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  Mediocre Mankind
Posted by: KhalidtheGrey - 08-15-2017, 12:24 AM - Forum: Balance Fu - Replies (12)

Best I've been able to gather and from the majority of those I've asked, Humans appear to be mediocre. And personally I find them uninteresting and lacking definition between themselves. So I threw these together to give them an interaction with Sanctity. The logic being Sanctity in humans represents how close they are to the 'ideal' or 'typical' human of the area while less Sanctity means being more of human of well-mixed bloodlines. Whether these are in a flat addition to human racials, as partial replacements, full replacements, or as a component new a new gestalt set of racials is entirely mutable to me. I'm not trying to break humans in half, I just want them to be defined as per race and make people consider playing them in comparison to most other races (when making a char that's ever going to fight seriously, PvE or PvP).

By the way, I have thought of using/making racial traits, but I don't want to do anything trait related till Dev finishes with the Traits rework Eventually™.

Quote:Imperialist
Well rounded, but well off so as to have more time to practice their chosen skills.
No changes to resistances based on racial sanctity
+1 SP per 15 scaled Sanctity

Quote:Tannite
Rugged and tending toward nature, culturally adept with ranged weapons.
+1% Earth & -1% Fire resistance per 8 scaled Sanctity
-1 FP cost for Bow and Gun skills per 15 scaled Sanctity

Quote:Chararan
Strong, sturdy frame and not easily knocked around, though not the best swimmers.
+1% Wind & -1% Water resistance per 8 scaled Sanctity
+1 Battle Weight per 2 scaled sanctity

Quote:Karatynn
Culturally exposed to magic and it’s hazards, though not particularly well able to deal with being out in the dirt.
+1% Fire & -1% Earth resistance per 8 scaled Sanctity
-1 FP cost to spells per 15 scaled Sanctity

Quote:Lispoolian
Accustomed to fending off the darkness, though heat can be a problem.
+1% Dark & -1% Fire resistance per 8 scaled Sanctity
-2 FP cost to Mercalan spells per 15 scaled Sanctity

Quote:Onigan
Practicing in efficient movement and used to high wind, though unaccustomed to the cold.
+1% Wind & -1% Ice resistance per 8 scaled Sanctity
-1 FP cost to Sword skills per 15 scaled Sanctity

Quote:Dormehan
Tends to be good for physical labor, an active life, and dock working. Comfortable in the water.
+1% Water & -1% Lightning resistance per 8 scaled Sanctity
+1 Encumbrance per 2 scaled Sanctity

Quote:Alstalsian
Tried and test by [strike]Australia[/strike] Alstalsia’s monsters and hellish land, the humans from here are relatively jaded, possessing of a tempered will.
+1% Fire & -1% Water resistance per 8 scaled Sanctity
Reduce the level (hit neg for fear) of Fear, Charm, and Hesitation by 1 per 4 scaled Sanctity

Quote:Hyoyan
Lordwain is damned cold, though cultural familiarity with martial arts lends to better technique.
+1% Ice & -1% Fire resistance per 8 scaled Sanctity
-1 FP cost to Fist skills per 15 scaled Sanctity

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  Mediocre by Intelligent Design
Posted by: KhalidtheGrey - 08-15-2017, 12:23 AM - Forum: Balance Fu - Replies (10)

As with Humans, I've gathered Mechs aren't very well off and are very poorly defined. Best I could tell, Standard was supposed to be a close-up brawler, Cabal a caster, Agile a go-fast bot, and Raid a glass cannon. I'm not married to the idea of these being strictly in addition to other racials or as replacements. I expect them to end up, if anything, changed and added in with the existing racials making a gestalt.

