focus required to sustain their own life, but unlike others, they can absorb it from others, most directly from their blood. Upon successfully applying Banquet to an enemy, you gain a permanent status called Sanguine Crest that boosts your STR, WIL, SKI, CEL, and DEF by 2. This effect can unlock other Vampire racial abilities, but when it ends, you gain Crest Burnout LV1 for 3 rounds, reducing those same stats by its LV. (Sanguine Crest will end after the battle, but you will not receive Crest Burnout in that case.)
Additionally, you have a resource called Essence (max: 100 + Scaled SAN
- 2) that is filled via Banquet and is used for your other racial skills.
- Banquet - Effect changed to; Vampires feed by biting their target and draining their life essence for themself. Performs a basic attack with a special Vampire Bite weapon (80% STR, 40% SKI scaling, Pierce damage) on a target within 1 Range. If the attack hits, the Vampire gains Essence equal to the lower of the target's VIT or the Vampire's VIT (min. 10). Additionally, if the attack hits, Sanguine Crest activates, or if it is already active, you recover HP equal to half of your character level (excluding if the attack target had Golden Blood). 1 round CD.
- Stillness, Darkness - Effect changed to; The unique properties of the Vampire condition reduce healing received by Mercana by 75% due to incompatibility (Mercala is the goddess of life, and her magic opposes Huggessoa, the creator of vampires, and unlife in general.)
While Sanguine Crest is active, the power of the night wraps the Vampire with its protection, granting them +25% Darkness Resistance, but a 25% Light Weakness, but also reduces healing from non-vampiric sources by 25%, and causes Holy enchanted weapons to deal additional damage to them.
- Lunar Lunatism - Effect changed to; The true power of the vampire is said to be linked to the moon, and anyone who has seen a vampire go all out can say for certain it has to come from somewhere. Can only be used while Sanguine Crest is active.
You enter a moonlight rage, which drains 10 Essence per round. You gain the following effects:
- Damage you deal will also attempt to inflict Fear on the target.
- Enemies who attack you may be inflicted by Hesitation.
- Enemies facing you at the start of a new round have a chance to be inflicted with Charm.
- Recover 15% of your Scaled SAN as FP every round.
Inflicted status effects last for 3 rounds, and have LVs equal to half of your Scaled SAN.
When this effect ends, so does Sanguine Crest. You can use this skill again to end Lunar Lunatism (the Momentum cost of this skill will be refunded).
- New Trait: Lunar Cleansing - 15 FAI Required. Lunatism trait (only 1 can be selected). The power of lunatism washes over your mind, purifying it. When you activate Lunar Lunatism, you cure yourself of Fear, Hesitation, Charm, and Confusion, and become immune to those status effects for its duration. However, the Essence per-round cost of it increases by 5.
- New Trait: Lunar Madness - 15 STR Required. Lunatism trait (only 1 can be selected). The power of lunatism turns you into a barbarian, granting 10 Armor and Magic Armor penetration while active, but also inflicting Confusion on yourself as a substatus tied to Lunar Lunatism. (Substatuses last as long as the main status does.)
- New Trait: Lunar Swiftness - 15 CEL Required. Lunatism trait (only 1 can be selected). The power of lunatism grants you superhuman speed, increasing your Move by 1 and Evade by 10 for its duration. However, the Essence per-round cost of it increases by 5.
- Holy - Now only applies bonus damage to Vampires if they have Sanguine Crest active (as noted in Stillness).
- Bright Darkness - Now decreases base Holy modifier to 40% (from 50%).
- Life Drain - Will now trigger the new Sanguine Crest.
Papilion- Invite Insanity - Effect changed; The Papilion lives in illusion, making others see what isn't actually there. Targets 1 empty tile within 3 Range and creates an attackable Butterfly Illusion. At the start of a new round, it moves towards a nearby enemy. If it's close to them, it will destroy itself. When destroyed, the illusion can inflict either Blind, Fear, Charm, Poison, or Silence (randomly chosen) for 2 rounds on enemies within 1 Range.
If Aposemagika is active, a butterfly is summoned to a random empty square for free every round. The FP cost of this skill is equal to your Scaled SAN.
- Aposemagika - Effect changed; Passive: On battle start, deploy a permanent Aposemagika LV0 field effect, which increases the Status Infliction of Aposemagika users by LV%. (+2 LV if butterflies are destroyed next to an enemy, +1 LV if you succeed with a luck-based status infliction, max LV20).
Active: This skill requires a Rank D Invocation (see the Invocation talent for more details). The Papilion creates a cocoon of focus around themself while Invoking. Once cast, increases the Power of your Spells by LV (LV = 6+1 per 10 Character Levels), and can inflict a variety of status effects against melee attackers. This lasts for 6 rounds. Aposemagika field LV20 lets you cast this skill without an invocation, but it gains an 8 round cooldown.
