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Strong issue with events |
Posted by: Fern - 02-14-2018, 04:50 AM - Forum: General Discussion
- Replies (9)
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**Disclaimer: This post is not about allowing our alts to powergame.**
So, recently, it has come to attention that alt interaction in RP beyond casual things is strictly forbidden. While this makes sense in some situations that could bring up quite the annoying problems, it also eliminates a huge fragment of the fun in Sigrogana Legend 2. Why does this happen?
Alts, with the agreement of both parties involved, have been used for events. Both private and public. This usually happens because the GMs still deal with a harsh, real life that they can't really avoid no matter how much they want to, so event tools are a pretty rare alternative when it comes to making said events. Which is ironic.
As it was previously stated, it has been brought up that sort of self-support for creating an event battle is strictly forbidden. Almost all these times alts were used to create an event for other players to enjoy, a GM was asked for permission, and said GM would often monitor/be kept updated with the way this person is handling those alts.
Normally, this wouldn't matter enough for it to be brought up in the forums, but considering we're pretty low on events thanks to real life's influence on our fellow GMs... it adds a strong sense of dullness to the game. It truly creates Sigrogana Legend 2 into a full, 'slice of life' title that rarely has something significant going on for it.
Often times, when we desire to host events, we do it for our friends. Sometimes the entire community. We would just gather other people to help us if we could, but see... we also want them to be able to enjoy as a participant, and not just as an Event Character.
In order to try and alleviate this, a few questions must be made:
1. With the permission/observation of GMs, can we party with alts to create event battles for other players?
2. If no to the above, is there any chance of expanding the usage of event tools, for players that aren't the occupied GMs?
3. If the information is wrong, then could we be informed on what are the limits of alt interaction, beyond what's already on the wiki?
Of course, if anyone else has input on the matter, feel free to throw in your two-cents. Personally? I believe that allowing more alternatives for events would enhance the game experience.
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No chance of precipitation |
Posted by: Autumn - 02-11-2018, 12:08 PM - Forum: Suggestions
- Replies (6)
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Can it be set up so that it can rain in the arena?
There is reasons for this, mostly immersive kinds, I use immersive lightly because there are several people who claim it'll never rain at the arena despite the fact that it can rain almost anywhere.
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Test Subject 0024, Name [ ] |
Posted by: Sarah54321 - 02-10-2018, 04:15 AM - Forum: Adventure Log
- No Replies
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Subjects [0024] and [0025] have been obtained. They are supposed to be twins, but it seems that one was fake. A shame,
as the idea was to see if one twin had a different effect from the other. However, one must not be picky when it comes to dealing with experimentation. When it comes to the subjects, Subject [0024] is far more compatible with [][][][] than Subject [0025]. This is wonderful news.
Subject [0025] has been put up for recycle, however, the surviving 'twin' objected. Due to the subject's willingness to help, we have decided to allow a small mercy and let the subject keep its twin for the time being, so long as tests continue without falter.
[][][][] has been giving in a larger dose this time. We introduced Subject [0024] to the [][][][][][]. It appears that Subject [0024] has been accepted by the [][][][][][]. This is splendid news. As time goes on, we may just be able to recruit Subject [0024] to our cause completely, so that we may fullfill what we have need.
...
Subject [0024] has shown compatibility with manipulating [][][][]. While this may be dangerous, it is also a very useful skill. The subject seemed to want more freedom, so we have allowed it and its twin outside of the borders that we placed for their own safety. Here's hoping that things continue on as they were.
Subject [0024] is completely loyal to our cause, so due to this we have decided to celebrate. [][][][][] was pleased, or so we think. As time goes on, we hope to continue to observe the changes in Subject [0024] due to their continuously growing state.
As for the [][][][], we must assure that the [][][][][] is not angered. Test Subject Designation 0024 has finished all current available tests.
Congratulations, Subject [0024], we hope your revenge is well received..
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Bomb placement |
Posted by: Shujin - 02-09-2018, 06:15 AM - Forum: Suggestions
- Replies (1)
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Simple one for once.
Can we have bombs interact the same way as grenade launcher from engineer works? Aka can we please select an empty tile to throw our bombs at aswell? It's a bit problematic sometimes if we can only target a person, as in we can't throw in the middle of two people to hit both or something like that, currently.
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Gambling Addiction ruined my life!!! |
Posted by: Poptartu - 02-08-2018, 02:53 PM - Forum: Bug Reports
- Replies (1)
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So, I was playing chinchino when the dealer failed to roll any points and paid out to me.. However it froze at that screen and wouldn't move on. I.. tried re-logging, and I can't dismiss the title card to even try and log in. This.. is seriously game breaking.
Screen shot of the stuck game https://puu.sh/zjl8j/6c8e29b5f4.jpg
https://puu.sh/zjlay/b6686e1930.png
Seems like it thinks i'm logged in cause I left the stuck game by trying to relog. Might be fixable if a GM can force you out of the chinchiro game, otherwise a reset will fix it i'm sure.
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Dwarf Statblock |
Posted by: GSM - 02-07-2018, 01:02 PM - Forum: Suggestions
- Replies (3)
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Lemme preface this by saying that this is just a suggestion, and it can be adjusted, adapted, changed or denied.
What I put here isn’t absolute, and what others say isn’t either; it depends wholly on Dev to implement it or not.
That being said, here is the general gist of Dwarves.
