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  SL2 Version 1.77 (a~d)
Posted by: Neus - 04-03-2017, 07:49 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!

Black Beast Raid - Added a new event that occurs if a Black Beast attack is finished with at least 60 packs defeated. This event contains high level enemies and a new unique reward; Chimeric Eyes. This raid event may be expanded in the future, and more raid events will be added over time.
Weapon Potentials - Added a new system. Weapon potentials are unique skills that weapon items can have; if it has one, it will be shown in the item description. To unlock this skill, you must first fill up its EXP gauge. Once it is full, you can take it to any Blacksmith for unlocking. To do so, you require a number of Chimeric Eyes equal to its Rarity. The potential skill will then be considered as active in your skill pool if the weapon is equipped in your main hand. Currently, 13 weapons have potentials. More will be added over the next few updates.
- Deadly Smile scaling changed to 50% STR and 50% WIL.
- Priest's Divine Judgment range increased to 8 (from 6).
- Martial Artist's Weathered Body restriction of armor + magic armor now only applies to the base armor and magic armor (so upgrades, etc. no longer count.)
- Martial Artist's Phoenix Talon now does magic damage.
- Boxer's Schwarz Sturm bonus damage per level reduced to 5% per level (from 10%).
- Boxer's Korkenzieher minimum range increased to 2 (from 1). (1.77d)
- Hyattr's Fire Breath now deals additional damage equal to 100% of Fire ATK if you have Destruction Energy active.
- Arbalest's Buster Cannon now reduces Phys. Def to 0% (instead of DEF to 0).
- Verglas's Ice Point Greaves now do magic damage.
- Battles that do not inflict wounds (IE spars) are now designated by battle indicators showing two wooden swords.
- Character Destiny for classes now acts as an unlock condition for all promoted classes of that base class. (Meaning, at class level 20, you'll unlock all promoted classes for it without needing to do anything else.)
- Raijin stat scaling changed to 30% STR, 30% SKI, 40% LUC (from 60% SKI, 40% LUC)
- If your player debug is turned on, you can now fight a prinny at the Statue of Memories. (This option added to make it easier to test certain things, at request.)
- Black Beast's defeat animation sped up.
* Bug Reports
- Aerial Razor's Defense reduction LV was incorrect.
- Eviter can no longer be used with bare fists.
- Weapons could fall below 1 durability minimum.
- Non-category religions weren't resetting upon praying to a new god.
- Cinder LVs were not being boosted by Hyattr's blessing.
- Hikari's quests could be unlocked in parties without completing the previous quests.
- Caravan speed was messed up.
- Danger zone displays were only showing one tile.
- Ankle Bite, the Sliding Zombie monster weapon, was dealing Blunt damage instead of Pierce damage.
- Quickness was a little too quick, giving more Move than intended.
- Negotiate wasn't checking to make sure the status effects it removed were negative, only if they were caused by an enemy.
- Ice Point Guard's changes didn't stick.
- Horned Black Beasts weren't counting for defeat black beast requests on lnet.
- Rare red treasure chests were a bit too easy to unlock and detrap.
- Staff of Forging wasn't showing the name of the target in chat.
- Max HP was being determined by your base SAN rather than your scaled SAN.
- Withdrawing items from banks could cause issues with item use/etc.
- Fox and Bird Coin's prayer description was blank.

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  Golden Eyes bug
Posted by: Autumn - 04-03-2017, 07:46 AM - Forum: Bug Reports - Replies (4)

Seems that Kaelensians under 20 SAN still get immunity to blind despite not having enough to get the immunity.

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  Zoom Punch! [Korkenzieher tweak]
Posted by: Snake - 04-02-2017, 11:47 PM - Forum: Balance Fu - Replies (1)

[Image: 92f4d772d7a840fc8907c0d831251dd2.png]

Korkenzieher from Boxer cannot be used on an enemy adjacent of you as it targets the square they're standing on and the range cannot be adjusted or whatsoever, if you don't have Schwarz Sturm active.

Can the Range's condition be changed to (X = 2 + Schwarz Sturm level), so it can work after a Grandupper or a Feelsbadman (Felsmanege) finishers? A fancy dash-forward punch for the K.O after a finisher is very 'boxer'-like, in my opinion.