Quote:Standard Type
+1 Battle Weight per 1 scaled Sanctity

Quote:Cabal Type
-1 FP cost to Spells per 10 scaled Sanctity

Quote:Agile Type (Can't make up my mind on this one since I lack the expertise to know which would be better)
+1 move per 14 scaled Sanctity
OR
+1 Cel for the purposes of determining turn order per 4 scaled Sanctity

Quote:Raid Type
May equip weapons of Rarity of 1 + 1 per 9 scaled Sanctity regardless of classes or talents

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  Alright, got my innates and passives that define me... *looks at wallet* Oh
Posted by: KhalidtheGrey - 08-15-2017, 12:22 AM - Forum: Balance Fu - Replies (16)

I wanted to bring up for discussion the skill point costs of passives and innates in general. It seems I'm not the only one off-put by how some classes (like BK and Ghost) can sink 30 points into their passives and innates and it's an attractive idea if not for the fact you have so little left for actual skills. I don't know if this is actually a problem or not but I'd like the topic considered.

Personally, if there actually is an issue, I could see some classes getting their innates and/or passives tuned down to 1-3 ranks, depending on the skills themselves.

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  Protect your mommy!...Please?
Posted by: Shujin - 08-14-2017, 09:34 PM - Forum: Bug Reports - Replies (18)

[Image: 6kV93VjKQEy_DEGc-NEzqg.png]

I can´t seem to make my metal aegis nor my shineknights block attacks for me.

The arena combatant used Ether invitation on me, later a normal attack, none of those were blocked by them. I didn´t find anything infact that was blocked by them so I assume protect is broken.

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  Unstoppable Horns
Posted by: Fern - 08-14-2017, 06:53 PM - Forum: Bug Reports - Replies (2)

Retaliate, the Matador skill, can be used while immobilized.

It acts similar to Hanging, which is stopped while immobilized, so we are assuming it's a bug/oversight.

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  Magical Series X
Posted by: Rendar - 08-14-2017, 08:36 AM - Forum: Balance Fu - Replies (9)

The Magical Series of weapons has been a staple in the game for quite some time now. However, I've been noticing a lot of.. just general silliness when dealing with the weapons as a whole.

They currently have 60% STR/WIL scaling, for a combination of 120%. The main 3 weapon types (Sword/Axe/Spear) can also reach 32-40 weapon power. Just for existing.

Not only this, but if you pump up the weapon power, you can also 2h them (because they will go over 20 weight).

So it turns into something that looks like this.

(((STR*.6)+(WIL*.6))*1.5)+WPNPOW)*1.2

With the absolute maximum WPN POW (40) I've been able to achieve, and with 50 scaled in the stats, you can almost completely break the damn things.

Easily able to reach 169 SWA with them. This is absolutely bonkers due to the way some autohits can just gain up to 1.4x SWA for it's damage (and give other effects). These weapons are horrendously accurate in such a way, but... even with just the basic 1.4x SWA, this become very obvious why these should be hit with the nerf bat.

Even as casting implements, they are 100% better casting tools than any tome will ever be, simply due to the fact 1/2 weapon power for not a matching element really doesn't matter all that much, since 20 weapon power is still more than most tomes can make (due to remains / weapon parts being a thing that exist)

I'd like to see if these weapons, mostly just the ones that can be two handed, could have their weapon scaling shot. There's zero reason for them to be better than a tome and also give you the ability to 2h (which makes them even better), and also use sword/axe/spear skills alongside their absurd SWA. There just really isn't.

If their scaling gets hit, I'd like to see it go down to something along the lines of 40-50% in each (for 80-100% scaling in total).

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  Total control overdrive
Posted by: Sarinpa1 - 08-14-2017, 04:00 AM - Forum: Suggestions - Replies (9)

greetings fellow animemunching degenerates

with addition of total control for npcs, recruiting of beasts, etcetera, i yet again wish to bring up the option to have hired help in PvP

This'd become another type of fight (Stylish, Normal, Warparteh!) to have between players. Custom dungeon tools for houses have fallen into the abyss of forgettance, but with this, one could at last emulate of actualy having NPC guards in their lovely mansion. Or NPC guards in general, if they're let's say, noncombattant.

