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  [v2.13b] Nitrogen Bomb
Posted by: Shujin - 11-21-2019, 06:14 PM - Forum: Bug Reports - Replies (6)

Nitrogen Bomb seems to not benefit from any power boosts. Things I have tested that leave it entirely untouched:

-Upgrade (Flamethrower) from engineer (says to add 15 power)
-Further Madness
-Ring of Throns
-Blacksmith Upgrade doesn't effect it either
-Sharpen
-weapon sentimentality
-Katana master

Things that DO work are:
-Material Power
-Sharp (The Green Quality text)

I update the list while I try stuff out, but as far as I can tell it only uses the base power of your gun.

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  [v2.13b] The culprit is yo-...Wait.
Posted by: Shujin - 11-21-2019, 06:09 PM - Forum: Bug Reports - Replies (3)

Combat Magnefying glasses potential skill states that its triggering once one ally unit is killed, This doesn't seem to be the case however for Papillions Butterflies. (Engineer Bots, And Wraithguard works though.)

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  [v.2.13b] Wrong monster weapons
Posted by: Snake - 11-21-2019, 02:40 PM - Forum: Bug Reports - Replies (1)

Certain Monsters have other monster weapons instead of their own.

Tyrant has Scareclaw, which belongs to Scarebear.
Bone Marauder has Crushing Grip, which belongs to Ice Giants.

List to be updated as I go across them.

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  Katana Dorks Anonymous v 2.13b
Posted by: Raigen.Convict - 11-21-2019, 07:02 AM - Forum: Balance Fu - Replies (2)

Set the check for Katana master to be the very first turn a unit with it equipped is considered active within the battle instead of round 0. This is all I wish for. As it will stop it from not activating when joining an ally for battle.

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  [2.13b] Kagekiri and Positional Requirements
Posted by: Kameron8 - 11-21-2019, 06:01 AM - Forum: Bug Reports - Replies (4)

Kagekiri will always be able to trigger position-based defensive abilities, such as Eviter, regardless of which direction anyone is facing.

For example, using Kagekiri through someone's back and ending at their front can be blocked with Eviter. Using Kagekiri through their side and ending at the other side can be blocked with Eviter. And lastly, using Kagekiri through their front and ending behind them can be blocked with Eviter.

This is not the case with Sidecut, which will correctly strike the enemy from the direction you are moving through. This means that Sidecutting from behind someone, through their back, and ending in front of them, will never trigger Eviter or Cobra.

I know this is an issue with most abilities that both move the character and deal damage (Flame Jetwing, Swooping Stroke), but I don't have any test data for those instances. Ideally, it would be nice for these to behave as Sidecut currently does.

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  [v2.13b] Anything wrong with Protect?
Posted by: renowner - 11-20-2019, 07:04 AM - Forum: Bug Reports - Replies (1)

I've been trying to get protect to function lately.
[Image: db62334358.jpg]
The skill itself lists no chance, and just says its a shield skill. This leads me to believe as long as you're wearing a shield, it should always trigger. however this does not seem to be the case.

I've had it trigger never after several attempts. Toggled on. Next to an ally taking a basic attack. Wearing a shield. Nothing.

This also applies to shine knights and metal aegis. Both of which don't have the guard action, and presumably don't have a shield equipped in the first place.

I'm unsure if protect doesn't work at all, or if it just simply has an unlisted chance to apply the effect. Either way, I've never seen a shine knight or metalaegis activate protect a single time so far, and I've used them quite a bit.

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  [v2.13b] Scapegoat shield
Posted by: renowner - 11-20-2019, 07:01 AM - Forum: Bug Reports - Replies (3)

I've been testing scapegoat shield (From engineer's metal aegis) for awhile now, and it seems to work perfectly on its creator. But at any time you use it on somebody other than he or she who created the mech itself, it doesn't function.

I'm not sure what this is about, but even when my mech stands beside somebody else and gives them 'ready to hide behind' it never triggers under any circumstances thus far. Tested with AoEs ,basic attacks, and single targets. (Magaisendo, Immolate, basic attacks, sear.)

All of which when I give myself ready to hide behind, are blocked as per normal.

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  [v2.13b] Poisonous Forest
Posted by: renowner - 11-20-2019, 06:59 AM - Forum: Bug Reports - Replies (2)

[Image: c048295a74.png?width=389&height=166]

According to the skill report poisonous forest's effect tiles are supposed to slowly creep towards the nearest enemy. However upon testing this is not the case. They poison those inside them as per normal, but they do not ever move off of whatever plant tile that spawned them.

Tested with Doriad created flowers, and with nests from the archer/ranger class.

[Image: 6983677b50.jpg]

As you can see from the picture above, there's four turns worth of nests and flowers surrounding the prinny and in random places. There are no poisonous mist effects anywhere outside of a plant tile, and the prinny is at full health and not suffering from poison.

(Also small gripe but its really hard to see poisonous mist coming from nests, especially in the dark.)

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  Airborne and Friends
Posted by: Shujin - 11-20-2019, 12:07 AM - Forum: Suggestions - Replies (3)

Airbrone is a status that in many cases is used as an set up for follow up attacks, usually it needs a very specific set up you can only pull off on your own when you are in perfect range. Now what I think is a bit sad about this, is that how airborne works currently you can not help a team mate set up a combo like this.

For Example, two Kenseis fight together:
Kensei A, gets into position via one of his skills and uses Raijinken to lift him up, he can not follow up any further but there is his buddy Kensei B to get in position and Sheranzan them. This is currently not possible because the airborne status ends with the turn of the causer. Meaning even if you use skip, they will land, not allowing any team mates to utilize on your set up.

Another tactical layer thats missing thanks to that is, that if someone airbornes you, but you happen to be a class that benefits from it and he didn't do anything to drop you down again, you are in for a counter attack posisbly utilizing the set up he gave you.

I think this is a bit sad as it takes away tactical layers in teamfights, so I wanted to purpose a change to when Airborne status ends on serval conditions:

1.) At the end of the turn
2.) On the turn of the person airborne doing anything to drop them again. (Aka using not airborne actions.)
3.) On any knockback/Knockdown?(Maybe, would be fun if it was a forced crash people into ground for like 5*Knockback distance blunt damage and a little "Crash effect" animation for extra shonen, not needed though.)
4.) Any damage that exceed 5% their health?(Optional I don't think airborne is such a strong status that it warrants basically just one action)

Reasoning is mostly to allow more synergy in team fights, or utilize the airborne set up the enemy has put you into.

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  Toggle my hotbar, baby. 2.13b
Posted by: Raigen.Convict - 11-18-2019, 09:45 PM - Forum: Bug Reports - Replies (1)

Toggle based skills set to the hotbar only function once and do not function a second time without taking an action that consumes momentum.

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