Welcome, Guest |
You have to register before you can post on our site.
|
Forum Statistics |
» Members: 836
» Latest member: Foxtrot
» Forum threads: 11,778
» Forum posts: 58,635
Full Statistics
|
Online Users |
There are currently 239 online users. » 1 Member(s) | 236 Guest(s) Bing, Google, Turadis
|
Latest Threads |
Bows
Forum: Balance Fu
Last Post: Poruku
3 hours ago
» Replies: 11
» Views: 545
|
Chimera Hit
Forum: Balance Fu
Last Post: Poruku
11 hours ago
» Replies: 3
» Views: 143
|
Himari Izumi: Special Wea...
Forum: Approved Characters
Last Post: CuteYellowCrabby
Yesterday, 01:35 PM
» Replies: 1
» Views: 429
|
[v3.03c] Summon Drizzle
Forum: Bug Reports
Last Post: Autumn
Yesterday, 09:50 AM
» Replies: 1
» Views: 413
|
[v.3.03c] Combination Str...
Forum: Bug Reports
Last Post: Latto
09-22-2025, 12:47 PM
» Replies: 0
» Views: 114
|
[Korvara] Jun Zhang - Spe...
Forum: Character Applications
Last Post: Lonestar
09-21-2025, 06:57 PM
» Replies: 0
» Views: 44
|
[v.3.03c] Dark Shield Ene...
Forum: Bug Reports
Last Post: Latto
09-21-2025, 08:49 AM
» Replies: 0
» Views: 37
|
The Typo Thread
Forum: Bug Reports
Last Post: who
09-21-2025, 07:49 AM
» Replies: 92
» Views: 109,551
|
[v3.03c] Engineer MAP
Forum: Bug Reports
Last Post: AkaInuHime
09-21-2025, 01:59 AM
» Replies: 1
» Views: 64
|
Pocket Sand (Rogue)
Forum: Balance Fu
Last Post: Poruku
09-20-2025, 07:02 PM
» Replies: 6
» Views: 1,004
|
|
|
Shine Knighting might be bugged? [2.06b] |
Posted by: Senna - 07-02-2019, 03:27 AM - Forum: Bug Reports
- Replies (3)
|
 |
Kay so, I did run a few test; I assume I was going insane but that might not be the case. I asked around just in case I was missing something. The Shine Knighting from the Shine Sword potential DOES give the bonus status but the new passive it gives on the other-hand might not be working. I've ran several tests in case I was missing something or in case the Shine Knighting passives weren't like Shine Knight from Priest, aside from the status bonus and the appearance change, it pretty much has nothing else to it.
*Before people assume the small amount of hit the target loses is because of the passive; no, you gain 5 cel and 5 Luck, of course your evade is going to increase.*
I'm not 100% sure if that's intended or it's a bug.
|
|
|
Lifelong Bonds (Spiritual Bond) |
Posted by: EenKogNeeto - 06-29-2019, 05:22 PM - Forum: Bug Reports
- Replies (3)
|
 |
What happens: Using GS (Or just bonder and respeccing later) to level a youkai to 60 allows one to skip the Spiritual Bond part of bonder and have 3 level 60's despite only one actually being 'Bonded' and supposed to be able to have a higher level than 45.
Issue: Bringing three level 60 youkai with you into battle despite only having one bonded.
Fix: Make it so that the game checks if a Youkai is no-longer applicable for the two traits from Bonder/GS and then temporarily lower its level back to 45 when you don't have them either Bonded or GS equipped.
|
|
|
Weapon Potential Skill Ideas |
Posted by: Slydria - 06-28-2019, 08:34 AM - Forum: Suggestions
- Replies (3)
|
 |
Just a handful of ideas I've had for some Weapon Potentials, no particular rhyme to which ones I thought should have one.
Artemis Replica -
Arrow of Life
Passive: Artemis Replica counts as a valid casting tool for Mercalan spells.
Active: 20FP - Targets an ally (excluding yourself) within your Bow's Attack Range. This restores the target's HP equal to 100% Weapon ATK + 80% Light ATK. 1 Round Cooldown.
Braver Replica -
Golden Spirit
When you are at or under 50% of your Maximum HP, you gain the effects of Golden Glow (LV = UL/2%) and Golden Blade. (On Hit: Deal bonus unresistable Light Damage equal to UL+1.)
Gae Bolg Replica -
Heartseeker - 20FP
Targets an enemy within 3 Range, dealing Pierce physical damage equal to 125% Weapon ATK while applying (or worsening) Cursed Wounds equal to the damage dealt, lasting 3 Rounds. This skill can cause critical hits for more damage. 1 Round Cooldown.
