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  [2.28] Furniture Merchants are dead... again!
Posted by: Tamaki-Kun - 07-28-2020, 04:26 AM - Forum: Bug Reports - Replies (1)

I think at this point, I've seen enough to guess that...

If a Black Beast attack happens while the Furniture Merchants are around either Tannis or Dormeho during said attack? There's a chance that they just... do not appear again after the raid finishes. Maybe it's because they 'leave' during the attack, wherein they're still invisible. And spawn elsewhere, but invisible still.

I've gone for hours looking for them during a reboot, but no gist. Gods help you if a reboot just happened and they bug out in the first hour because Seto decided it's time to spit on the builders.

Please fix. (Or alternatively, please, please, please make them stationary instead...)

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  Re: Destruction Rune targetting
Posted by: Joseph Jostar - 07-28-2020, 04:26 AM - Forum: Bug Reports - Replies (1)

Destruction Rune's 'place' effect (destroying enemy-created special tiles) incorrectly affects your own smokescreen/earth spike tiles created by Smoking/Warding runes.

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  Rectifier
Posted by: Autumn - 07-27-2020, 12:26 AM - Forum: Balance Fu - Replies (4)

The redgull effect of Rectifier is not really terribly strong for a lightning mage as there are very little sources of lightning reflect in the game, I believe something can be said about the mirrored enchant but most mages are not rocking a melee weapon, on top of that its really just an underwhelming effect.

Could the effect be changed to something a little better? It lacks the ability to lightning crit so I think in some fringe cases having it ignore lightning resistance is a better effect than ignoring reflects.

[Image: tleHU7U.png]

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  [2.28] Vanishing Drop
Posted by: Autumn - 07-26-2020, 06:07 PM - Forum: Bug Reports - Replies (1)

Vanishing Strike, despite teleporting the enemy unit targetted as well, does not lift opponents airborne with Void Flight, and only lifts the user instead.

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  [2.28] Papilion Earth Weakness
Posted by: Mr.SmileGod - 07-26-2020, 01:31 AM - Forum: Bug Reports - Replies (1)

Pretty simple, seems like a graphical glitch more than anything. When making a Papilion with 0 sanctity (with a projected 30% weakness), the game shows up a 31% weakness instead.

[Image: unknown.png]

Notably, anything that increases your earth res will fix this, making it display the correct value. An example of this is the 1% stamp, leading to a 29% weakness as expected.

[Image: unknown.png]

I almost passed up making this post entirely, but it makes me wonder if any other races are having this issue, or if it's only me. I have no way of testing (to my knowledge) if it's an effective 31% or just graphical.

EDIT: Upon further inspection, Umbrals do not have this issue, but Theno and Phenexes do. Only for weaknesses, not resistances, same as Papilions. The extra races other than Papilion were tested on the test server, not the stable. I'm gonna go ahead and guess a lot of other races are having the issue, too.

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  [2.28] Uncertainly Heavy Tackle
Posted by: HexGirlBestGirl - 07-25-2020, 12:26 PM - Forum: Bug Reports - Replies (2)

Not so much of a bug as a desire for clarification, but...

[Image: 5KuLV9b.png]


Heavy Tackle. I was told that many years ago, this was confirmed to ignore knockback properly and intentionally but it says that nowhere in the description. 

If this is the case, I would request that this is put into the description for better or worse.

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  v.2.28 Salad's HP bonus is reduced by Vampirism
Posted by: Fern - 07-25-2020, 07:51 AM - Forum: Bug Reports - Replies (1)

Stillness, Darkness from the Vampire racial skills reduces the HP you gain from the Salad food status (Extra Healthy) that's attained at the start of a battle. Seemed like an oversight.

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  Ice Point Guard QoL Change!
Posted by: Autumn - 07-25-2020, 03:29 AM - Forum: Suggestions - Replies (1)

Currently using Ice Point Guard at 4 momentum or less will cause your character to automatically guard, this is really bad for dodgy characters! As it forces you to delay your cast of it since Guard disables evasion and lowers your evade. Most dodgies would like to keep their new 45% DR with IPG up instead of having 30% DR from Guard AND severely reduced evade at the same time.

Could it be made to make it so that Guard is not granted from this ability if your CEL is higher than your DEF and/or RES? Sort of the opposite effect of Ogata Waraji in a similar vein.

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  Staying Sick
Posted by: Grandpa - 07-25-2020, 12:31 AM - Forum: Suggestions - Replies (3)

In light of some recent eventing and possibly inspiration from some other games, I had an idea. 

Seeing as Mercana can't be relied so heavily on in events anymore, especially those that are combat heavy and will tend to last a long time/have multiple fights throughout, potions are going to be used more often and likely even between fights.

The problem comes in when you drink a potion, spend some time roleplaying by exploring the rest of your abandoned fortress, ancient shipwreck, or gang hideout, and get to your next fight still being debuffed with potion sickness. You start combat off rough and end up getting hit hard again without the ability to heal with ol' reliable and might end up screwing your whole team over. 

The solution, that I think would help in far more scenarios than just that hypothetical, would be to have the Potion Sickness timer disappear on the hour changing in game as well. At first I tried to think of a specific number to tick it down by, but the more I thought about it, the more I realized no matter how you cut it the potion sickness cap is far lower than an hour of game time, as long as we're assuming the 'rounds' of combat generally go by pretty fast.

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  [FOR EVENTMIN] Difficulty Suggestion
Posted by: Mr.SmileGod - 07-23-2020, 11:26 PM - Forum: Suggestions - Replies (14)

This is going to be a pretty short post. First of all, I'd like to say that I've thoroughly enjoyed the two events I've participated in thus far, since it scratches my need to flaunt my build and stroke my ego. That being said, there's been a notable focus in these events on making the fights reasonably difficult. This makes sense-- but, I'd like to suggest making two difficulties for your mobs (if such a thing is even possible. I have no clue how the verbs for this sort of thing work out-- if it's too hard, disregard this thread.)

This is mostly to accommodate people who don't strive to make the most game-breaking build they can, but still want to participate. Still balanced around squads of course, but ask a group if they want the standard difficulty (the one we've been dealing with) or if they'd like an easier fight because their builds are incomplete / for RP purposes. That way it doesn't feel unfair for those whose builds aren't finished, etc.

Again, not a complaint on the difficulty. I've enjoyed my part in these events, so far.

PS. There was a debate on whether to put this here or in balance fu, but I figured balance fu was better left to stuff specifically Dev deals with. (And if there's a dedicated place for eventmin suggestions, I'm oblivious to its existence.)

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