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SL2 Version 2.00.4 Update Notes |
Posted by: Neus - 02-02-2019, 06:06 PM - Forum: Announcements
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[smcf=body]New Mage Skills - Whispering Cant - Passive. Allows you to use the simple spells offered by the Mage base class even while you are Silenced, but increases their FP cost by 50% while under that effect.
- Fire Fairy - A fairy made of fire floats near yourself or target ally, increasing their STR. After each movement step, they will also destroy all Ice Sheets within 1 Range (up to Rank*2 Ice Sheets). Also grants a special skill called Fairy Fly that uses up the buff to destroy a circle of Ice Sheets up to 6 Range away.
- Ice Fairy - A fairy made of ice floats near yourself or target ally, increasing their SKI. It will also lower their next instance of Fire damage taken by 50%. Also grants a special skill called Fairy Fall that uses up the buff to destroy a circle of Cinders up to 6 Range away.
- Relent Gale - An invisible wind that follows yourself or target ally, increasing their CEL. In addition, knockback/pull effects that put enemies within 1 Range of you (whether it's you or them), it will suddenly push back, knocking back all enemies within 1 Range 2 times, and knock them down (once). Also grants a special skill called Quick Gale that uses up the buff to push nearby enemies away.
- Static Air - Charges the air around yourself or target ally, increasing their LUC. In addition, it will deal Lightning damage equal to Rank*5 when you evade an enemy attack (once). Also grants a special skill called Static Excel that uses up the buff to quickly activate Charge Weapon.
- Rectifer - Spell. Deals Lightning damage to all enemies within a 2 Range circle around you. If you are enchanted with Redgull, this damage cannot be Reflected.
New Donation Items- Rainbow Rose; 300 Asagorians. Lets you customize the color of rose petals from Vent Petale, and lets you create the visual effect when you move on the map (except the overworld).
- Golden Bonesaw; 200 Asagorians. Infinite use bonesaw item.
- Golden Bucket; 200 Asagorians. Infinite use bucket for watering plants.
Excel Crash
A new system that lets you use weapon charges for certain spells to enhance them. Requirements are as follows;
[list=][*]1) The spell must have the Excel Crash icon in its skill board description. (Similar to Elemental Impact. Unlike EI, you can click the Excel Crash icon to see what the effects are.)
[*]2) You must have at least 1 level of Weapon Charge.
[*]3) The casting tool must be capable of using weapon charges. (IE, Excelgraph, Burst Claw, etc.)[/list]
When you cast the spell, the weapon charges will be expended and activate all applicable effects; IE, if you consume Weapon Charge LV2, you will get both the LV1 and LV2 effects. By default, the effects you get follow this pattern:
LV1 - Ignores Evasion.
LV2 - Spell specific benefit.
LV3 - +25% Damage Boost.
The following is a list of spells which support Excel Crash in this version, as well as the LV2 effect. More will be added in future updates.
- Fir - +3 Range. Pierces enemies. Projectile hitbox and size increased.
- Miu - +3 Range. Projectile hitbox and size increased.
- Isendo - Magnetize pull effect strengthened by 3. Size increased by 1. Enemies who take the close bonus damage are knocked Airborne.
- Vyd - Hit pattern changed to a 1 Range Circle.
- Rye - Hit pattern changed to a 2 Range Circle.
Walking Monster AI Behavior Changes- Movement is faster. No longer has random delays when stepping.
- Reaction is faster if you walk into their field of vision.
- Optimized some dungeon and vision checks. (Not very draining, but moreso than I liked.)
Walking Monster AI Additions
The following only applies to Argentyle Cavern snakeman enemies currently. Please provide feedback on their performance; if positive, it will be transferred to other walking enemies, and more AI patrol types may be added.
2 new patrol modes: Rigid Wander and Guard.- Rigid Wander mode enemies will want to walk in certain directions longer. Snakeman Sniper uses this behavior.
- Guard mode enemies will not move from their location until alerted, but will turn every so often. Snakeman Knight uses this behavior.
- Snakeman Mage will use the old behavior (just for comparison).
Class Changes
Mage- Fir - Animation update.
- Miu - Animation update. Now a projectile, similar to Fir. Projectile pierces enemies by default.
- Vyd - Animation update. Lingering slash damage increased from LV Rank*2 to Rank*5.
