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  Hello, are you from Marche? [Cellsvich]
Posted by: Trexmaster - 02-15-2019, 03:15 AM - Forum: Sigrogana - No Replies

Over the past few weeks, many citizens were asked the same question.

Quote:"Hello, are you from Marche? I've a missive to deliver you see." - Unknown Courier



Of course, very few if any remotely knew what this odd-eyed woman was talking about. Most turned her away, though from the few who humored her longer the story could be pieced together.

Quote:"Weird little shite sent on a mail run to a fairy tale. Could care less, so long as it ain't bothering the people." -Cellsvich Guard

"I've never heard of a place called that in Kysei, nor why she'd look here instead. I've had to remind her more than once she's already asked me before... -Well-read Citizen

"Could've swore they were that one pink-haired First Squad, but apparently they just look alike...and those eyes are hard to forget."-Shaken Citizen
For their persistence, the mysterious courier goes about their work with a semblance of professionalism. Always leaving people to their business with a formal farewell should they not ask anything, that is. A minor nuisance at most.

Quote:"I see. Thank you for your time. I apologize for any inconvenience."

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  [Que] Holy Eyes of Death
Posted by: Autumn - 02-14-2019, 03:37 AM - Forum: Bug Reports - Replies (6)

Is Holy supposed to interact with Divine Eyes, the autohit version that is, not the basic attack one.

Currently it amplifies the damage of Divine Eyes fully, causing it deal over 525 unresistable damage.

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  MUCHO MACHO MANLY Grapples & CQC
Posted by: Snake - 02-13-2019, 02:42 PM - Forum: Suggestions - Replies (4)

Big ass disclaimer: I did not put much (if any) mind on balance when thinking about this. If needed, whatever written here can be used as just as it really is. A suggestion for this to get in somehow in the game, since it's some fluff I have been dreaming of for quite a while in some characters.

I had those traits in mind and queue for suggestion for a looooooong while. I even thought this would end up in a 'Grappler' class of some sort, but, first Martial Artist already has 3 classes, and second, that's not really necessary anymore. Not when we are in dire need of new traits and poor Grapple just got shafted because of Shaitan, aye? So yeah, there you go:

Quote:Grappler Training/CQC Training
(Requires the trait 'Spiritual Fighter' and 10 base STR)
At some point in life you have been instructed in how to use your momentum effectively after you grapple people so you can boss your enemies around. This trait grants a few skills that can only be used when you successfully grapple an opponent. Every time you successfully execute a Grapple Skill on someone, you gain mastery, up to 300. (Cannot be used with other Grapple enhances, such as Painful Grip.)
Quote:Advanced Grappler Training/Advanced CQC Training
(Requires 20 STR, Grappler Training/CQC Training at 300 mastery)
You have mastered the way of the grappling so much it became a martial art on its own. One that you're the black belt of it! This trait grants a few special combinations that can only be used when you successfully grapple an opponent and chokehold them.
This cannot stack with other 'Grapple Enhancement' traits. So no Painful Grip CQC. Fuck that.

These traits will grant those skills, all of those cost 2M:

Quote:- Throw. (Requires a STR based check). You throw your opponent, knocking them forward by (STR/10) tiles. If they cannot complete the knockback distance somehow, they're inflicted with Knockdown and take Blunt damage equal to your STR. If you fail to perform the maneuver, you're the one knocked down instead.

Quote:- Slam. (Requires a STR based check). You try to overpower your opponent and slam them on the ground. On success, you will inflict Knockdown and Flatfoot LV20 and deal Blunt damage equal to your STR. On failure, you'll be inflicted with Worn Out LV20 for 2 rounds, as the maneuver itself is quite taxing on your whole body.

Quote:- Suplex. (Requires a STR based check). A basic maneuver that can crush even the bravest of the possessed trains. On success, this inflicts Clumsy for 3 rounds, warps* your opponent to your backside**, if possible, and deals unresistable Blunt damage equal to your (Scaled STR * 2). In both cases, the two of you are knocked down.
*I imagine this working like Turnover from Soldier, but only inflicting damage after the animation is done.
**If there is an enemy unit there, they will also take damage and be knocked down.

