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  Lore Questions: February (2018) (probably)
Posted by: Neus - 02-05-2018, 12:54 PM - Forum: Lore Questions - Replies (11)

This is a new topic for Lore Questions because the old one was about 26 pages. (No, I will never stop copying this part.) The format is roughly the same, but some guidelines;

1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.

That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.

Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)

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  [Board] The Bun-Bun Bakery Opens!
Posted by: Tamaki-Kun - 02-04-2018, 10:42 AM - Forum: Sigrogana - Replies (1)

[Image: VywegP0.png]
A poster has been...well, posted on the bulletin board. A bakery seems to be opening somewhere in east Cellsvich. Details of it is shown below.

Location: East Cellsvich, next to Fortune's Favor.
Time Open: 9 in the morning to 6 in the afternoon. [IC Time](Subject to change.)


OOC Notes
Since I don't have a Shopkeeper, all exchanges(if buying items), can be made through player-to-player interaction only.
My time zone is UTC+8.
The time I'll likely be awake and playing in EST is 9PM to 6AM, 8PM to 5AM in CST.

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  Re: Turn Order & Celerity
Posted by: Joseph Jostar - 02-03-2018, 10:25 PM - Forum: Bug Reports - Replies (1)

When turn order is determined at the start of combat, only the character's base Celerity value seems to be used (Racial Base + Points Spent). This was tested against Black Beasts with a Celerity of 36, as an Onigan with 6 base, a legend Ink spent for +1, and 29 points totalling out to 36. (Actual CEL value was much higher, both total and Scaled). Black Beasts with 36 Celerity were at times given the first turn and at times the second, while anything with 37 or more (the miniboss versions) would consistently go first.

This is to be expected, and is arguably suitable, for things like auto-enchants and buffs such as Sugar Rush and Argent Speed.

However, permanent modifiers such as equipment, +STAT innates, class mods, and even APT and the +CELERITY traits don't seem to be taken into account. Now that Turn Order is determined at the start of combat celerity-manipulation to double-turn shouldn't be an issue anymore.

It's really tiresome to have to go after monsters when you've got nearly 20 more scaled CEL...

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  Chilly Feet [Ice Point Greaves buff]
Posted by: Snake - 02-03-2018, 08:40 PM - Forum: Balance Fu - Replies (1)

And to finish my double-posting of the year. (Hah, kill me.) I'd like to propose yet another simple band-aid solution to solve Verglas's issues with FP, if we're not touching damage.

[Image: rD4UYCDsSZe4OnebnIAs2Q.png]

Can this big boy here recover FP equal to Rank whenever you do Ice Damage/walk on an Ice Tile?

[Image: tmbXOWWeQ_mfWliqvJhGWg.png]

And this big boy here recover FP equal to (Rank*Momentum Spent on Guard) if you're standing on an Ice Tile?

And well, maybe not Ice Point Guard since it grants you a lot of defensive options, but I still think it would be nice for Ice Point Greaves to be a little more appealing than just 'lol ice damag'. Making it grant ways of restoring FP so you can go wild, careless and relentless on your assaults is the Verglas wae to solve things, imo.

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  Flottemeh [Flottement nerf thread]
Posted by: Snake - 02-03-2018, 08:29 PM - Forum: Balance Fu - Replies (3)

[Image: l_SP1qT6QmKbwrVi63DVSw.png]

Can Flottement get a nerf bat on the following:

> Only step back if you dodge a basic hit. (Can't move if you trigger this on Evasion)
> Only give a LV of Voltiger once per enemy attack instance, instead of multiple times, due to how easy it is to proc Evasion as a Duelist.
> Not trigger if you are Blind, Knocked Down or Immobilized.

The reasons are quite simple. Duelists already have Eviter to take care of their frontal defenses. Flottement makes it further dick over classes that rely on combo skills (such as Verglas and Demon Hunter), so Duelists can both reduce the first hit done by 50%, then on top of it step back, making it so it's impossible to continue your combo against them.

And then they return a big ass 550 vorpal critical sidecut on top of it? That's just way too OP in my opinion. The damage is fine, the range increase is fine, but the movement? Something that actually costs moment in an offensive? That makes one passive with no counters way too swole.

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  If Ashe's father was a Boxer...
Posted by: Snake - 02-03-2018, 07:50 PM - Forum: General Discussion - No Replies

https://youtu.be/8TFAGAyLzcg?t=163

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  plea to make emotes great again. the 2ed.
Posted by: Shujin - 02-03-2018, 02:08 PM - Forum: Suggestions - Replies (33)

It's still a issue for me for the most part. And serval people I am RPing with.
It's really hindering RP everytime you make a post and half of it gets eaten and you need to rewrite it or fish it out of your command bar, if you were lucky enough to write it there instead of the chatbox.

Can we please, if the character Limit can't be increased, have some sort of indication when we actually hit the Limit?

It's ruining the mood when you write 6 posts each, per "RP Turn" and each is half eaten and costs you additional 5 mins just to figure out what exactly was eaten and to rewrite it.

So yeah, either increase the character Limit by ALOT or give us an indication when we hit the Limit.