- Rye - Animation update. Damage falloff removed. No longer has the projectile tag.
- Air Pressure - Animation update.
- Swap Position - Animation update. Airborne Compatible. Effect changed; (Caster and target swap locations, faced directions, and airborne states, as if both had stepped on the new location. If the target was Airborne and the caster was not, the target is Knocked Down.) This will trigger traps and field objects and etc. Added need target flag (to prevent casting it on nothing).
- Astral Belt - Animation update. DEF bonus reduced to Rank*1 (from Rank*2). Now grants a skill called Astral Gravity to the target. (Astral Gravity - 1M. Granted by Astral Belt. Pulls all enemies in a 2 Range circle towards you, 3 times. Afterwards, Astral Belt ends.)
- Stone Dragon - Base FP cost changed to 20 (from 25). Elemental ATK Ratio changed to 80 + 10 per Rank (from 65 + 5). Bonus damage from Astral Belt contact increased to LV * 4.
Duelist- Lance de Lion - Now costs 4M (from 3M).
- Eclair Lacroix - Now costs 4M (from 3M).
- Crystal Rose - Frozen now only applies from Kraken enchant.
Demon Hunter- Cobra Stance - Effects that ignore evasion will no longer trigger Cobra's dodge.
Monster Changes
Grindylow- Burrowed's damage reduction changed to 20+Level%. Earth damage is no longer reduced at all.
Item Changes
Moonlight Mercy- Weapon effect that boosts critical damage now only applies to the weapon itself.
Tainted (Curse)- Demerit of -1 to all stats changed to -10% Status Resist.
Status Effect Changes
Frozen- Bestows Frozen immunity briefly when it ends. Now grants a 3M skill called Struggle that reduces the LV of it by your total STR.
ETC- You can now use the second-target verb to toggle secondary targeting for skills that have it.
- Player count is now displayed as part of the login message when you join the game.
- Discord link added to the Helpful Links section.
- Militia who join you for training now appear at the top of your mercenary list (so you do not have to reorganize them to make them join).
- Random dungeon floors now display the floor number when you enter them.
[/smcf]
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[-Order of The Black Sun-] |
Posted by: Hanzo - 02-02-2019, 02:47 PM - Forum: Factions
- Replies (1)
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-------[]-------
ORDER OF THE BLACK SUN
- Ordo Solis Atri -/
-------[]-------
[size=200]☀
- |We are a Tower |-
/П-п-п-п-п-п-п-п-п-п-п-П
When scales of existence/
Unbalanced become
And wardens of stone
To darkness succumb
When unravelled are
The threads of fate
And bellows open
Of Chaos gate
A wall of shields
In peril unified
So join if you can
/The Inquisition - has arrived
[/size]
_
//T\
//-_O_-\
______________/|-----------------------------------------|\______________
-----[============================================================]------
[============================================================]
-| - - - - - | -
Audaces Fortuna Juvat
-| - - - - - | -
Brief Description:
The current Order is a revival of an old organization that once thrived in Altalsia.
Though having different aspirations and goals, its members are united under a single purpose.
With means combined, they wage war, against not an enemy...
But The Enemy - Chaos itself
Balance is our blade!
How we Rule Ourselves:
To the Order, you are tied only as much as you will yourself to be.
However, treat your comrades with respect - and they will do so as well.
Do not do to them, what you do not wish done on yourself.
Consort with your fellows, but rely on your own judgement.
Seek agents of imbalance, be they people, objects, or occurrences.
End them where they stand. With blade or healing hand.
Keep the world from deathly stillness - as well as chaotic motion.
Who we Seek:
A man alone, can't hope to to possess all weapons needed to combat our foe.
Warriors - For it is behind your shields and arms that we will stand, as they endure dauntless.
Magicians - In your wisdom, will we rely when the enemy employs arcane means.
Warlocks - Know your enemy, and know their blade, so lend us your knowledge.
Rogues - When our enemy strikes from darkness, our own shadows will be there to welcome them.
Healers - War cares not for the injured, but that is a chaos in itself, and only you have the means to combat it.
The Agents of Chaos cast a wide net, so we must cast one wider.
No man exists that can not offer at least a shoulder of comfort - for ours is a lonely vigil.
How to Join:
Shoot me a message here, and we can figure a means of contacting, and the RP that follows.
Likewise, you can seek out a man named Hanzo out.
