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  i prevent u
Posted by: Fern - 03-22-2019, 05:49 PM - Forum: Balance Fu - Replies (6)

Short and sweet, I feel that Prevention Potions's status resist buff is a little bit too high. Little bit might be an understatement.

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

Without any investment in status resist stats, you can easily get 250% status resist upon using a Large Prevention Potion. I believe Medium is LV35, which adds +175% status resist for less than 5M.

Now, don't get me wrong, I do think Prevention Potions needed a buff. I'm just saying that I think this is too big of a number, so my propositions are the following:

A) Making it LV*3% instead.
B) Making it LV*2% instead.

I personally lean towards A. The current counterplay as far as I know is the magic stone Requinite, Null Shell and Wash Away, but the first example is very RNG based while the following two are class specific.

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  Where is the Secret Passage?
Posted by: Ardratz - 03-22-2019, 08:51 AM - Forum: Suggestions - Replies (2)

So this sorta just came to mind about now but wouldn't it be nice for event builders if they could make certain objects in their event space, or house, push/pullable like stuff was in Mitadake, or say like how that one bookshelf in the Haunted Mansion is like. Maybe there could be a toggable option to make some items movable (and if the game reboots the items just go back to their original spots like locked doors and all that)

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  SL2 Version 2.00.07+08 Update Notes
Posted by: Neus - 03-22-2019, 02:17 AM - Forum: Announcements - No Replies

[smcf=body]New Ghost Skills

  • Ghastly Strike - Sword skill. Attack your opponent with a quick sword strike, then fake a follow-up. Deals Slash physical damage to the target. If you have inflicted Fear on them, they may try to protect themself from the fake hit, having a chance to inflict Guard LV 1 on them. The overall success rate is increased by the LV of your Claret Call the target has (if any).
  • Cut Down - Axe skill. Two quick swings from your axe. The first swing applies Claret Call, and the second swing consumes it, deals damage, and inflicts Cut Down LV X (X = half of Claret Call's level) for 3 rounds. Cut Down reduces the target's Phys and Magic Defense by LV%.
  • Blood Spike - Spell. Costs 5% of your maximum HP. Targets a 2 Range circle up to 3 Range away. All enemies in that circle take Ice and Water magic damage (split evenly) and have Claret Call applied to them twice. The range of the spell is increased based on your Rising Game level. Sword and Axe weapons are valid casting tools.

