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[v3.03c] Summon Drizzle

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  [v.2.26.5] Gun Racism (Upgrade Power for guns)
Posted by: Snake - 06-05-2020, 05:04 PM - Forum: Bug Reports - Replies (1)

Upgrade Level's Power doesn't seem to be influencing the Scaled Weapon Attack formula for Guns.

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

But! Things like Materials and Upgrade Tools work as intended, for some reason. So what is the bug here? Tools working, or UL not working?

[Image: unknown.png]

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  Big Chests
Posted by: Noxid - 06-05-2020, 06:42 AM - Forum: Suggestions - Replies (1)

Can we get the ability to craft and place treasure chests like the ones found in BDPs? Would also be nice to be able to store stuff in them like crates but this feature isn't needed

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  where those stones at
Posted by: Latto - 06-05-2020, 06:03 AM - Forum: Bug Reports - Replies (1)

The game doesn't seem to detect magic stones as actually being in your item belt. If you equip them and go into battle they don't show up at all (if it's just by itself the item menu option doesn't even exist.) Also if you put it in quick slot for use in battle it registers as having 0 items.

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  [v.2.26e] Jet Narcus can melt Steel Aura
Posted by: Snake - 06-04-2020, 04:55 PM - Forum: Bug Reports - Replies (2)

The on-hit effect of Narcus is ignoring Steel Aura. Tested through the following steps:

- One enemy has Narcus. You have Steel Aura as Black Knight.
- You damage the Narcus user while having Steel Aura.
- The Narcus user attacks you.
- You still take the on-hit Fire Damage.

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  The great Dodgening
Posted by: Swiftkusura - 06-04-2020, 01:16 AM - Forum: Balance Fu - Replies (8)

Okay here comes swift with another shitty idea, and I mean it this is a real stinker because I'm not sure if anyone will agree but personally, I'd like to see evade become healthier in some way.

Celerity should become like Defense and Resistance, but not. Below are key points to illustrate my meaning.

What this means Okay so what I mean is if we make it like def/res is becomes a percentage, and we basically kneecap hit because for this to make since we can't assume 300 hit or 3 hit, so if you have 40 scaled celerity, you get a 40% chance to dodge or evasion, if we really need to we can make a small rework where torso type effects cel/def/res where unarmored gives more to cel light gives more to res and heavy gives more to defense, in more ways than just armor I'm talking if you're wearing unarmored your defense and resistance value is skewed in some way, not to the point where they're unusable but bare with me here I didn't plan this like I always do.

How about evade/armor/marmor? Obviously armor and marmor remain unchanged but what if evade becomes added to the chance to dodge, where weapons are impacted by their accuracy similarly where a gun with say 80% chance to hit will have 80% base accuracy modifier versus celerity whose stat is 50 scaled giving you a 30% chance roughly to hit them or they dodge/evasion proc, which is unlikely to have something this low if you don't intend to do autohits, and usually can be raised to near 100% to keep it possible to have a chance to hit even a faster character. We could even impose a cap to keep it possible to land hits.

What about hit? gone, trash, rotten. Garbage. We don't need hit if we factor in a change like this, because then we go back to square 1, where evade is either too good in a fight or too bad, even if the too bad part is much too commonplace anymore

What about evade skills?Well personally I'd like to see them changed, hit skills too, the game becomes less about who can buff hit or evade faster and becomes actual fighting, no longer will fortune winds rule your life young ones.

Def/Res Alternatively here's another idea, we make defense and resistance an activation where they cannot occur with evade, but in turn evasion works like defense making durability economy better where you can't back 50 cel with 50 defense to be immune to damage or something, but keep evade working as it does now so it doesn't become the "God tier defense stat"

I'd feel a lot better about evade if it didn't get shut out of existence for being incapable of holding out 350+ hit chance and just dies because evade can only reach like 200 base so you have to buff hard just to dodge, or on the other hand if you don't have 350 hit because you're poor and needy you don't suffer because you're a basic attack build who failed to hit your crumb quota.

People will probably hate this idea, but at the end of the day it's just an idea

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  Stalemate, Sudden Death and Prophylaxis
Posted by: Sawrock - 06-03-2020, 06:04 AM - Forum: Balance Fu - Replies (3)

If Stalemate is going to get a bonus based on SKI, could Prophylaxis and Sudden Death also have their WIL scaling be changed to SKI? It would encourage more on-hit builds for Black Knight and make Prophylaxis/Sudden Death way more feasible, considering they affect on-hit to begin with (Prophylaxis giving direct to-hit and Sudden Death giving Fear which leads into Zugswang).