There will be some in the square that know him.
Discord - Hanzo#6834
Don't be shy boyes
[i]Q/A Regarding the Organization[/i]
1.) Is the Order an actual organization?
No, The Order is not a guild in the true sense of the word.
It is a loose hub of people that may (or may not) share the same goals in mind.
If a matter is at hand, the members would gather and discuss how best to deal with it.
Naturally, the composition of its members would ensure the end decision is one that is balanced.
2.) What would a prospective member be entitled to? What are their obligations?
As a member, you agree to provide your services and skillset to your comrades.
In turn, you are entitled to their own services.
As was noted above, you don't need to be in possession of, or be very skilled in anything in particular.
The thing we value the most is perspective.
Speaking of perspective, the only true obligation one would have, is to attend Moot.
3.) How does The Order benefit from having members of colourful backgrounds?
True balance can only be achieved by having multiple perspectives regarding different matters.
These can only come by having people both "good" and "evil".
4.) What is a Moot?
A Moot is a council called where every member is supposed to present their thoughts on a given matter.
The priority of such matters is decided by the members as a collective.
As everyone's opinion is taken into account, a solution is thus constructed.
Those with the needed skills are sent to enforce it.
/[===========================================================]
I I I I I I I I I I I I I I I -=0=- I I I I I I I I I I I I I I I
[===========================================================]/
-- - - - - - - - - - - - - - - - - --/
------------------------------------/
I I I I/
I I I I
I I I I
I I I I
I I I I
I I I I
I I I I
I I I I
I I I I
I I I I
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Penultimate bias |
Posted by: Autumn - 02-02-2019, 06:01 AM - Forum: Suggestions
- Replies (5)
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Can Penultimate bling be like the new Rose donation item, where in you don't need it equipped to gain the glitter and name color change?
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Black Knight skill suggestions |
Posted by: Autumn - 02-01-2019, 10:41 PM - Forum: Suggestions
- Replies (6)
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Black Knight is currently in a spot that is considered okay, not completely outrageous or the slightest bit under-powered, its just there, I'd like to suggest a few cool skills to help give shields a sort of tree to branch out to, and help set it aside from demon hunter because tanks with shields are usually better off running demon hunter because matador stance just gives them damage for building defensively.
This is all based off of one change to flatfoot that actually doesn't change it up too much, but compliments one of the skills suggested, that change is:
-If flatfoot is applied to a target with flatfoot already applied, then they are knocked down instead. (this is basically non-consequential, and helps charge-bash users a lot, removing the RNG for spending way more momentum)
Anyway here's my suggestions:
Quote:Pin (Black Knight) - Shield only offensive skill
This skill can only be used with a shield equipped, targets 1 enemy in 1 range and smashes them with your shield, dealing blunt physical damage equal to twice your Scaled STR + a bonus based on rank (10/20/30/40/50), this skill has a status infliction based chance to immobilize for 2 rounds, if the target is flatfooted then the duration is increased to 3 rounds.
Having Enchanted Shield active will cause shield bash to deal magic damage instead, changing its damage type to its element.
Quote:Gambit (Black Knight) - Shield only offensive skill
Lob your shield to a target within 5 range (think hanging targetting) which will deal blunt physical damage equal to twice your Scaled STR + a bonus based on rank (4/8/12/16/20), this will also inflict flatfoot LV = (Rank*3).
Having Enchanted Shield active will cause Gambit to deal magic damage instead, changing its damage type to its element.
Quote:King's Guard (Black Knight) - Shield only equipable utility skill.
Passive: Divert attention onto yourself, make yourself the center of the blast, when an AoE attack is used on you, allies within 5 range (Circle) also targetted by the same AoE gain 20% Damage reduction for that damage instance, only 1 King's Guard takes place at any time.
Active (3 round cooldown): Spends all of your momentum and bunkers down, completely immobilizing you and granting you knockback/pull immunity, as well as (Momentum spent * 10) LV Guard, allies who are considered behind you within King's Guard's radius also gain triple its DR during this.
(NOTE: King's Guard is not intended to apply to the user, only their allies)
Thats all, thank you for your consideration.
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Ghost Fu |
Posted by: Slydria - 02-01-2019, 09:33 PM - Forum: Balance Fu
- Replies (10)
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Just a bunch of Ghost buff ideas for the lesser loved skills so they'll see a bit more use.
