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Latest Threads
who
[3.03c] Icon offset when ...

Forum: Bug Reports
Last Post: who
28 minutes ago
» Replies: 0
» Views: 5
Raigen.Convict
Bring Seiryuu Back

Forum: Balance Fu
Last Post: Raigen.Convict
3 hours ago
» Replies: 2
» Views: 69
Sailor Ryu
Himari Izumi: Special Wea...

Forum: Character Applications
Last Post: Sailor Ryu
5 hours ago
» Replies: 0
» Views: 30
Autumn
[v3.03c] Summon Drizzle

Forum: Bug Reports
Last Post: Autumn
9 hours ago
» Replies: 0
» Views: 45
Autumn
[v3.03c] Rock Myself

Forum: Bug Reports
Last Post: Autumn
9 hours ago
» Replies: 0
» Views: 48
sirtrex
Pickaxe Selection

Forum: Quality-of-Life (QoL)
Last Post: sirtrex
Yesterday, 12:46 PM
» Replies: 1
» Views: 421
Trexmaster
The Economy and You

Forum: Suggestions
Last Post: Trexmaster
09-17-2025, 04:46 PM
» Replies: 4
» Views: 970
Autumn
Blotch Evasion

Forum: Balance Fu
Last Post: Autumn
09-17-2025, 03:40 PM
» Replies: 2
» Views: 267
Rendar
[3.03c] Medis Bullshit

Forum: Bug Reports
Last Post: Rendar
09-17-2025, 12:52 AM
» Replies: 0
» Views: 255
Autumn
GR1 Leftovers

Forum: Balance Fu
Last Post: Autumn
09-16-2025, 09:12 PM
» Replies: 0
» Views: 307

 
  Basic Attack fix's impact
Posted by: Autumn - 08-19-2017, 04:18 PM - Forum: Balance Fu - Replies (48)

Well, after some extensive testing, between myself and quite a few others, the fix for basic attacks that removed their power from the actual basic attack formula really brutalized a lot of builds, most people ended up losing anywhere from 20-60 damage, depending on if that attack was a critical hit or not, which is pretty significant in the end of things.

But more importantly, multi-hit guns lost pretty much all of their damage, a quickdraw with 10 power lost just about 70 damage before critical damage multiplied it, this fix heavily impacted guns the most here.

Right now there's not much reason to run basic attacks, autohits will do more than a non-crit and not have to make a hit check, granted they cost FP but so do some basic attack procs, and a lot of hit/crit builds are suffering to people who build full tank and autohit, when they had a fair chance before.

I fully believe before the fix to basic attacks, that tank vs dodge was more or less fairly balanced, you could get away with either or, even if being tanky meant you served a bit more purpose in a team fight.


So, I've come up to the following conclusion, I think implementing the basic attack formula from before as a proper feature would be very ideal to basic attack vs autohit balance balance.

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  Uncloseable Windows
Posted by: Shujin - 08-19-2017, 03:50 PM - Forum: Bug Reports - Replies (3)

https://i.gyazo.com/cc3792174d1e5206d4ae...ccf03c.mp4
This happens when you click Ill will treatment twice. It will open Two windows and only one of them can be interacted with, the second window remains after that.
Same happens when you want to release Spirits.

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  Swordmaster Ring
Posted by: Shujin - 08-19-2017, 03:40 PM - Forum: Suggestions - Replies (1)

5 magical pierce damage is a bit out of date.

Can it be changed to Either
10 Magical pierce damage
Or
10% SWA magical pierce damage?

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  Whet Solid Stone
Posted by: Rendar - 08-19-2017, 11:01 AM - Forum: Suggestions - Replies (3)

The whetstone tool currently uses 2 iron ore and a solid stone.

Would it be possible to change it to use a sharpening stone, instead? It just makes more sense that you would use a sharpening stone in.. well.. sharpening weapons, as compared to just a chunk of rock.

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  Every Time...(joke thread)
Posted by: Raigen.Convict - 08-18-2017, 03:18 PM - Forum: Fruity Rumpus General - Replies (6)

Every time A Felidae says Nya, another innocent cat is sacrificed to scientific experiments to create domesticated pet Cat girls.

Every time A meta master loses in PVP, innocent USD are sacrificed to the devourer of souls for fruits to respec.

Every time someone requests Selachii, another innocent victim is dragged into the ocean by the Ocean Man, by the hand.

Every time Raigen posts, innocent brain cells are killed off by his terrible jokes. Big Grin

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  Castles and you.
Posted by: Raigen.Convict - 08-17-2017, 04:34 PM - Forum: Bug Reports - Replies (6)

As Sarinpa stated in the suggestions thread we'd like a way to view battles in castles where the large wall obscures view of the camera centered in the middle. This prevents joining battles as well and can ruin rp sometimes.

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  Falling Short
Posted by: Autumn - 08-17-2017, 05:36 AM - Forum: Bug Reports - Replies (5)

Pulling shot/Snake Shot doesn't seem to gain range bonuses from weapon parts and Volley talent, this seemed like a bug so I reported it.

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  Corvis Cannon
Posted by: Lonestar - 08-16-2017, 07:28 PM - Forum: Balance Fu - Replies (9)

Currently, the Shadow Guardian's boss drop, Corvis Cannon is possibly the worst boss drop weapon in the game, for the reasons below:

1. The scaling is pretty wonky. It's 45% SKI/30% RES that even building for it, you won't reach, or if so barely, 90~100 Scaled Weapon Attack. (This with or without counting One-Hit Wonder from Magic Gunner.)

