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SL2 Version 1.81 |
Posted by: Neus - 06-26-2017, 09:43 AM - Forum: Announcements
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Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!
1.81
New Item Materials - Added several new item materials of the Remains type.
New Material Kit Recipes - Added several new material kits to be crafted.
New Tool Creation Recipe (Bonesaw) - Added a new tool that is used with a new system.
New Cooking Subpath (Butcher) - Added a new subpath that is used with a new system.
Enemy Corpses - Enemies will spawn a corpse when defeated. You can use Bonesaws to collect remains from these corpses. (There will also be some thematic items added for each monster in a hotfix/next update.)
- Curate's Holy Arrow is now a 4-8 Range line that can be resized.
* Bug Reports
- Alchemy plants had an invisible stage in their growth.
- Tarnell's Power would not show up in item descriptions in some cases.
- Stylish mode's damage reduction modifier was incorrect.
- Fast Offense was applying its bonus momentum for Bonded Youkai to non-Bonded Youkai in some cases.
- Dinosaur Graveyard had a few mapping errors on the bottom level.
- Leporidae ear positioning when facing south has been adjusted a little.
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It's a TRAP!! [Overcharged traps bug] |
Posted by: Snake - 06-26-2017, 02:56 AM - Forum: Bug Reports
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Overcharged traps are not getting any bonus damage. They also don't proc as 'Lightning critical', receive bonus critical damage from Guile or whatever they're supposed to do but to look fancy with the spark overlay.
Tested by comparing one Overcharged trap's damage with another. Trap used was Ice Trap at SkillLV 5.
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Holy Arrow |
Posted by: Autumn - 06-26-2017, 02:42 AM - Forum: Balance Fu
- Replies (7)
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Holy Arrow seems to be indiscriminately worse than shine ray, a priest spell, and focused beam, a multi-purpose LB spell, which both pull off the same job but with farther range, diagonal targetting and more damage.
So here's an idea, lets put the holy in holy arrow, at rank 5, Holy Arrow will deal 1.5x damage to possessed/vampire/undead races, which is further increased by the talent from Devotion: Divine Sign
The reason I bring this up is because the Holy enchant for weapons vastly overshadows anything that priest itself could hope to do in terms of damage to the occult, thoughts?
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Elemental Lackment [Elemental Augment bug] |
Posted by: Snake - 06-26-2017, 01:47 AM - Forum: Bug Reports
- Replies (2)
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Quote:- Elemental Augment and Elemental Overtime will now apply if either the causer of the elemental status or the person receiving it has the skill; the bonus damage is based on the highest skill level of the two.
Elemental Augment is using the level of the person who receives the buff, rather than 'whoever has the highest skill level' between the buffer or buffed, to define the bonus damage.
So let's say, 'Soldier' received an enchant from 'Mage', but the 'Soldier' has Elemental Augment's Skill LV on 0. Elemental Augment will only receive its effects at LV1, even if 'Mage', who buffed the 'Soldier', has it on LV5. That, unless I misunderstood what that update was about.
Tested this by being enchanted with Redgull by a friend with Elem. Augment at LV5, while having my own Elem. Augment at LV0. While they did 50% of their Lightining ATK on basic hit, I only did 10%.
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Brute Sailors |
Posted by: Lonestar - 06-25-2017, 02:30 AM - Forum: Suggestions
- Replies (6)
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Considering it makes more sense for someone using an Anchor to bash people with it, not cut, could we have Anchor's Edge's damage type changed from Slash to Blunt?
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Lore Questions: Late June & July |
Posted by: Neus - 06-23-2017, 01:51 AM - Forum: Lore Questions
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This is a new topic for Lore Questions because the old one was about 26 pages. 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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Glancing Blows |
Posted by: Neus - 06-23-2017, 12:45 AM - Forum: Balance Fu
- Replies (20)
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Just an idea I've had kicking around for a while. Basically, a glancing blow is a mechanic that makes evade a bit more reliable as a defensive stat. Here's the basic outline;
- When hit by a basic attack (or a skill, we'll get another topic for that soon), if the Hit roll result is equal to or less than your Scaled CEL * (armor unique multiplier), it becomes a glancing blow, dealing 50% of its normal damage. (NOTE: By Hit roll, it basically means that the game performs hit checks this way; first do HIT - EVADE, then roll 1d100. If the result is equal to or less than that number, it becomes a glancing blow.
- An example; Hit 275 versus Evade 200 (with Scaled CEL of 50). 75% chance to hit; roll 1d100. If the result is 1-50, it's a glancing blow. If 51-75, it's a normal hit that deals full damage. If 76-100, it's a miss.
- The multiplier for how your CEL affects the range at which you receive glancing blows is as follows; No torso item at all is 1.1x. Unarmored torso is 1x. Light Armor is 0.8x. Heavy Armor is 0.5x. Mutating your armor will not affect this.
- Glancing blows do not check for critical hits (this might be a little tricky if we start involving skills in glancing blows because of lightning criticals).
Thoughts?
