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[3.00j] Minor potential m...

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  Non-Resistant
Posted by: Selfish Gene - 05-22-2017, 07:45 PM - Forum: Balance Fu - Replies (24)

Hello everyone, I hope you're having a wonderful day/night and whatnot.

I was contemplating something recently as I have been making a wide array of characters and builds. I was thinking that maybe resistance should provide the added bonus of giving a little bit of status resistance (Even if it's only 1% per point). My reasoning for this is as follows:

1. At 15 base resistance, you gain access to the Anti-Status trait which provides an additional 10% status resistance.
2. It has the very word in its name, implying that it helps someone resist not only magic but other things as well.
3. A mage will burst you down regardless of how much resistance you have (For example, my 55 resistance tank still took 500 damage from a CM Exgalfa with 38% fire resistance on top of that). This is compared to building defense where the physical damage mitigation is genuinely noticeable from even a couple of points.
4. It has become universally known that if you are fighting against people who's purpose is to status inflict, it's practically impossible to avoid it (Unless you slapped warding on everything, have the three fairies, have a ton of FAI/Sanc, etc.)

I feel as though since faith and sanctity are both very situational stats (Seeing as some races yield drawbacks from building it) and faith is exclusively used for Summoners and Curates, having resistance offer a tad bit of status resistance may balance all of this out. It would be universally safer in PVE (Mostly looking over towards spatials), it would help people feel a tad more comfortable when facing Hexers and other status inflicters in PVP, etc.

Either way, I look forward to seeing what form of conversation this sparks and look forward to hearing from those who wish to pitch their two cents in. Let's try and keep this an argument/hostility-free post.

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  Pet Duckneck
Posted by: Sawrock - 05-22-2017, 06:58 PM - Forum: Submissions - No Replies

This is a pet baby duckneck, nestled in some cute lil' clouds. Made for the petkit.
http://puu.sh/vYhaF/1224c9af06.dmi
(To save the file, go to your browser options, and go to save page. It should save as a DMI despite showing up as jumbo-code in a browser.)
[Image: vva9tTt.png]

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  Larveget Potential (The reeee sword)
Posted by: K Peculier - 05-22-2017, 03:19 PM - Forum: Balance Fu - Replies (5)

Currently this is the Larveget potential

-------------------------

A sword said to be made from the remains of an insect-god whose screams cursed all who harmed him.

Potential Skill - Tuning
Larveget's Potential Skill. Requires Substitute Sound ATK to be active. Consumes the status by the weapon and increases your Sound ATK by Larveget's total Upgrade Level (UL) for the next 3 rounds.

On Hit: Replaces your Sound ATK with the target's for 2 rounds.

-------------------------

I can literally not find a single weapon/skill/spell in the game that uses your current sound attack for anything. This seems like a placeholder for the almighty bard class combo.

-------------------------

Could we get a loud insect scree for the tuning skill if not some sort of ability that uses sound attack with its potential?

(The tactical insect 'scree' will spook players so I consider that a huge buff.)

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  Farming Time
Posted by: MegaBlues - 05-22-2017, 02:45 PM - Forum: Suggestions - Replies (4)

I'm not certain how long it takes without watering for plants to die, but it seems to be less than a day of in-game time. This means that it's impossible to use plants to decorate a house or steadily maintain a garden; you have to sit at the computer for about an hour of real-life time paying constant attention, and while that's not uncommon for most SL2 players, it's a bit restrictive.

Can we get the timer for plants to die without being watered extended to infinity, or maybe a month of in-game time? They already vanish on reboot if planted outside, and if planted inside, chances are the owner wants them there.

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  More Crazy Dungeons
Posted by: Snake - 05-21-2017, 10:24 AM - Forum: Suggestions - Replies (8)

Can Crazy Dungeons be more frequent from LV45+?

They're the only ones that are worth diving in, the amount of enemies make each fight be a bit more fun and challenging, especially when you run out of things to do in SL2, or when Black Beasts are not active.

Alternatively, can the Static Dungeons be all Crazy, or have an insane number of mobs to kill?

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  Invisible Botany
Posted by: MegaBlues - 05-21-2017, 04:51 AM - Forum: Bug Reports - Replies (8)

When farming, the bush step after the second-to last is invisible.

I can't give any specific time steps or icon names, but the icon that shows on plants after the icon shared by the Forest BDP harvest nodes are invisible.

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  SL2 Version 1.79
Posted by: Neus - 05-20-2017, 07:35 AM - Forum: Announcements - No Replies

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!

[float=left][Image: talkav_96.png][/float]

I'm doing something a little different with this update. I'll likely be uploading several versions with new additions over the week, maybe every day or every other day. I'll note which version has what with the usual letters, and add to this post as they come out.



1.79
New Potentials

  • Paragi Shuriken
  • Ninshi Shuriken
- Increased Rank 1 Scaled Weapon ATK scaling of Kensei skills: Kagekiri, Toiken, Hirazuki, Raijinken, and Sharenzan.
* Bug Reports
- Made an experimental change to the profile display to help restore BGM functionality.

1.79a
New Preference - Added a HUD display preference that lets you make some HUD elements semi or fully transparent until they are moused over.
New Potential
  • Fuuma, Knightslayer, Needler, Battlepick

1.79b
- New pet in the Pet Kit, the Floating Duckneck, from Sawrock.
- When taking damage, the name of the skill and weapon used by it (or just the weapon if a basic attack) will be displayed next to the damage indication. (This is mostly for clarity's sake.)
- EXPERIMENTAL: Most consumables in the item belt can only be used once per battle, but now you can put multiple of the same item in your item belt.
* Bug Reports
- Fixed an issue with the new HUD transparency setting and the battle menu.

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  In memory of Profile BGM...
Posted by: Snake - 05-20-2017, 07:12 AM - Forum: General Discussion - Replies (1)

[Image: f0aeea3778ef47729488d9aa7978f574.png]

#FuckBYOND'sIEversion

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  Slow-motion Ryesers [Ryeser bug]
Posted by: Snake - 05-20-2017, 05:15 AM - Forum: Bug Reports - Replies (2)

The on-crit effect of Ryeser (momentum reduction if they don't resist lightning) is not working if your enemy is faster than you, for some reason.

Tested this against a Ghost who was, initially, slower than me. From the middle of the fight onwards when their CEL surpassed mine, their momentum was only dropping when they skipped their turn and let me act first.

Maybe it's acting like Quickdraw, where it only works if your enemy has 6+M? I have no idea.

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  DC in the Bank
Posted by: Yashatari - 05-20-2017, 01:49 AM - Forum: Bug Reports - Replies (2)

http://prntscr.com/f9wqav
Auto Reconnected that had this funky overlay.

I was just in my bank, Thinking over some stuff. I have no clue if this is reproducable, But here you go.

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