Quote:- Chokehold. (Requires a STR based check). You try to tire and impair your opponent by strangling. On success, inflicts Chokehold*/Chokeheld** instead of Restrain/Restrained for 2 rounds. At the end of it, if the enemy still doesn't break free, they're inflicted with Worn Out LV(Your Scaled STR/2) for 2 rounds and lose 8% of their maximum HP. On failure, you'll be inflicted with Guard Break for 2 rounds, as this maneuver leaves your arms tired.
*Chokehold should prevent move, movement skills, skills and spells from being used.
**Chokeheld should prevent spells, move and movement skills from being used.

Furthermore, both of these are technically Restrain, but with a 'silence' attributed to the target, and without the condition of 'end on your next round', or else it wouldn't give people a chance to struggle out, nor for the special interactions to happen.


Quote:- Special Interaction: Judo Throw. - If you use Throw on an enemy under the effect of Chokeheld, the number of tiles knocked back is equal to 1 and thus, will knock the enemy down and inflict damage without needing an obstacle. Failing this will carry out the same drawbacks of Throw. (This will remove Chokehold/Chokeheld and inflict Worn Out LV 10 on both.)

Quote:- Special Interaction: Close-Quarters Slam. - If you use Slam on an enemy under the effect of Chokeheld, you will have a STR-based chance to inflict Stun. Failing this will carry out the same drawbacks of Slam. (This will remove Chokehold/Chokeheld and inflict Worn Out LV 10 on both.)

Quote:- Special Interaction: Superlex. - If you use Suplex on an enemy under the effect of Chokeheld, you will have a STR-based chance to create a huge shockwave that deals (Scaled STR * 2) unresistable magic Wind damage in a 6 range circle. This will also stun you. (This will remove Chokehold/Chokeheld and inflict Worn Out LV 10 on both.)

And a new Martial Artist skill passive:

Quote:Stance Prowess
Increases the chance of any STR-based check by half of your SKI, up to a maximum of (Rank * 5)%***.
***Or just a static 25% cap, and make this a 1 point passive skill.

Suggestions? Feedbacks? Complains? I'm all for it.

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  EZ Freez-E (Crystal Rose)
Posted by: Trexmaster - 02-13-2019, 10:06 AM - Forum: Bug Reports - Replies (6)

Unsure if intentional, but Crystal Rose can still inflict Frozen with the effect of a Mercury Badge without the actual Kraken enchant.

Game Version: 2.00.5

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  Gigantys
Posted by: Lonestar - 02-13-2019, 07:52 AM - Forum: Balance Fu - Replies (17)

Gigantys is one of the most, if not the most less used Boss Drop weapon out of all of the existant one, and there's a couple of fair reasons why. The weapon itself provides more drawbacks than benefits, and the constant STR dump you have to deal with to even wield the weapon without being over your Battle Weight is absurd when combined to the weapon already providing minus Hit, which is heavily contradictory to their last ability, so here's a few changes that would make the weapon a bit better.

Decreases Hit by Weight. > Decreases hit by weapon's Weight/2 (Up to a maximum of 20 or 30) OR Removal of this part.

There's absolutely no actual reason to complete cuck the users hit just because the weapon's heavy and force them to pair their combo with Hexer always due to Plisfa's Masochism. It feels heavily limiting or hitting Evasion even on tanks with minimum evade.

Attacks cost 4M but deal bonus damage equal to Weight and can Guard Break. > Momentum cost changed to 3M, bonus damage equal to half of the weapon's Weight, Guard Break changed to ignore Parry skills.

With the basic attack costing 4M, someone without Fleur would only manage to use the basic hit once per turn, even with a crit. With Fleur, it would be twice per turn, but the weapon is not favorable to criting as it has 0% base chance plus the modifiers to add more weight tends to remove crit, which is why even in someone with only one Crit Evade stat (Be it LUC or FAI), you're going to have a hard time critting them.