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Gilded Glaives Grand Opening! |
Posted by: Dezark - 06-23-2017, 12:04 AM - Forum: Sigrogana
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The Gilded Glaives will be having their grand opening today! Come stop by and meet the members! We are a mercenary guild as well as a treasure hunting guild, so if you have any particular item you wish found but your luck isn't lasting or have a mission (event) that you wish to give a go bring it to us! We are always looking to recruit members both new and old. We will be having a party at the Gilded Glaives guild house in honor of the opening! Come and enjoy the festivities; enjoy food, drinks; and even have a friendly spar in the sparring pit! So come on down to the Warrior's Rest in East Cellsvich, were on the first bottom row right below the hospital!
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Missing Reference? |
Posted by: Nytingale - 06-21-2017, 05:28 PM - Forum: Bug Reports
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http://prntscr.com/fmicqk
In the above screenshot, there is a slew of messages during a fishing event about there being no reference and to report it on the forums? I'm not entirely sure what the message was about or what was supposed to be referenced but I'm just "following instructions" I suppose.
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Suggesting a New class, Aroma/Chemist |
Posted by: Yashatari - 06-21-2017, 05:53 AM - Forum: Suggestions
- Replies (2)
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I'd like to see a new class within the game, And i think i have something that might be interesting.
Let me start by explaining the concept...
Alchemists are a thing, So my thought was Chemical War-fare.
If we need a spot on the class sheet to put it, It'd have to be something either rogue related since they use chemicals in their traps, Or it'd be in the curate tree since this class will be mostly on support related.
It'll be fighting using aromas and chemicals to fight stuff, A class that debuffs and buffs indirectly, With field effects.
Onto the more detailed things i've thought of for such a new class/job...
The weapon(s)
I personally want the class to be proficiant with light weight weapons, So axes won't be a class specialty. The reason why light, is because they already need to carry around chemicals and be quick on their toes to mix the chemicals on the fly. We already have enough sword classes, So i'd like to avoid that as well. As far as weapons go, I was thinking either knives/daggers and/or fists for this class.
A quick rundown on how it'll be run and kept balanced(To a degree)
Much like how lantern bearers use lanterns for their skills, I was thinking about having something similar, but not in the equipment slot. Perhaps like how we have the new medical tools, We can get stocks of various chemicals, Maybe from that doctor guy in Dormeho that you do that one quest for.
I'd like to suggest having some kind of limit to the amount of each chemical you can carry, and the over all amount of chemicals you can have at anyone time. You have to know what your doing with alchemy anyway, so a bit of brains required wouldn't hurt, So even if there is some kind of over powered skill, It can be regulated with these limits. Perhaps like 5-20 of any specific chemical, and a total of 80ish chemicals on your person at anytime, Should you go over the limit, The vials will crack and be unusable, But only the ones that go over the limit. They're likely stored in vials, Aka glass, So weight and quantity is going to be an issue.
Onto the skills and how they'll work.
You mix said chemicals you bought from a npc, found, or made yourself, Depending on how it'll be implemented(if at all).
It'll use more FP then most melee classes, But still less FP than magic classes. The reason to this is the way it'll use their focus to help spread the aroma and chemicals around the battle field. I want the skills to affect a larger radius then most skills and even some effecting the entire battle field. Similar to how the Lantern Bearer skills effect half the battle map, That kind of range.
Heres the part where this class has to take caution.
It can affect both allies and foes, So keep the range of everyone in consideration when using skills.(Excluding yourself, Unless specified.)
Skills i've thought of so far.
A healing aroma-mist, Heals everything within the area of effect. Effect will be based on a max amount x rank.(Think of a Mass Graft, But without the extra M cost to use Mass first, Make it slightly less effective than graft, But a built in aoe heal)
A Flam-Mist, Creates a small area of mist on the battle field that is highly flamable. The Aroma-Chemist is highly suggested to move out of range if a fire attack is expected to happen, Even if it's from a friendly ally.(Extra fire damage from friend or foe, In range, For 1 round.)(Support, No way to trigger it yourself.)
A Chemical mist that burns the eyes of anyone even the caster for varied rounds. (Inflicts Blind) Think how onions bother your eyes, But on a larger scale, With toxic chemicals.
An Aromatic mist that can confuse your senses, Making you fearful of your surroundings.(Inflicts Fear) (like how certain drugs make you trip balls and scared out of your mind.)
A poisonous Mist, I'd like the poison to be based on Acid Attack.
Various Aromas that confuse you and your allies senses, Making you braver, or feel stronger. (Small buff to various stats.(ie. One that makes you feel relaxed, brave, Smart, Tough as if you're on the top of the world. Chemicals that trick your allies perception and mind.)
That's about all i've thought of in terms of skills, But it'll be based off chemical war-fare, Alchemists, And Aroma-Therapy.
Short summary: Primarily a support class, Which skills are mostly augmentation to your allies, yourself, and your foes. Almost no direct attack skills. Medium range FP costs. ((Chemical carry limit. Have to mix two or more chemicals to have various effects.)Optional, Can have it just be a support type of magic based on alchemy.) Light weight weapons. Armor shouldn't matter. Aromas won't affect Dullahans or Liches since one is Ether and doesn't have a physical form that can smell, Dullahans are walking armor with no way to smell. Mechs will still be affected since some might be able to taste or smell things(Never fiddled much with mechs.)
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