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  SL2 Version 2.87
Posted by: Neus - 07-07-2024, 05:17 PM - Forum: Announcements - No Replies

2.87
Banking UI Update

  • Banking UI has received an update for aesthetic and function purposes.
  • Information can be found in the helpfile of the UI.
  • In particular, you can easily filter/search items, move multiple items at once, etc. This will also remove much of the performance impact of people moving a lot of items around their bank/inventory.
Map Requests
  • Geladyne Plaza (Courtesy of Slydria)
  • Geladyne to Crucible Gate (Courtesy of Slydria)
  • Geladyne Prison Expansion (Courtesy of Slydria)
  • Vale Laboratory (Courtesy of Slydria)
  • Meiaquar Factory Forge Room Rework (Courtesy of Slydria)
  • Note: Some finished map requests not listed here will be implemented in a future version.
Crystal Terminal
  • New upgrade; Dark Amplifier I, which lets you enter boss rematches against LV 20 or lower bosses. See upgrade description in game for full details.
Legend Extension
  • Surging Tails; Max rank is now 5. Now unlocks additional tail icon parts based at ranks 1, 2, 3, and 5. (New icon parts courtesy of Caboozles/KitKatarine).
ETC
  • Non-boss monsters now have a rare chance to spawn with a new skill that guarantees they drop a Dark Shard.
  • The following monsters now have a chance to drop Dark Shards; Wild Kerberos, Jaki Imp, Uprooted Treant, Fungusman, Minotaur Masteraxe, Minotaur Spearman, Wild Snow Crow, Shadow Guardian (always drops 3).
Items
  • Jarmor; Base Evade is now 7 (from 0). Shield HP changed to 10 + UL *3 (from 2 + UL*2. 70 HP at UL 20.)
  • Ooze Armor; Base Evade is now 6 (from 0).
  • Dancing Shiv; Corrected effect description; said it applied Fray for 3 rounds when it actually applies for 2 rounds.
- Fixed a bug where Shore Up would not cause the Special Armament gauge to update properly.
- Various forum bug fixes.

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  Salamander Gloves
Posted by: Poruku - 07-06-2024, 05:15 PM - Forum: Suggestions - Replies (1)

This glove item doubles the burn damage you take in exchange for not reducing your defense. It's obviously terrible for many reasons, one of them being if you're trying to be tanky you're probably better off having a shield or a proper defensive glove. Other reason being, it probably makes you take more damage than it prevents.

To improve this item I suggest a few changes.

1: Keep the current effects but also make it double the burn damage you inflict.

2: Replace all that stuff with simple burn immunity.

3: Replace with:
All damage has a 50% chance to apply lvl 10 burn to you for 2 rounds. When burning, gain +10 strength and +20 fire atk.

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  [v.2.88 v5] Blazing Sadness
Posted by: PossumParty - 07-06-2024, 03:01 AM - Forum: Bug Reports - Replies (1)

In my understanding of Solblader, triggering Holy Aura gives you the meat of your Light buff. But whenever you use Blazing Sol, it gives you Holy Aura- but not the Holy Aura's trigger ability, making the ability quite a bit lackluster.

Simply get 6 Solcharges, Blazing Sol- next turn you'll get holy aura with no trigger bonus.

[Image: ac27be48ea7dfbb43feafe8e6c0a3e35.png]

This may be related and be fixed if this issue is as well, but Blazing Sol also will actually straight up delete your Holy Aura and Holy Aura Trigger as well.

I got to 6 solcharges, made a solsphere, stepped into it and Blazing Sol'd.

[Image: 9280f90330d6da8ed111a901dcc71318.png]

All buffs here as they should be. Next round kicks in where Blazing should give me Holy Aura-

[Image: af8b893092d874524e66c714187636fc.png]
Gone! Holy Aura Trigger (Wall of Light's Swiftguard) and Holy Aura missing.

Let there be light!

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  Give Boxer Guard
Posted by: CuteYellowCrabby - 07-05-2024, 04:23 AM - Forum: Balance Fu - Replies (3)

That's it.

Be it a boxer-specific guard like DH's Iron Bull or Solblader's Holy Shield or just allowing us to not use up Sturm when guarding. Guarding is a big part of boxing!

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  [2.88 v5] The Chatbar PLEASE-
Posted by: Soul_Hacker - 07-04-2024, 09:40 AM - Forum: Bug Reports - Replies (1)



ignore the shadow the hedgehog image it made me select a thumbnail

When trying to scroll , if you've clicked on someone's message that has a background, and the full background isn't displayed on the message. . .

It'll scroll the background instead of your chatlog.

Minor bug, but, yea.