Kigal Replica -
Contingency - Huggessoan Spell, 50FP
Grants a status that lasts 3 Rounds: When you would be incapacitated (reduced to 0HP), this status is consumed and instead negates the fatal damage, teleports you to a random location on the battlefield and restores your health equal to 100% Weapon ATK + 200% Dark ATK. Can only be used once per battle.
Nirvana Replica -
Grandstand - 25FP
Grants the user UL+1% Status Resistance for 4 Rounds (or until Knocked Down). Additionally, while this is in effect, whenever you successfully negate an infliction-based status, you attempt to inflict the causer with that same status.
Cobalt Qrytrs -
Rip and Tear
After you land a successful hit, your Critical Chance and Critical Damage are both increased by 10% for 2 Rounds, this benefit stacks up to 3 times.
Screamer -
Relentless Voice
Gain +UL/2 Sound ATK as long as you are not Silenced. Additionally, when you use the Screamer skill, enemies within 3 Range will also take Sound magic damage equal to 100% Weapon ATK and 100% Sound ATK.
Citizen Slaughterer, Knight Slayer, Rogue Dasher -
Vex Armor
Targets an enemy within 4 Range, for 3 Rounds, they will be treated as having Unarmored armor (if using Citizen Slaughterer), Light Armor (if using Rogue Dasher) or Heavy Armor (if using Knight Slayer). Any passive abilities of the target dependent on Armor Type will be impacted for this duration. 5 Round Cooldown.
Tier 3 Elemental Tomes (Ampgeneoule, Blackmeteor, Chorusafhybyn, etc.) -
Element Malediction - 20FP
Afflicts an enemy with an elemental curse. Targets an enemy within 4 Range and applies Elemental Weakness (LV 30) to this Weapon's Damage Type for 3 Rounds. (Elemental Weakness effects don't stack, only the strongest applies.)
Magical Weapons (Magical Moon, Magical Star, Magical Sun, etc.) -
Astral Power
Reduces the FP Cost of spells that match your Starsign by UL+1%. (For instance, Mars Starsign reduces the cost of Nerhaven spells. This reduction does not stack with Efficiency subtalent.)
Additionally, after casting a spell of the appropriate type, your Weapon is empowered, causing the next successful basic attack to deal additional armor-ignoring magical damage equal to 100% Elemental ATK.
Crystal Blade -
Crystal Shell - 20FP
Creates a Crystal Shell around the user for 4 Rounds, granting (UL/2)+3 bonus Armor and Magic Armor. Additionally, you will retaliate any attackers within 4 Range of you, dealing unresistable Earth damage equal to twice the Armor Bonus and causing Crystalize on them for 2 Rounds.
Bandit Weapons (Bandit Sword, Highwayman Axe, Hold-Upper, etc.) -
Cutpurse
This weapon deals bonus damage (divided by Rounds) equal to the Flanking bonus you would receive and grants the user access to the Pilfer Skill. (Pilfer targets an enemy within 1 Range with a chance equal to 50% + Scaled GUI + Thievery Bonuses to prevent them from using items for 4 Rounds.)
Spirit Weapons (Siphon, Spirit Axe, Spirit Sword, etc.) -
Hyper Focus
Imbues the user's weapon with intense focus, increasing this Weapon's effective Power, Accuracy and Critical Chance by UL but you also are inflicted with Worn Out (LV = UL/2) and do not gain Focus from this weapon's passive effect. This lasts indefinitely, instead the effects end if you run out of FP or can be ended early by reusing this Skill while in effect.
|
|
|
SL2 Version 2.06 Update Notes |
Posted by: Neus - 06-28-2019, 05:31 AM - Forum: Announcements
- No Replies
|
 |
[smcf=body]Battle Bonuses
Added a new system where you can gain bonus EXP in battles against monsters by performing certain in-combat actions. - For example, you can get the Chivalrous bonus by attacking according to the Chivalry talent's requirements 3 times, which gives an 8% bonus at the end of the battle.
- Different bonuses can stack.
New Evoker Skills- Absorb Power - Open your mind and body to absorb power from the world around you. Can only be used while your FP is below 50% of your maximum FP. You gain 20+(Rank*10) FP Regeneration and reduce your Status Resistance by 15% for 3 rounds. 5 round CD.
- Tattoo Refresh - Fill your arcane tattoos with power, allowing you activate Arcane Tattoo trait effects. You also gain Tattoo Refresh for 2 rounds, which doubles the effectiveness of your Arcane Tattoo skill. 5 round CD.