Q/A :
But Sarin, aren't some mobs going to be terribly abused for this?

dw lads, if there actualy are mobs that'd be more unfair than let's say youkai, there's always the option to exclude them from PvP or make PvP exclusive mercs/mobs. (Let's say generic bandit hirin' center, you pay cash, u pick from appearance, they get generic stats and skills based on some archetype you pick, et voila, party of identical personal army members here we go)

But Sarinbby, that sounds like it'll be such a chore to fight through, such long battles, that surely couldn't be fun, could it?

we is in SL2. In SL2, there ain't absolutely nothing forced on you, except what our trusty GMs impose upon you for whatevuh raisins.

But Ssssssssarrrrr, what is this actualy good for?
As mentioned, NPC guards in your house you can control. Option to setup some sort of private event in setting you pick without having to bother the sporadicaly free GMs. The option to actualy be a noncombattant without relying on mystical protection of "I will refuse any and all fights!!1!" Jammer enthuaist that just fights with nothing but hordes of blue slimegirls

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  Lore Questions: August(ish) 2017
Posted by: Neus - 08-13-2017, 10:33 PM - Forum: Lore Questions - Replies (23)

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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  Autohit Design
Posted by: MegaBlues - 08-13-2017, 07:03 PM - Forum: Balance Fu - Replies (2)

As a disclaimer, sorry if this comes off as preachy.

So, for as long as I can remember, the game has never quite been balanced when it comes to autohits/basic attacks and evade/defense. Your basic attack deals 100% SWA and a crit deals, on average, 150% SWA. Then your autohits deal something in the ballpark of 130% SWA, usually with an effect.

This means that, unless you're packing Fleur to get an extra attack per turn, your best bet is to only use autohits. They deal more damage than non-crit basic attacks, don't need to worry about accuracy, and usually come with extra effects, whether they be AoE, more damage, or a debuff. Ignoring accuracy stats then lets you increase your defense or damage.

With nearly every class having access to autohits, this means that evade isn't worth building. Even with Evasion, you'll still be taking just as much damage, if not more, than someone who built tank stats, and generally you'll be doing less damage and/or have less health because you need to increase your dodge stats much higher than tank stats to make them effective; low amounts of dodge does nothing, low amounts of defense/resistance will always decrease the damage you take.

Before adjusting the amounts of physical/magical resistance, accuracy, and evade given by stats, I think it would be better to revise the design of autohits in the game. In nearly every other game I've played, attacks follow the formula that powerful moves are easier to evade while less damaging moves are easier to hit with. And, of course, attacks with extra effects are more expensive, less powerful, or have some sort of limitation.

So to balance the game in that sense, let's make skills no longer automatically hit, for starters, and normalize their FP cost. Dealing more damage, having an effect, having long range, having an AoE, and autohitting or having increased accuracy will increase the FP cost. Having a cooldown, dealing less damage, being short range, being single target, and having an accuracy check or reduced accuracy will reduce the FP cost. And then you pick different parts out of the balancing pool to ensure a move is balanced while making the different skills more unique. So you can have moves that, say:

Deal lots of damage for a moderate cost, requiring a hit check with lower accuracy

Deal lots of damage and a debuff for a high cost with a long cooldown and low range

Deal moderate damage for a moderate cost, requiring a hit check with increased accuracy

Deal moderate damage for a high cost, but automatically hit

Deal moderate damage for a higher cost, in an AoE, requiring a hit check, with a low cooldown.

Deal low damage, but autohit and long range.

Deal low damage, but with an effect and and increase accuracy.

Deal lower damage, but autohit and in an AoE.

So then, even if you have someone spamming autohits or increased damage/increase accuracy skills, the relatively lower damage will act as your defense. Then those without evasive stats will be eating more powerful hits. Balance.

(also i forgot to mention that liches, dullahans, and the lucky amulet exist. which make critical builds riskier to play, as you might be doing less damage or no damage at all.)

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  Patchy hedges
Posted by: Yashatari - 08-13-2017, 05:07 AM - Forum: Bug Reports - Replies (8)

I don't think the hedges/bushes are supposed to look like that.
http://prntscr.com/g7u18f

Encountered it in a fight, Not sure of the trigger.

Edit:
http://prntscr.com/g7u2h2
And now i find this on the over world.

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