Ghost Reworks
  • Ether Invitation - 2 round cooldown. Always costs 4M. Effect changed; An invitation to the underworld. Targets an enemy within 1 Range and pulls all Claret Calls on all enemies to them, stacking them together. Afterwards, you perform a basic attack on the target, which deals bonus damage equal to 20% of your missing HP. If it hits, and they are marked with Claret Call, the Claret Call explodes in the wound, consuming it and making them Unmarkable for 2 rounds, but giving them Cursed Wound LV X (X = damage dealt by the attack).
  • Sanguine Star - SWA ratio changed to 100% + 15% per Rank. FP cost changed to 13 + 2 per Rank.
  • Reaper Scythe - SWA ratio changed to 100% + 20% per Rank. FP cost changed to 24 + 2 per Rank. 1 round cooldown. Pattern changed. Effect changed; Axe skill. A deadly blade that cannot be protected against. Deals Slash magic damage to all enemies in a crescent pattern. If any of those enemies are marked by Claret Call, they can be guard broken, but become Unmarkable until your next turn.
  • Haunting - Max rank changed to 3. Range now equal to 4 + Rank. FP cost changed to 15 - 4 per Rank. AI should no longer use it when already in range of an enemy.
  • Rebound - Max rank changed to 3. 5 round cooldown. Effect changed; Draw back and consumes all of your Claret Calls on all enemies, which sap HP and FP from those enemies equal to their LV, restoring your HP and FP for each (HP recovery per is increased by X% of your Scaled RES). Having this skill equipped will also cause Rising Game to passively increase RES.
  • Wraithguard - Max rank changed to 3. 5 round cooldown. Effect changed; Creates a ghostly spirit that is tied to you at a target location within 3 Range. When you take damage, it is reduced by 30% and that reduction is subtracted from the Wraith's HP instead. The Wraith can still take damage normally and gets no turn, so try to keep it away from the action. (HP is equal to Rank * 100).
  • Painproof - Max rank changed to 3. Effect changed; Costs 10% of your maximum HP to use. Cause damage to yourself in order to lessen the pain you feel from enemies, granting X% Physical and Magical Defense until your next turn versus targets marked by your Claret Call. (X = 30% + 10% per Rank).
  • Red Rain - 3 round cooldown. Effect changed; Costs 5% of your maximum HP. Creates a localized rainstorm of blood at a target location up to 5 Range away. When created, and at the start of every round, enemies in the rainstorm have Claret Call applied to them. At the start of a new round, if no enemies are in the area of effect, the rainstorm will creep towards the nearest enemy.The rainstorm lasts for 2+Rank rounds, but can be dissipated by certain effects.
  • Gravestone - Earth ATK ratio changed to 100% + 25% per Rank. FP cost changed to 20 - 2 per Rank. Effect changed; Creates up to one impassable but attackable Gravestone at target location for 3 rounds. Enemies in that tile take Earth magic damage and are knocked airborne. Enemies within 3 Range of a Gravestone take double bonus damage from Claret Call, and Wraiths within 3 Range of a Gravestone take no damage from enemies.
  • Dark Imbue - Dark damage changed to Dark ATK 10*Rank%.
  • Ghostwind - Name changed to Scarlet Twister. Effect changed; Costs 10% of your maximum HP. Targets a 2 Range circle up to 3 Range away. All enemies in those tiles are pulled 2 tiles towards the center, and then all enemies in the circle take Water and Wind damage (split evenly). Claret Call is applied to all enemies; enemies within 2 Range of the center have it applied twice. The circle size and pull effect strength are increased based on your Rising Game level. Sword and Axe weapons are valid casting tools.
  • Claret Call - Max rank changed to 1. Effect changed; A red mark that increases pain. When Claret Call is applied to an enemy, it gives them or powers up a status by LV X (X = 2 + 1 per Rising Game level) that lasts for 3 rounds. Claret Call boosts the damage of non-Gun basic attacks, as well as the damage of Ghost skills. Claret Call is applied by dealing physical damage to an enemy, or by various Ghost skill effects.
  • Fitting Form - Max rank changed to 1. Effect changed; Ghosts, as in the spectres, do not typically carry a lot of weight in their appearance, so it is only fitting when Ghost duelists follow suit. Increases the base LV of Claret Call applications for each weapon and torso you have that is 5 Weight or less.

Ghost Skill Animations
Added new animations for the following Ghost skills. (Some were added in the initial release.)
  • Ether Invitation
  • Reaper Scythe
  • Red Rain
  • Rebound
  • Sanguine Star

New Traits
  • Smasher; 20 Strength. You're great at destroying things, whether you mean to or not. Doubles damage to field objects which can be attacked, and slightly increases the success rate of bashing doors open.
  • Mask of Metal; You are shielded in a veil of metallic mystery. While you have a Helmet accessory and a Heavy Armor torso equipped, enemies will not be able to see your HP, FP, and so on. Non-PC enemies will not be able to determine your race for special effects, either.
  • Escape Artist; 15 Celerity. Slippery is a good way to describe you. Grants +10% success rate when attempting to Flee, and lowers the success rate of enemies trying to grapple you by 15%.

Snakemen & Items
  • Snakemen can now spawn in random dungeons. Feathered Serpent can appear as the boss of a grey cavern variant.
  • Added 4 new 10* items (3 accessories, 1 tome).
  • Added a new boss enchantment. (Miragewalk - Grants 25 Evade for 1 attack, 3 rounds after using a movement skill (including Move).

Class Changes
Black Knight
  • Steel Mind - Now removes Sakki, Kenki, and Touki.
Hexer
  • Fleeing Spectres - Void Refraction no longer works with this skill.
Void Assassin
  • Fray - Void Energy gained from frayed projectiles changed to Rank (from 50% of Fray bolt damage).
  • Black Bolt - Now has a 1 round cooldown.

ETC
  • Phys and Magic Defense - Positive bonuses now stack multiplicatively, reducing effectiveness of many boosts to these stats.
  • Shotguns have received a new attack animation.
  • Simpler Second Target setting added; this lets you progress through skills with secondary targeting by using accept/cancel. On by default.
  • Frost Tyrants can no longer be recruited as monster companions.
[/smcf]

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  Mixed Martial Bugs [2.00.8]
Posted by: Autumn - 03-21-2019, 08:53 PM - Forum: Bug Reports - No Replies

Using sub attack while using Mixed Martial Arts seems to attack with your mainhand weapon instead of your bare fists.

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  [QUE] Katana Master (2.00.8)
Posted by: Trexmaster - 03-21-2019, 04:40 PM - Forum: Bug Reports - Replies (4)

Is Katana Master's buff in combat intended to be removable by purging effects like Requinite and Null Shell?