Death Gaze
Suggested Changes: Changed FP Costs, Increased Damage, Removed Unmarkable Condition and Fear/Claret Call mandatory requirements, added additional Claret Call effects.
Death Gaze has been in a really weak spot since it's inception. Even with the changes making it scale on 200% Dark ATK, it's still not quite there with other skills. On top of that, you need Fear and Claret Call before you can even use it and it applies Unmarkable for 2 Rounds. This all means this skill isn't really practical.
Quote:Cost: 24/23/22/21/20FP
A piercing gaze that seems to come from the grim reaper itself. Targets one enemy and deals magical Darkness Damage that ignores Armor equal to 50 + 100% (+25% per additional Rank) of your Dark ATK.
If an enemy is marked with Claret Call, it is consumed and this will instead deal Akashic Damage. Additionally, if the target is already Feared and Claret Call is consumed, this may instantly kill non-boss monsters or otherwise may inflict Silence for 3 Rounds.
Cannot be used while Blinded.
Reaper Scythe
Suggested Changes: Reduced FP Costs, Removed Unmarkable Condition, Guard Break applied before Damage, Increased damage from Claret Call (despite being magical damage).
Nothing too drastic, simply felt that the FP costs were too high and the Unmarkable condition making it feel more of a downside to use it to Guard Break.
Quote:Cost: 28/26/24/22/20FP
Axe Skill. A deadly blade that cannot be protected against. Deals Slash magic damage based on Scaled WPN ATK (determined by Rank) + bonus damage if the target is marked with Claret Call. If the target is Guarding, and is marked by your Claret Call, they lose Guard and instead gain Guard Break before damage is applied, the Claret Call is then consumed.
Gravestone
Suggested Changes: Increased Damage, Increased Duration at Higher Ranks, Increased/Additional Effects.
Gravestone while thematically cool doesn't have enough impact to be worth using right now, the damage is minuscule and the added effects not really pronounced enough so here's hoping to change that.
Quote:Creates an impassable Gravestone at target location. Anyone occupying that square is pushed away from it, and if they are an enemy, they take Earth magic damage equal to 15 (+15 per additional Rank) + 150% of your Earth ATK. The gravestone remains for 3 rounds (+1 round at Rank 3 and 5) or until you create another one. Enemies within 3 Range of the Gravestone will take triple the bonus damage from Claret Call and cannot be revived while incapacitated.
Painproof
Suggested Changes: Pretty much everything, it's essentially an entirely new skill.
Okay, this one is the most drastic change but this is because I consider Painproof to be the worst skill in Ghost's arsenal. Here's why:
It costs a large chunk of your HP for 30% DEF/RES. 30% sounds good on paper but consider the following: If you don't have a lot of DEF and RES, you won't get much out of this. (30% of 10 is only an extra 3.)
Meanwhile on the high end, 30% of 50 is 15. That sounds great until you take into account diminishing returns meaning that's not really giving you 15% more DR. Further, that DR you would get does not make up for the HP you spent to put it up.
The skill I'm pitching will hopefully address all the shortcomings of Painproof while being more unique and useful.
Quote:Costs 15% of your Maximum HP to use. Cause damage to yourself in order to lessen the pain you feel from enemies.
Gain a full damage shield with a LV equal to 15% of your Maximum HP + a bonus based on Rank. Before your HP is damaged, this shield's LV will be reduced.
While the shield is active, you also will take no ongoing damage caused by debuffs (such as Poison, Burn, Lingering Damage, etc) but healing effectiveness on you is halved.
Rank 1: Cost: 15% HP, Bonus: 15, Duration: 3 Rounds
Rank 2: Bonus: 30
Rank 3: Bonus: 45, Duration: 4 Rounds
Rank 4: Bonus: 60
Rank 5: Bonus: 75, Duration: 5 Rounds
Red Rain
Suggested Changes: No FP Cost but increased HP Cost, Applies a Higher Level of Claret Call and Fear
The problem I found with Red Rain is while you could use it to mark enemies, it was almost always better to do so while dealing damage (for instance Sanguine Star). By giving it a little more oomph, this will hopefully make Red Rain a little more appealing. The added fear also adds some synergy with the changes I've put on Death Gaze.