:nemapeace:

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  Solblader: Lux Relido
Posted by: Shujin - 07-02-2024, 02:22 PM - Forum: Balance Fu - Replies (18)

In Short, I think this invocation is lacking a little.

Its a basic invocation with basic invocation scaling, Flexible line with 8 range, and a special condition of +25% if used against someone glowing, and a great accuracy tag (Love seeing that)


On paper, this is a pretty alright mid invocation. But if we look into the conditions for its boost, it begins to crumble a little.

Glowing is a fairly rare status effect, and the only option I found that lasts long enough to actually combo into this, is from Brighten, so you are more or less forced to run a curate promotion to make use of it.
If you run a Curate promotion with Solblade, Priest ist a very obvious choice, and if you run Priest... Why would you use it over Divine Shower?

Its definetely worse than divine shower, not mapwipe, only half hit garunteed, its Aoe is not even easy to line up to hit more than one person, but I guess 2 is feasible.


I would suggest to change its idenity alittle, so its more unique and useful in different situation.

Option 1:
We do not have any Invocations, that are Tankbusters, only dodge buster invocations. I think tanks have been eating too good, in that regard.
Give it some sort of tankbusting property instead. Or shred Light res%

Option 2:
make it our first E-rank invocation so it falls in line as a Magical option in the powerscale of Lance de Lion or Eclair.  this allows it to combo into more Glowings, that only last for 2 Rounds. You trade single target increased DPS, versus Mapwide AoE and crowd control.


Or I don't know. I love the skills animation, who doesn't love shooting beams? But it's ...Just not good, and actually a little boring. I think it needs just a little spice, to make it actually a really cool skill. Solblader lacks alittle OMPH anyway.

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  80 Wil Trait: Arcane Prodigy
Posted by: Shujin - 07-01-2024, 10:17 AM - Forum: Suggestions - Replies (2)

As a master of the Arcane Arts, you are able to weave Magic like no other.
Invocations, take momentum as if they were one rank lower. (or just 3M lower) Casting in such frequent succession does however increase their Cooldown by 1.


So basically if you spend 7 M, you can cast out current invocations in one turn, and Shine Knight a turn after.

though I honestly would maybe suggest changing the ranking system slightly to have a 3M gap per rank rather than 6M. That way it's logically more feasible to have higher rank invocation introduced to the game. Current spells would just be ranked up so they have still the same momentum costs.

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  Dancer and Statusinfliction
Posted by: Shujin - 07-01-2024, 09:57 AM - Forum: Suggestions - Replies (3)

Dancers are balanced around the idea that they get serval infliction chances, but for that their infliction rate is very low.

This leads to the problem, that even when you max out your Status infliction, that the base resist most mobs in dungeons have in higher level content, is way over their total infliction rate, ending up giving you a zero infliction chance.

I think there should be ways for dancers to get a better infliction rate, be it by an icreased chance, based on your Current Tempo or some other means. But dungeoning or fighting highlevel content as a Dancer feels kinda bad, as you can never rely on your status effects to procc. I honestly rather have a single infliction chance with a chance, than 29 with zero chance.

(also give us a Black Knight like MC passives that allows us to charm the uncharmable, Blow kiss is nerfed enough now, I believe. Just make it so that Bosses still try to attack you, but the DR would make my soft bones hurt less.)

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  On the topic of G6, Optimization and the Server Chugging to a Halt
Posted by: polly - 06-30-2024, 07:56 AM - Forum: Suggestions - Replies (10)

Alright. This will likely be on the controversial side of things. But someone has to say it.
It is no secret that every time an event is ran, SL2 just becomes... unbearable to play for anyone not attending said event. It slows to a crawl, sometimes takes nearly a minute or so breaks between inputs all because of... what? Six encounters and a couple fancy effects?

We're in the year of 2024.
Even though we're using an outdated engine that is put together by hopes, dreams, tears and duct tape, I don't think there's any real reason why this should be the case. Yet, it happens, every single time.

And I believe there is one culprit at hand; Great Six.

It's practically a barren wasteland at this point. I don't think it's had more than single digit players in the last month. Almost every house so far has been abandoned and forgotten and the continent as a whole sees no real use nowadays. It's become little more than a resource hog that... well... results in exactly the problem I wish to discuss and fix in this thread. The server chugging over the most minor of things during events.

Now. I'll say this in advance before you get your pitchforks and torches; Great Six should not be removed. Period.

Even if it's hardly more than a legacy/nostalgic thing by this point, I think attempting to just phase out the continent would cause more problems than it fixes. I don't think I would want to see it go, among many others who had a lot of memorable and great experiences with it. It still serves as a fine enough "tutorial" for newer players, since it lets you level up and grasp the mechanics of the game a little bit easier(although this is not a point I fully agree with, many could argue in the favor of this. I thought it would be fair to mention in it's defense). Not just that, but there's several keys with both G6 and Korvara characters. Trying to phase one out, or separate them to different servers is just not a solution.