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Re: Redrayder Trait |
Posted by: Joseph Jostar - 08-12-2020, 10:39 PM - Forum: Bug Reports
- Replies (1)
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The Redrayder trait for wild elves is only applying its on-basic-attack effect (preventing item usage) on Round 0, despite claiming to take effect if "made during Round 1 or sooner".
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Volcanic Enchantment |
Posted by: Maksimum_Fire - 08-12-2020, 08:41 PM - Forum: Balance Fu
- Replies (7)
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"When you land a critical hit, 50% chance to erupt fireballs at all enemies within 5 Range of you, dealing unresistable Fire damage equal to this weapon's Power."
This is the current weapon effect for the Volcanic enchantment. I have a few things to say about it, since it's not really all that good.
It's an on-crit effect; so it's something that's meant for a basic attacker to use. The effect, however, scales off base power, which a basic attacker can't effectively build for, due to needing to select high crit or accuracy weapon parts and materials in order to have any sort of reliability. This means the damage usually ends up pretty lackluster. The fact it's an AoE is the only saving grave about that.
But, like. It's not even an on crit effect. It's a fifty percent chance on crit. So it's not even reliable. For damage so weak, having it only come 'sometimes' isn't really acceptable.
But it is still an AoE effect, right? So ranged characters can use it as a little bit of extra bonus damage....
...Except, the fire damage radiates out from the attacker. NOT from the target. So it's really kinda inconvenient to hit things with this unless you're a melee oriented basic attacker. Which, I can kinda like the theme of that, but let's compare it to two other popular basic hit enchantments.
Vorpal: Gives +10 crit chance, which makes crit combos much more reliable. Gives a 10% chance on crit to completely ignore physical defense.
^So, this is really nice. It just gives a good constant battle flow with that passive crit chance boost, and while the chance to apply a vorpal strike is a lot lower, the damage you can get out of a vorpal strike tends to be way more impactful than the fire damage you get out of volcanic- it can turn around fights in an instant. Doesn't always prove the best, but still a very nice pick.
Rampaging: A change in the other direction, this one is really easily compared to Volcanic. They both scale off weapon power, not SWA or anything else, and they both proc on hit- except volcanic also requires a crit, while rampaging only requires you to hit the opponent. Rampaging shreds a quarter of the weapon's power in phys def off of an opponent as a debuff, and stacks with itself once for half the weapon's power. This is, gotta be real, way more impactful than volcanic most of the time. A weapon with thirty base power occasionally doing 30 damage to 'some' foes, some of the time, if you crit is less consistent and effective than just 'on each hit, shred defense'. The secondary effect even has utility in team fights, since it allows for prioritizing and deleting a target in record time with the Rampaging effect weakening everyone.
That's pretty much all. I think volcanic should do at least one of two things:
>Change the on-crit chance to be 100%. Fire AoE ALWAYS procs.
>add some sort of passive effect stat. Samples:
>>+1/2 UL Fire Attack.
>>1/2 UL Fire Damage on hit.
>>Frozen status immunity on bearer.
AND a clause should be changed.
>"...At all enemies within 5 range of the target."
To make it so that ranged weapons cooperate better with this. Unless it's deliberately meant for melee weapons.
A more thorough rework of the effect'd be cool too.
That's my thoughts on Volcanic. I'd like to see it change sooner rather than later.
As a postscript:
I do want to note one case in the past that Volcanic showed mettle. Lead Storm with multishot weapons used to allow you to basic attack many enemies at once in PvE, and proc this AoE fire damage against all foes many, many times, making for fast grinding. This has been patched out as of Lead Storm's gutting. Multishot weapons might arguably still be effective with this, and if that's deemed to egregious, I'd be in support of simply making volcanic enchantment procs have a maximum of three from a given weapon in a turn. This would nip that 'issue' in the bud, if these changes go through.
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[v2.29b] False Power |
Posted by: Maksimum_Fire - 08-12-2020, 08:03 PM - Forum: Bug Reports
- Replies (2)
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Power upgrades at the blacksmith not affecting guns has been an issue for a long time, without much of a good reason. This affects all kinds of guns- shotguns, snipers, handguns, special firearms like the Jackhammer, and with no regard to multishot or singleshot. Guns just don't get power upgrades, even if they're mutated. Weapons mutated into guns do get power upgrades, however.
Notable about this is that you CAN pay for power upgrades at the blacksmith, it just won't do anything. This is an easy pitfall for new players especially to fall into and should be dealt with sooner, rather than later- either by making upgrade power apply to guns properly, or by replacing the Power upgrade for guns with some other UL boosting attribute.
To test: Upgrade a gun's power stat. Its supposed power stat will be listed in the weapon description, but the actual power that it uses for attacks and skills will be displayed next to it in your inventory. Nitrogen Drop, based solely on weapon power, can also easily demonstrate this issue, as there will be no change in damage after upgrading a gun's power.
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