Quote:Cost: 5% HP
Use your own blood to mark enemies. At the cost of 5% of your Maximum HP, all enemies within Range are marked with an enhanced Claret Call (LV is further increased by this skill's Rank*5) and are inflicted with Fear for 3 Rounds.
Dark Imbue
Suggested Changes: Increased Duration, Increased Dark Damage
Dark Imbue is a little outdated and could use an update in the same vein as the Elemental Augment one. Making it last a bit longer and add a bit more damage will hopefully help out Axes a bit as they could use the help considering how unpopular they are when compared to Swords and Spears.
Quote:Rank 1: 20FP, Hit Bonus: +5, Damage: 10% Dark ATK, 3 Rounds
Rank 2: 18FP, Hit Bonus: +10, Damage: 20% Dark ATK
Rank 3: 16FP, Hit Bonus: +15, Damage: 30% Dark ATK, 4 Rounds
Rank 4: 14FP, Hit Bonus: +20, Damage: 40% Dark ATK
Rank 2: 12FP, Hit Bonus: +25, Damage: 50% Dark ATK, 5 Rounds
Fitting Form
Suggested Changes: Added bonuses for using lightweight Armor.
A big reason people prefer Kensei over Ghost is due to the passive "Evade" it gets, by adding some to Fitting Form, I think we can even the scales a bit more for dodge focused characters.
Quote: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 your Hit and Critical when using weapons with 5 Weight or less based on Rank and your Evade and Magic Armor when using armor with 5 Weight or less based on Rank.
Rank 1: Weapons: +4 Hit, +2 Critical, Armor: +4 Evade, +2 Magic Armor
Rank 2: Weapons: +8 Hit, +4 Critical, Armor: +8 Evade, +4 Magic Armor
Rank 3: Weapons: +12 Hit, +6 Critical, Armor: +12 Evade, +6 Magic Armor
Rank 4: Weapons: +16 Hit, +8 Critical, Armor: +16 Evade, +8 Magic Armor
Rank 5: Weapons: +20 Hit, +10 Critical, Armor: +20 Evade, +10 Magic Armor
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Event Tools (Again) |
Posted by: Sarah54321 - 02-01-2019, 08:43 PM - Forum: Suggestions
- Replies (7)
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I couldn't find the old event tools, but I was suggested to make one or find it. So I'll be putting in what I think might be useful.
Narration would be nice- for regular players, just being able to Narrate inside of the house they own would be wonderful.
Weather Control, Being able to control the weather would be great, too.
I'll come up with more in time, but these are two that are pretty minor and don't need too much work as far as I know.
The monster creator needs to be editted, so it's not as messy- at least from what I was told about it.
Monsters dropping exp and items is also something I think should be fixed! Make them zero. Most people don't go to GMs for grinding anyway, but best to fix this either way.
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On the idea of Event Admins, I think it'd be nice to try to think of people who run events or who can be trusted with it, as well as run test runs if you ever think of doing that.
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Engineer Skill Suggestions |
Posted by: Fern - 01-31-2019, 12:08 AM - Forum: Suggestions
- Replies (7)
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Here's a few skill ideas I had to make Engineer a little more fun.
Astute Convenience (INNATE) (RANK 1 MAX)
You like to be prepared for a lot of problems, so you make sure you have as many tools as possible to fix them.
Allows you to equip more than one weapon in your item belt.
The way I imagine this one working is that in your Items drop-down menu, you get the option to switch weapons with their names next to the button. I.E: Switch Main Weapon (Jackhammer)
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Technical Difficulties (SKILL) (RANK 3 MAX) (4 ROUND COOLDOWN) (30 FP)
Learning how to make fancy things also lets you find out how to ruin them as well. Target one enemy within 1 range and disable their items for an amount of rounds equal to Rank.
Thoughts?
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Give Bonder Auto-Install |
Posted by: ValkyrieSkies - 01-30-2019, 03:08 PM - Forum: Suggestions
- Replies (2)
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Bonder is currently one of the least enjoyable classes in the entire game next to Arbalest due to how thoroughly lacking it is in anything compared to its alternative, the Grand Summoner, with one of its biggest advantages being Auto-Summon, a skill so vital it should probably be a part of the base Summoner class, but that's a discussion for another thread.
So seeing as Bonder is all about the closeness of the Summoner and their Youkai, let's give them something to compensate for the lack of auto-summon and let them instead. Can't get much closer than that, hm?
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