Yeah sure, we can write outside of SL2 in a text document, but even that is kinda annoying if we copy paste it into the game and are not really hitting the limit aswell. besides I think that a RP game should be capable of making it's RP function viable and not a pain to use.

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  Shine wot? [Shine Knighting description]
Posted by: Snake - 02-03-2018, 02:41 AM - Forum: Bug Reports - Replies (4)

[Image: Ckk2z9lMTw2Ha3xJ9ubbrg.png]
I don't know if 'not having text' qualifies as a typo, but here you go. Shine Knighting shows nothing, as it probably has no skill card.

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  Mastering Races
Posted by: Shade Genkai - 02-01-2018, 08:33 AM - Forum: Suggestions - Replies (9)

Races in SL2, while distinct and noticeably different in reference to each other, have little that can mark personal distinction between individual members of each race. While this can be good to show solidarity in the setting itself and as there has been little to limit players from adding their own personal touches to their characters through their profiles and playing styles there is something that can be said for implementing a system for mechanical benefits to such personalization. Which is where this idea comes from.

Furthermore if implemented this could be a possible solution for many of the complaints that have been voiced about various races and their balancing issues. So without further adieu, here is the Racial Skill Ranks idea.

As can be determined from the name of the idea the main premise is to add ranks or a kind of gradation to the already present racial skills and passives as well as adding a few more passive or active skills to a few races so that they wouldn't be further imbalanced or pushed into being imbalanced by the idea. One of the greatest benefits of this idea though is that it promotes putting more focus on the ic benefits and detriments of picking a race not just for their mechanical benefits but for what it implies for the character itself as well by tying the two together even more firmly while at the same time not denying already existing character concepts and perhaps even rewarding those that stuck to their guns.

Mechanically speaking, the main premise of the idea is to give racial skills and passives the same 'ranks' that are available to class skills in order to boost their natural output or to give them additional effects the more they are focused on. Each skill/passive could be given the normal five(5)possible ranks and each character would have a pool of ten(10) or so points to use at their leisure. In keeping with the basic point of the idea this would be available upon creation (possibly accessible from the character window) so that each character would still have an equal starting point with the results of their build still being based upon the effort they put into it. Furthermore there could be the possibility of taking a point from certain skills to remove them from a character entirely and to offer an extra point to be put elsewhere(of course if this were to be implemented at all it would only be for certain skills to avoid ridiculous situations that would actually stop a character from even being identifiable as their race).

The most evident issue with this idea (aside from possible difficulty or tedium in coding) would be that not all races have enough racial skills and/or passives to make them able to properly benefit from this idea. The solution, of course, would be to either add extra skills/passives (which I have ideas for if the concept itself is found to be interesting/doable) or to give the races with fewer skills/passives either a higher rank cap, more points to put into their skills/passives, or both. Another possible, though less important, issue would be the resetting of these choices after they've been made. For a solution I'd recommend adding the ability to do so to the currently available Fruit of Fluidity for convenience in both coding and for the players if adding another fruit would be too much trouble.

Listed below are possibilities for how the idea can be made compatible with already existing skills/passives. (All already existing skills start at rank one with their natural effect.)

(For ease of viewing, or at least to lessen the length of this post, all of the examples can be found in the following link.)
https://pastebin.com/rFzHidMY

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  Same limit
Posted by: Autumn - 01-30-2018, 09:41 PM - Forum: Bug Reports - Replies (10)

"Neus"' Wrote:Q. How does stat point distribution work?
A. This is a rather important question so I decided to address it first. The way it works is, you have a number of stat points that can be allocated in any amount to any stat you choose. You receive 3 stat points (currently) per level, including your first level, for a total of 180 points that can be freely distributed. Which might make you think, 'why don't I just max my damage stat and one shot people? Not very different from now, is it?'. It's true you can freely distribute these points, but there are a few caveats.
  • Diminishing returns. The effect of points in a specific stat decreases in effect after you distribute 40 points into it; every point into, say, VIT beyond your racial base + 40 are only half effective. If VIT gave me 10 HP per point, this would mean once I hit that cap, it starts giving me 5 HP instead.
  • You can only distribute up to 80 points into a single stat, making your base cap 80 + racial base.
So, you could definitely sink 80 points into your main damage stat if you wanted to, if you're willing to sacrifice point efficiency for extra damage. However, by giving you a realistic 'fall off' point, it feels less bad to avoid doing so.

A while back in the beginning of GR you mentioned that it was possible to go above 80 stat points, your racial base would determine that, but as it stands...

[Image: 47fdfa89a8.png]
[Image: 1f5bb9678a.png]

I am able to invest 13 more points into STR here but they don't add up past 80, furthermore I decided to affirm the stat points for bug testing a bit more.
[Image: 57560b1338.png]

My STR stat will not go above 80 no matter what I do here, even though as an Onigan, I should have 85 STR as my hard cap.

Furthermore I reset my stats at Asha, to affirm that Aptitude is not messing with anything and sure enough, aptitude does not matter, my stat cannot go above 80 despite the intention for it to go to 80 + racial base.

[Image: e55d4a77dd.png]
[Image: 6b4ac322ed.png]

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