The only change I could see in the other direction being is that they would then have a chance to proc, so they both don't stack automatically for a +27 chance to hit.

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  [v2.26e] Daisangan Forever
Posted by: Autumn - 06-03-2020, 02:25 AM - Forum: Bug Reports - Replies (1)

It appears that if you install a dragon youkai and receive daisangan that it won't go away, it persists permanently in your stat screen and from there on so long as you have the skill, even if you are not installed.

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  Lightning Critical 3: Crit with a vengeance.
Posted by: Autumn - 06-02-2020, 09:33 PM - Forum: Balance Fu - Replies (13)

Oh boy another lightning critical thread, I do think since fire was finally touched up upon that the other problem enchantment might need to be finally toned down quite a bit, as someone who's been using lightning criticals for a while now, even I know how overtuned they are in their current state.

As it stands most autohits are balanced around certain numbers, for example a kensei autohit is usually around 140% SWA which is pretty standard, but has additional effects to them like DEF Shred/Ignoring Evasion/Knocking away tiles etc.

Add on lightning criticals to these autohits suddenly and you have the potential to nearly double the damage of it. This is absurd levels of damage and skews certain classes that benefit massively from elemental impacts, like Kensei or Demon Hunter to lean on lightning should they have the stats to support it.

I want to note out that a lightning critical build requires a lot of stats, you need LUC and SKI to crit, and your weapon's scaling, and GUI (OPTIONAL) if you want to scale those crits up, however due to how large the base damage on lightning criticals actually is you probably won't even need absurd levels of GUI.

Here is the end result of all that effort however, a normal hirazuki vs a lightning critical hirazuki.

[Image: HDMQFU8.png]
[Image: i3a5RBR.png]

Its really not that hard to see how high the damage on these can get, and I do think they are overtuned in some fashion.

The build in question being used is a lightning Kensei with 120 SWA and 40 GUI, so I actually have a lot of damage potential here, but the total modifier for the attack is 1.65x due to the base critical damage being 10% and tacking on an additional 15% from talents.

(Stats under spoiler)

[Image: OcDoKFL.png]

This does not only extend to physical variant moves, I believe Rye and Ryemei are also quite a bit of a problem, Overload is its own problem due to recent stat changes.

Onto the points of trying to potentially play against lightning criticals:

Currently the only way to play against lightning criticals is to build critical evade, I don't think this is a very fun way to play against them currently but it is a solid way to actually negate them and protect yourself very well from potentially taking too much damage all at once. However many lightning critical builds are boasting serious crit booster mods like Veil Off/Bloody Karma/Sakki/Lucky Clover all in order to bolster their critical amounts.

----------------------------------------------

How to address this? Well other than removing the critical damage completely, for starters we could just simply cut out a lot of the extra damage, like was done with Cinders effectively giving tons of damage we'd cull down the damage output by a considerable margin, start with the base damage (10%) and make it start at 0%, after that we move to the talent (15%) and make it 5% instead. (SR*1 instead of SR*3)

That would lower the base damage they boast by 20% and start making it so more and more guile is required to do considerable damage with them, making having dummy fat amounts of SWA much less common in these builds. This would be a good start for the time being but I would also consider halving the GUI bonus damage on top of this if the damage numbers still seem too high.

TL;DR:

Currently redgull based criticals are the best way to boost your damage, you're stacking huge crit modifiers onto already higher than normal scaling attacks. it effectively turns sustained damage into burst damage while still being reliable and thats not okay.

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  Installing a virus (2.26e)
Posted by: Raigen.Convict - 06-02-2020, 03:26 PM - Forum: Bug Reports - No Replies

Install with Byakko and Seiryuu appear to crash players who basic attack while under these effects. It also seems to crash people spectating the fight as well.

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  It's all about the He Said She said (Chat tab)
Posted by: Swiftkusura - 06-02-2020, 04:13 AM - Forum: Suggestions - No Replies

Okay I have to get this off my chest, there's one issue I have with the chat system and it's rather straight forward.

I love it right? Except for when an NPC speaks, or you do a dungoen and a mob goes GHRH and it comes up as though a player spoke but without an icon


.png   Screenshot_83.png (Size: 5.35 KB / Downloads: 604)

A party I was in came in to sell items, and it takes up a lot of space because the shady fella decides that he has to speak when someone finished talking to him, which is fine if it didn't treat it like a player


.png   Screenshot_82.png (Size: 77.34 KB / Downloads: 625)

A mob sees you and becomes upset you're encroaching in his territory so now your RP you may be dungeoning feels disrupted because something with the generic color starts blabbing and it just fills the screen personally

I'd like to see npc chat being tweaked to not use the system like this, personally.

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