- Ephemeral Insight - Focus your mind to the highest level possible. While equipped, when you use Charge Mind while you already have Charge Mind active, you gain Ephemeral Insight for 2 rounds (your Charge Mind duration also becomes 2 rounds). Ephemeral Insight causes the next spell that can be boosted by Charge Mind to deal Akashic damage instead of its original damage type and then ends. When Ephemeral Insight ends, you gain Worn Out LV 50 for 3 rounds.
New Black Knight Skill- Unmoving - Every move a Black Knight makes should be deliberate. Until your next turn, inflicts Immobilize and Unmoving on yourself. Unmoving prevents pull and push effects from affecting you, and grants immunity to Vydel's movement effects (though you still take damage).
New Curate Skill- Roar of Life - Fill all other allied units with a divine energy, applying the Charge Weapon skill to them once. 1 round CD.
Monster Changes- Added monster armor to all of the remaining bosses and monsters that did not have them.
- Added the different wandering monster AI types that were in Argentyle Caverns to wandering monsters that appear in other dungeon types.
Player Trap Changes- Damage traps now deal 25%/50%/60% damage depending on the type (from 5%/10%/15%).
- Instead of instantly expiring when triggered, they enter a disabled state for 10 minutes. While disabled, you can double click them to reset the trap. If not reset before the 10 minutes expire, the trap will destroy itself.
ETC- When using a skill that can be resized, a new interface will appear at the bottom of the screen showing the details (min/max size, FP cost, etc.).
- When targeting a skill, an Accept and Cancel button will appear on the screen.
- Health Panel HUD button will now have a red border if you have an untreated wound that can become infected.
- Using Legend Extension or a Fruit of Fluidity will grant temporary immunity to movement penalties from items. This will expire if you enter a dungeon.
- Damage pop-up adjusted; text color now reflects resist/weak, border removed, multiple instances pop-up gradually, total damage shown.
[/smcf]
|
|
|
Pinball Doubling Cinders/Oil [v.2.06b] |
Posted by: Radioaction - 06-27-2019, 10:33 PM - Forum: Bug Reports
- Replies (1)
|
 |
[V.2.06B]
The title says it all. For some reason, (I have no clue why because there's no real hints). If you use Pinball Strike from Bonder to knock an enemy through Cinders or Arbalest's Oil Chain, the damage is doubled, rather than halved. For example.
attacks Kinu with and hits them!
Kinu takes 65 Pierce physical damage.
Kinu takes 13 Earth magical damage.
recovered 1 FP.
Kinu takes 86 Fire physical damage. (Oil Chain)
Kinu takes 86 Fire physical damage. (Oil Chain)
Kinu takes 86 Fire physical damage. (Oil Chain)
Kinu takes 86 Fire physical damage. (Oil Chain)
This was a Pulling Shot, dragging Kinu through the Oil Chain.
And this, was a Pinball Strike.
attacks Kinu with and hits them!
Kinu takes 81 Pierce physical damage.
recovered 1 FP.
Kinu takes 172 Fire physical damage. (Oil Chain)
Kinu takes 172 Fire physical damage. (Oil Chain)
Kinu takes 172 Fire physical damage. (Oil Chain)
Kinu takes 172 Fire physical damage. (Oil Chain)
Kinu takes 172 Fire physical damage. (Oil Chain)
One last note. Every time this has been tested, it has done it. Always happens from what I've seen.
|
|
|
[QUERY] Guardian Spirit and Affinity |
Posted by: GSM - 06-27-2019, 09:06 AM - Forum: Bug Reports
- Replies (1)
|
 |
So I came across this when I was thinking to myself. One of my characters picked up the Guardian Spirit trait, and I got an Apus because of my Starsign. I was curious, so I swapped off Tactician for Summoner and leveled it enough to get The Contract and Sync-Mind, as well as Affinity: Avian.
What I discovered after re-equipping a different class over Summoner was that, if you’re a non-Summoner with these skills invested in as a Summoner, Affinity-type inmates apply to your Guardian Spirit Youkai, if you use it for the right innate. Sync-Mind doesn’t work, and neither does Installing, if you aren’t a Summoner with a Guardian Spirit.
Method: exactly as described.
While I’d advocate for this to be removed, I genuinely do think this may be good as an unintentional feature. This is relatively minor (instead of say, getting the passive Sync-Mind benefits of Fortune Feather while being a non-Summoner), since Youkai are extremely weak without their respective Affinity-type innate and Sync-Mind abilities and passives.
A Guardian Spirit is essentially a useless trait except for fluff, and the Affinity-type inmate is what lets me at least use one with some decency. Can this please stay, if it isn’t too terribly disruptive?
|
|
|
|