So to balance the change of basic attacks to 3M, the bonus damage gained from Weight would be halved, as it would be too abusable and heavily damaging on someone who lacks defenses, even though they wouldn't have any issue dodging their strikes without Plisfa. The change from Guard Break to Ignoring Parry is something that makes more sense to me, as it would be very hard to parry a heavy and large sword such as Gigantys, and Guard Break feels heavily situational for a status that is easily break with a knockdown.

Other than that, I believe another cool interaction would have the bonus to weight also apply to autohits, but I'm not sure how abusable would that be. (Looking at you, Demon Hunter.)

Those are my opinion on the weapon, if you have any other ideas, make sure to leave a comment and discuss what would be a good change for Gigantys.

Also, for the love of god, please change the weapon's type from Medium to Large.

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  Towering Troubles
Posted by: WaifuApple - 02-11-2019, 06:53 PM - Forum: Bug Reports - Replies (1)


.png   unknown-13.png (Size: 22.85 KB / Downloads: 895)

At first, if I remember, towering mobs used to have a larger sprite, to emphasise the fact that they are bigger mobs. This seems to have stopped being a thing, intentional or not, with the ring being the only thing that grows in size. It makes things look pretty awkward. Is this a bug?

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  SL2 Version 2.00.05 Update Notes
Posted by: Neus - 02-11-2019, 10:21 AM - Forum: Announcements - No Replies

[smcf=body]Valentines

  • New holiday that lasts from Feb. 10 to March 1 (real time).
  • During this holiday, all minibosses that spawn also gain the exclusive Chocolate miniboss tag.
  • Chocolate minibosses drop Chocolate Blobs when beaten, which can be crafted into Special Chocolate at a cooking station.
  • Special Chocolate can be gifted to several Cellsvich girls (Air, Erin, Michelle, Zoria, Hikari, Risu) who will give you a prize based on how good they thought it was.
  • The number of chocolates gifted to each girl will be tracked and the one who gets the most might get a special reward. (The NPC, not the gifters.)
  • Minibosses have a 10% higher chance to spawn during this event.

Race Changes

Zeran
  • Superiority - No longer affects STR and WIL. Instead, it reduces the Scaled Weapon Attack of that enemy by 3 + 1 per 5 Scaled SAN.

Talent Changes

Two-Hand
  • Full Swing bonus is now SR*2 (instead of SR*2%).

Item Changes

Fan Tomes
  • Zhuquelare - Durability changed to 15 (from 40). Scaling changed to 50% WIL, 30% STR, 30% CEL (from 50%/50%/50%.)
  • Qinglongram - Durability changed to 15 (from 40). Scaling changed to 50% WIL, 30% LUC, 30% CEL (from 50%/50%/50%.)
  • Baihurai - Durability changed to 15 (from 40). Scaling changed to 50% WIL, 30% LUC, 30% DEF (from 50%/50%/50%.)
  • Xuanwuken - Durability changed to 15 (from 40). Scaling changed to 50% WIL, 30% SKI, 30% DEF (from 50%/50%/50%.)

Enchantments/Curses
  • Avalon - Effect changed; +X HP Regeneration (X = 2 + Talent Points in Chivalry). At 25% HP or less, effect is doubled. (This enchant will not stack with other enchants of the same name.)
  • Thieving - Success rate buffed to 15% (from 5%).

ETC
  • Zoom Size - Independent setting to Stretch to Fit that can scale the screen size from 50%-500% normal size. Doesn't work if Stretch to Fit is enabled because of how BYOND renders the map.
  • Rectifer, Static Air, Whispering Cant, Ice Fairy and Fire Fairy skill icons by Apple.
    [* New status mini-icons by Makeshift Walrus.
  • If you try to turn with a skill that can't be turned, an icon and sound will play to indicate it.
  • Invoking can no longer be dispelled.
[/smcf]

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  Quiet, much too quiet.
Posted by: Autumn - 02-11-2019, 08:18 AM - Forum: Bug Reports - Replies (4)

Quiet person doesn't interact very well when viewing a battle, most people cannot actually hear a quiet person speaking into it, its very inconsistent as to who can and cannot hear you, and I'm not quite sure what causes this.