However, I do believe we should cut down on the amount of the mechanical events the server has to handle in G6. Starting with:

  • Dungeons
With G6 generating BDPs, each with their own set of mobs to clear out, it's no doubt one of the heavy hitters to the game's performance. I do believe that the number of BDPs generated on G6 should be at the least halved, if not quartered. Every single dungeon has to handle it's generation, the mobs inside of it, it's eventual deleting... I do believe by reducing the amount of dungeons that spawn every cycle, the server load would definitely decrease. With how much G6's player base has dwindled, I doubt it would make levelling anymore of a chore.

  • Global Events (Fishing Contests and Black Beasts)
This is no doubt gonna be one of the more... disliked part of my thread/suggestion...

But I do believe that the global events in G6 also have a heavy hand in affecting the server performance every hour shift or so. I'll start with the first change I believe would require less work to implement;

Just... outright remove fishing contests.
Nobody does these now. Nobody ever shows up, nobody ever attends it, and I'll be honest; Nobody really cares, either. I don't think this would give as significant of a change as the aforementioned cutting down on dungeon spawns, but again, we're running a game on Byond. A game engine that literally shits itself and breaks over the most minor of updates. Every tiniest bit of optimization counts. The fishing contest shop could simply be changed to a regular shop that sells it's wares for Murai. Having these hosted every couple of in game hours is just not really worth it.

And now, the heavy hitter;
Black Beast events need to go too. Well, not fully...
I do think them naturally spawning should, at least.

This is/was one of the most popular events in G6. It's one that people generally always flocked to - had dedicated 'militia' showing up to deal with them, and it's without a hint of doubt a staple in G6. Outright getting rid of it would more than likely just bring an uproar from older players, and it would make it harder to enjoy 'legacy content'. I'm sure people will eventually want to try reliving the old days and gather a couple of friends to do them with. So for this, I would suggest replacing Black Beasts' naturally spawning with it being a player-summoned event. One Black Beast raid at a time, at one specific town. It would trigger the Black Beasts like it always did - but manually in a specific spot rather than a randomly picked one every few hours. Costs some sort of resource to do so and has a cooldown to avoid people just spawning it over and over and over.

Both of these getting removed would also fix the age-old issue of RP in Korvara getting interrupted/clogged by global announcements that do little to inform people and more so irritates them. It may be minor thing, but I'm sure people would still like to see that go.
Again, it's not like people attend these. If I had to take a shot every time I saw a "non existent" defence effort announcement, I'd probably die of alcohol poisoning before the day ends.

Mines are minor enough that I don't think they need to be adjusted. They're literally just a node you walk up to to start an encounter. If we are leaning into extreme optimization, they could very easily go as well. They don't give anything you can't get anywhere else in G6, as far as I'm aware.

Now,

I'm not gonna pretend that these would be "be-all-end-all" fixes. Nobody apart from Dev has real numbers on what really strains the server, and these suggestions are little more than guess work hoping to fix the issue of the server practically begging to be killed every time an eventmin dares to spawn more than 2 encounters. I do believe that optimizing what G6 does/uses is where the key to fixing this issue lies. G6's player count has severely dwindled and I don't think the masses should suffer for the enjoyment of few. I've called G6 'legacy content', because that's what it essentially is by this point. It's seen no significant update ever since Korvara's release. It's old, deprecated and sees no real use.

I've made this suggestion thread in order to not just spark discussion regarding optimizing the server, but also to potentially give Dev the encouragement by the player base to take potentially more "drastic" measures to help lower server load(such as loss of functionality i.e. my suggestion to remove fishing contests).

If you've any suggestions regarding the matter, I think this thread would be the best place to put it.

tl;dr: server go brrrr when event. not good. g6 not used as much. g6 does lots. make g6 do less. make server not go brrr. thank.

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  Reversi Scroll Not Applying Properly
Posted by: KhalidtheGrey - 06-30-2024, 05:58 AM - Forum: Bug Reports - Replies (1)

Got my hands on a Reversi scroll part for Stone Dragon and applied it to my tome.

After equipping the tome and going into battle, the lightning damage/effect conversion was not applying, leaving the target spell in its normal state of doing earth damage.

After relogging, the reversi scroll applies correctly and even applies if I remove the tome entirely and enter new fights. This doesn't change until I relog again without the tome (w/ scroll) equipped.

Removing and re-equipping the tome has no impact on the spell's state, leaving it in whatever it was immediately after logging in.





I went through multiple consecutive fights while using and not using the tome and scroll in question and it only changed states when relogging, not based on leveling up, multiple combats, or equipping/unequipping.

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