Currently it is able to be removed, which seems unintentional given the requirements to have it work in the first place.

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  Receiving Damage from sear from an overlaying battle [v.2.00.8]
Posted by: Aqua - 03-21-2019, 04:01 PM - Forum: Bug Reports - Replies (4)

For some reason when I spawned a battle against a Prinny from the Statue of memories, I seem to have taken damage from sear from an ongoing battle in the arena. Im not entirely sure if this intentional but seems a little off in my opinion. Given this was on Round 0 and no Magic was used involved using sear tiles from myself in any shape or form.



.png   5ZAAD86NTTeHtc3Euc6ENQ.png (Size: 25.98 KB / Downloads: 1158) Given that it was round one and no skill was used until after this screenshot was taken. I initially thought it was a one time thing but was not the case. As a test I decided to walk in the direction that there was cinder tiles and still took fire damage.
.png   AQ6gYjVQS0WVr_fgm_qdog.png (Size: 172.73 KB / Downloads: 1148)


How to replicate:

1) Have someone use Tarson and use sear.
2) Have someone else use the statue of Memories and use Pinny.
3)Don't use any spells. If you don't spawn in the sear tiles that overlay move towards them and walk over them and watch yourself take fire damage.

(Note that The battle with Tarson mercs must be ongoing while the other is fighting prinny.)

So my overall question is, Is this supposed to happen or not?

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  Fed Up [2.00.8]
Posted by: Noxid - 03-21-2019, 01:20 PM - Forum: Bug Reports - Replies (1)

The vampire trait feeder is only partially functional. Using banquet does give you the status and it does restore hp and fp after battle properly but it does not however restore the essence per turn as it says.

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  oh god help it's sucking the life out of me (v.2.00.7b)
Posted by: Fern - 03-21-2019, 05:45 AM - Forum: Bug Reports - Replies (2)

It's not possible to target Frost Tyrant at all at times. Here's a screenshot:

[Image: unknown.png]

The details I can currently provide after getting into repeat encounters with them:
1. This occurs when they freeze you.
2. No targetting is possible with any form of attacking or skills.
3. The screenshot has me trying to target the tyrant with a Moonlight Mercy.

In my experience, there hasn't been a single time when I can't target them while NOT frozen.

However this happens on-then-off after they freeze me.

The character in the screenshot is at red HP since it was not possible to target the mob, it was also not possible to get out of Life Eater.

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  Katana Master is too strict
Posted by: Senna - 03-20-2019, 09:29 PM - Forum: Balance Fu - Replies (16)

Funny how you'd never notice something until the given moment depends on it. The Katana Master passive is FAR too strict; in the sense it punish you for trying to play a duelist or switching Katanas.

Info: I didn't realized it until I notice I can't inflict silence. I thought it was because I took too long to get A.Fear off but no, it's because KM never triggered.

Then you sit down and actually read what it does, you'll notice how limited it really is: [Image: 059de8c803237527da0e84e70ab43fec.png]

So, you're unable to run Vent Petale or any off hand or switch in different Katanas for different situation. The fact you do need KM to get the full usage out of the absolutes considering it's not even as easy or great to get them off like before.

Suggestion: Allow the passive to only affect KATANA weapons, as long as they have one equipped. And if the person reequips an Katana via swap weapon, it resets the status. So if someone tries to switch in another non-katana sword while the status is active while they don't have an katana equip, it'll end but if they reequip the Katana, they regain the status. So it isn't that punishing to swap from one Katana to another and it isn't that punishing for running off hand for given passives like Vent Petale.

I do understand why it's like this but to truly avoid people just having the Katana equip for just the passive, the easiest way around it is; People need to attack WITH the Katana to get the +5 level for the passives from KM. If they don't, they won't get it.

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  Weapon Begone
Posted by: PantherPrincess - 03-20-2019, 10:12 AM - Forum: Bug Reports - Replies (2)

I cannot supply screenshots of this because I was doing the black beast raid event before reboot while this happened and I forgot so sorry in advance but if you equip a sub class that doesn't use the weapon in your main hand the game will give you the "Cannot use weapon type" message and delete your weapon permanently. It is not in my inventory nor was I in battle or died in battle either when this occurred. I tried to recreate it after the reboot but it seems to be fine now.


How to reproduce:
1. Equip any weapon
2. Equip a sub class that doesn't use that weapon type
3. Receive message and empty weapon slot

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