It'd be nice if a quiet person could be heard normally when speaking into a fight.

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  Trait Suggestions
Posted by: Eldecrok - 02-11-2019, 07:47 AM - Forum: Suggestions - No Replies

The title says it all. Not all these are good, but they are mechanically thoughtful. Let's rumble!

Some key terms:
X - Arbitrary Number

Graceful Fumble - Prerequisites: None
You now gracefully fumble with every attack, making you used to get hit, but also making you fumble. Very often.

You no longer proc Evasion (you can still dodge attacks) for 30%DR to that attack. Instead, you have a flat damage reduction of X to every attack, but not for effects (i.e. burn, poison, etc.)

Direct Hit, Direct Miss - Prerequisites: None
The choice to land a hit, or to never be hit. If one specializes in one, they forgo the other.

Choice: Evade, Hit.
If Hit: +15 Hit, -20 Evade
If Evade: +15 Evade, -20 Hit

On Hit, On Miss - Prerequisites: Direct Hit, Direct Miss
What actually happens when you land a hit? Avoid a hit?

Choice: Evade, Hit
If Hit: 10% to proc on-hit effects again
If Evade: +5 to evasion-damage skills (i.e.) Riposte)

Directional Confusion - Prerequisites: None
You often get confused about which direction you are going.

Negate effects of Chivalry. At the beginning of each round, face a random direction.

Directional Madness - Prerequisites: Directional Confusion. Activate Directional Confusion 500 times.
You sincerely have no sense of direction!

Negate effects of Flanking and Backstab. You cannot use Chivalry, Flanking, or Backstab. You cannot Ambush enemies. You randomly spin while walking in the overworld.

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  Challenge Ideas
Posted by: Coffeeccubus - 02-11-2019, 06:18 AM - Forum: Suggestions - Replies (1)

So, given my head is full of ideas and suggestions for the game, I think one in particular may be interesting for people to try out.

How about we get some more challenges in? The ones in Colossus are tough, but why not make it more... tougher? These bosses I think shouldn't be there, but in the Arena as safe bosses. Maybe have four of them, and locate them in the Tent? Who knows.

The Trials of Kinu
Description: Kinu is a hard boss. Let's admit it. Many people want her nerf'd and all that. But what if... in a secret laboratory in Karaten, someone so evil, so foul, created not one, but five successful clones of Kinu? All with the same abilities and powers as her? Are you able to defeat Kinu in these... trials of Kinu?

Fight: Kinu (x6), scales to your level, but has all the same nasties as the regular Kinu.

Revenge!
Description: You beat up every single guardian... but it seems all of them are angry at you, and want to take revenge for beating them up! Every boss from the BDP dungeons will appear to confront you personally.

Fight: All the BDP Core Bosses with their same abilities. Scales to your level.

True Might
Description: You think that you're the tough kid of the Arena eh? Well, let's see what happens if we send out eight of our finest warriors against you! Let's see how well you can fare against them.

Fight: 8 Arena Combatants with random rolls, but all scale to your level.

The Mute One
Description: What a strange fellow from Doraington... he looks familiar, but I can't tell who he is. Hmm... Well either or, he seems to be pretty strong. You might want to pack a bit more muscle for this guy.

Fight: Mute Cultist. Level 80.

The Arena Master (SPECIAL)
Description: So you want to fight me don't you? Alright then, bring it on!

Fight: Of course Tarson Guilded himself. Level 100.

I was thinking, they could reward some extra Arena badges for these challenges, and can be completed once like the Colossus Tower.

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