2. The effect is also pretty weak and situational. It's you dealing 25 Wind Damage if they're airborne, and asking for Wind Damage to give them the Airborne stat. This requires a very specific setup that in my opinion, isn't worth it, specially when Shotguns are single-shot guns.

3. Nothing really stops you from using a common Shotgun or Magical Nova in trade for this. They have better scaling and don't require a certain setup to deal more damage than Corvis Cannon.

4. Comparing to the other 10* Boss Drop weapons, they all have pretty decent-good scaling with amazing effects that requires a setup, but not as complex as Corvis Cannon. They stomp on this very easily.

In the end, this weapon is too much trouble for close to no reward. There's nothing good from this other than the base stats, which are minimal difference compared to the other two Shotguns in the game, so this thread is here to discuss possible changes to make this weapon required and viable.

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  Hand of the Giant, Unfairly over powered.
Posted by: Yashatari - 08-16-2017, 04:03 PM - Forum: Balance Fu - Replies (34)

All of the items information i got from the 10* list. { http://sl2.wikia.com/wiki/10_Star_Items ]

HotG
http://prntscr.com/g98dsz
increased str by ul/2 thats 12 str, 6 if offhanded
4 tile knock back.
Knockdown on crit.

Assuming they are fighting mobs, the mob will only be able to move in most cases, Mobs almost never crit, And assuming they have 7, thats 4 from getting up, 3 to move in range to attack, 1 left over, they can't attack and they just get knocked back again. A npcs only hope is a mage the like the spatials.
Assuming they are fighting a pc, They can hit and knockback the target, sidecut won't reach unless you are using voltiger or rage(wind) enchant, or a skill like hanging. This is fine as it plays into a tactical part of fighting other players. But when you add both knock down and back on top of each other... You likely won't have voltiger since you probably didnt dodge, considering they knocked you away by this point. So a duelists only means to attack back is to use crystal rose since you had already spent 3 getting up. If they run a sub class with eviter, stalemate, evasion, etc. They can reduce the damage signifigantly, and since the duelist only has once attack at this point -Crystal rose- it's basically one sided and can vary depending on your sub class.

Now Compared to the Mortisimo...

Mortisimo
https://prnt.sc/g98gus
1+UL(24)=25 sound damage, and only while they are feared.

First complaint.
Both of these fists are 10 stars, the first one boosts its own str, which boosts its damage, knocks anything and everything away, And knocksdown if they crit, which would be easy to do as they can ignore that small 10% def scaling, go pure str, ski, and luck, then spec into dodging.
The 2nd one only applies its bonus under very situational or gimmicky conditions.
This seems really unbalanced as both are 10 star fists and one is clearly better.

Anchor Edge
https://prnt.sc/g98f3r
increases its atk size by 2 at max ul
pulls in enemies 2 tiles
Inflicts immobilize on crit.

Second Complaint
Compared to the fist, they are similar. the anchor edge should be able to hit someone using the fist considering it's Ul potentials regarding range.
However compared to it as well, It's still theoretically inferior. It doesn't increase a stat that it uses reducing its overall damage, Then comparing immobilize to knockdown, Immobilize still allows the opponent 2-3 actions, where as knock down only allows 1-2, 3 IF you're a martial artist.
So right now, it seems the only way to counter fist of the giant is to be a martial artist, or to use anchor edge and immobilize them.

Skullcaver
https://prnt.sc/g98jut
UL% chance to stun.

Final Complaint
Like the mortisimo, its highly under powered for a 10* A 1 in 4 chance to stun compared to a garranteed knockdown on a crit from the hotg.
with a high crit chance build, thats 3 less M EVERY turn if they don't have the trait.
Unless you're playing a crit build thats 1 attack every turn.
if the hotg user is running crit evade, good luck with that.
Back to the skull caver, idk much about stun and how it works, But i think it auto ends your turn. It'd be a bit harsher if it procs so i can understand the lower proc rate, Since if you do get stunned you can't recover that turn. But like i mentioned before, it also doesnt improve its own stats that it scales with like the Hotg.


Summary and Solution
HotG
We don't really need to change much of the other items, as much as we simply need to nerf the Hotg a little bit.
increased str by ul/2 thats 12 str, 6 if offhanded - I'd suggest removing this completly as none of the other [On Crit] weapons have anything like it.
4 tile knock back. - Despite primarily running duelist myself, I wouldn't change this, it makes sense to have that tactical edge over some if not most other melee types. It shouldn't be that easy to counter this knockback, voltiger, hanging, kensei skills, soldier skills, i can think of alot of ways to attack back if you don't want to waste M moving.
Knockdown on crit. - I'd suggest changing this to 2+UL%, that way builds with high crit chance can't spam it and a little luck is involved. it's still a really high chance as it's a 1 out of 2 odds. The chance is still higher then skull caver, as i mentioned earlier, i think stun would be even more of a pain to deal with since you can't recover as well as you can against knockdown.
Mortisimo
Needs some new effect, it's really underwhelming for a 10 star, Or change it's rarity.

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  Fake Map
Posted by: Rendar - 08-16-2017, 02:53 PM - Forum: Bug Reports - Replies (4)

If you have a treasure map, and a buddy... you can do some janky shit.

Once you find the location where it is located, and you open up a trade window with your buddy. Put the MAP into your side, and accept the trade.

Let your buddy prepare, then promptly .dblclick hole (or .click hole), etc to get the loot. Your buddy accepts the trade.

Congratulations, you now have a map that goes to the same spot!

Downside is, it's completely and utterly useless, because you can't actually dig up the loot there.

You begin searching for something...
You found a box filled with buried treasure! Alright!
You use the Iron Shovel.

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