Stats:
Dwarf
STR- 6
WIL- 2
SKI- 5
CEL- 0
DEF- 7
RES- 7
VIT- 8
FAI- 0
LUC- 3
GUI- 1
SAN- 1
APT- 0
Racials:
Dwarven Tradition
-The Dwarves thrive in the ore-rich mountains, and thusly have adjusted to a hardy lifestyle within the rocky terrain, giving them a 25% resistance to Earth damage. However, they aren’t exactly suited for torrential downpours or strong flowing water, making them suffer a 25% weakness to Water damage.
Their skills with the mountain’s natural resources also gives them an edge when they smith their intricate weaponry, increasing their skill with Metalworking by one.
Martial Training
-Dwarves are proud of their blacksmiths, and when it comes to how efficient they are with their reliable armor and weaponry of their finely tuned ore, the Dwarves are simply some of the best.
When wearing any armor made of metal and wielding a Sword, Spear or Axe made of any metal, they gain a bonus to their weapon’s Power equal to 1+(SAN/6). If the armor is Heavy Armor, this bonus is doubled.
Additionally, the weight of hefty and plentiful gear isn’t enough to bring a hardy Dwarf down, due to how frequently they wear their armor and how much they train with it. They gain +10 Battle Weight and +20 Encumbrance.
Stout Body
-Stocky and barrel-chested, many Dwarves have a natural health and fortitude exceeding many other races.
Any status effect that deals damage to the Dwarf over time (including Poison, Burn, Lingering, etc.) is reduced by 10+(SAN/2)%.
What does everyone think?
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Guide to BIG DAMAGE - Damage Stacking |
Posted by: K Peculier - 02-07-2018, 01:44 AM - Forum: General Discussion
- Replies (3)
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This is a guide that will detail the best methods to stack damage in particular. Although there are many ways for you to stack certain other attributes, this thread will be focusing on damage.
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Many new players often ask or are witness to huge numbers going off, and may wonder...How do they do it?
The biggest secret is actually two things. Scaled Weapon Attack and Percentage Stacking. These two things are the biggest contributors to gigantic and overpowering damage in SL2. And the methods to obtain them lie in certain skills and items interacting with each other.
I will now detail you and expose the dirty secret of top players and what they use exactly for ludicrous numbers. Keep in mind items and skills that are a must-have in order for damage stacking to work.
The stat guile is also a form of % stacking, although it applies on lightning criticals and basic attacks. And yes, they stack with everything listed below.
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Items- Equipment used to stack damage!
Bloody Palms - The first thing you often see when looking at the ten star item of bloody palms is often claret call, but don't be fooled into thinking that's all it does. It also applies an additional effect known as 'Hunted' which grants the causer a % boost to all damage they do on the target if they trigger any form of magic damage. At max upgrade level, bloody palms will give you 12% more damage alongside the added bonus of using a certain prayer tool making it 17% instead.
'Excel' Weapons - These weapons increase the damage they do by 50% whenever you use the skill 'Charge Weapon'. This stacks up to three times, and will be 150%. (Keep in mind they will stack with other % modifiers for damage!)
Warpaint (Chimeric) - At Lvl 5 they will enhance the effects of applying the 'Hunted' status effect from Bloody Palms.
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Skills - Skills and Spells used to stack damage!
(I will be simply listing all skills and spells that stack % damage and the associated digit of how much. All skills are assumed to be at their highest possible level rank.)
Duelist & Kensei
One on One - 10%
Absolute Death (Max&White spirit) - 25%-30% Physical
Flottlement (Voltiger) - 25%
Tactician
Analyze Weakness (With Dark Eye Status Effect) - 33%
Evoker
Greaper - 30% (On Invocations)
Charge Mind - 2.5x Multiplier
Summoner
Hunter Wind - 30% (Applies Hunted)
Hexer
Death Knighting Fallcall - 50% Against Feared
Void Assassin
Deadly Arms - 25% Critical Damage
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TALENT: Divine Sign 25% and stacks with the holy enchant (Ghost Killer) 1.5 damage as a multiplier.
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Now with your newfound knowledge of what gives what. You can now abuse damage percentages to your hearts content, and you too can do over 1000 damage in one hit like you see more veteran players do. Remember! Alone they are not as strong, but by stacking them together you will get shocking results.
If anyone thinks something should be added to these lists, please leave a comment.
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Skip |
Posted by: Trexmaster - 02-06-2018, 06:05 AM - Forum: Bug Reports
- Replies (4)
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For what feels like over a year now(It's almost been that long, the 2 round cd was implemented February 20th 2017) , the implemented cooldown on Skip does not function if you use it off the MENU.
It only works if you select it from the HOTBAR.
Edit: I got the order of what worked/didn't mixed up, my bad.
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Stagnation of statistics. |
Posted by: Lolzytripd - 02-06-2018, 02:44 AM - Forum: Suggestions
- Replies (7)
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I see the same cookie cutter builds.
Glass cannons that get destroyed by tanks.
Tanks that float by on elemental attack and auto hits.
The middle ground where people focus around statuses that buff ALL stats and thus put a minimum amount in most of their stats.
My solution to this stagnation is to
A) reduce diminishing returns to half its current curve, Cap that curve at 50% effectiveness so that at the worst degredation of the curve every other stat point gives a scaled point.
B) Remove elemental attack from willpower, Change willpower and strength to apply penetration versus the effectiveness of Resistance and Defense at half the scaling effectivness, 80 Scaled Strength would negate 40 scaled defense.
C) Consider the validity of keeping aptitude or harshening its scaling due to the diminishing returns change.
This will bring a bigger sandbox for variety's sake.
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