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  Potential Unleashed
Posted by: Kameron8 - 04-02-2017, 10:39 PM - Forum: Suggestions - Replies (4)

Can we have a toggle for the potential skills that are passives? The new elemental Katanas, for example, turn the damage type of Hidden Cut into something else alongside an awesome bonus effect. But if we have Absolute Death up, or are squaring off against someone with enormous Res and %reduction from the element, we might want to go back to the original. Once we unlock the weapon, it's completely impossible to go back.

If that's too much flexibility in combat, possibly putting the passive in our skillbook so we can choose when to go in with/without it?

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  Suggestion:Detective Class and Unlock Potential Guns{Agency}
Posted by: Musicka - 04-02-2017, 04:14 PM - Forum: Suggestions - Replies (2)

Been going through all the classes and playing SL 1 really made my miss detective plus all the cool detective gear we have I thought I would give this a shot for once.

Requirements

OFFENSIVE:

3 Momentum
Requirements: Gun Knowledge Rank 1
Trick Shot: 1 Bullet Basic Attack minus skill check on target. If target Triggers Eveasion deal bonus damage Based on Rank*5
Elemental Impact
Rank 1: Hit+2-FP 20
Rank 2: Hit+4
Rank 3: Hit+6-FP 15
Rank 4: Hit+8
Rank 5: Hit+10-FP 10

3 Momentum
Requirements: Gun Knowledge Rank 2
Startus Sigma: 2 Bullets deal damage based on rank in a straight line basic on weapon attack range. Damage dealt is scaled by Rank if the Detective is under the effect of a priest skill increase damage by scaled Sanc/2
Rank 1: 80% Weapon Damage- FP 35
Rank 2: 95% Weapon Damage
Rank 3: 110% Weapon Damage
Rank 4: 125% Weapon Damage
Rank 5: 140% Weapon Damage-FP 30

5 Momentum
Requirements: Gun Knowledge Rank 3
Hot Shot: All Bullets. Unleash all your rounds in one powerful shot deal damage based on Rank for each Round used.
Rank 1: 10 Damage-FP-40
Rank 2: 15 Damage
Rank 3: 20 Damage -Momentum Cost -1
Rank 4: 25 Damage
Rank 5: 30 Damage Momentum Cost -1

3 Momentum
Requirements: Gun Knowledge
Open Fire: 3 Bullets. Open fire with precision splitting basic attack back into three rounds with a bonus chance to critical based on Rank.
Rank 1: 5% Luck-FP 15
Rank 2: 10% Luck
Rank 3: 15% Luck+APT/10

3 Momentum
Snipe: Increase Range by Rank and hit with guns based on Rank
Rank 1: 5%-FP 12
Rank 2: 15%
Rank 3: 25%

5 Momentum
Requirements: Supreme Gun Knowledge+Gun Fu
Grand Gun Dio: Must have Seven Bullets. The detectives converts their focus and spirit into a handgun gaining Spirit Gun status for 2 Turns+Rank. Increase the damage of all basic attacks based on Rank and increase all Gun skills rank by 2. If the Detective has a youkai installed increase this skills Rank by 2.
Rank 1: 5 Damage +5% Will-FP 60
Rank 2: 10 Damage +10% Will
Rank 3: 15 Damage +15% Will-FP 50
Rank 4: 20 Damage +20% Will
Rank 5: 1M Less-FP 30

4 Momentum
Throwing the Book: The book is used for a lot of things sometimes impractical but effective, the detective throws his justice in the form of knowledge dealing unstoppable blunt damage based on Rank*9+APT+STR+Gadgets. If the Detective has a Tome Equipped while this skill is in their skill pool basic attacks with guns deal magical damage instead, and this skill deals magical blunt.
Rank 1: 80% of Skill 40 FP
Rank 2: 110% of Skill
Rank 3: 130% of Skill 30 FP


DEFENSIVE

3 Momentum
Combat Roll: Evasion Skill when damaged by a skill while this is active they roll away avoiding some of the damage and moving a step back based on Rank. Damage and magic damage is reduced based on Rank for Rank+1 Turns if Detective is Knocked Down and Detective is their main class this skill is activated when damaged but only half as effective and last 1 Round.
Rank 1: 10%Vit 10%Skill
Rank 2: 20%Vit 20%Skill
Rank 3: 30%Vit 30%Skill

4 Momentum
Bravado: Bash Skill: A tactical bash forward dealing damage based on Rank. If the Detective has a Shield they gain Guard lv2. If they have charge active and is enchanted they gain magic shield removing the enchantment.
Rank 1: 3 Damage FP 12
Rank 2: 6 Damage
Rank 3: 12 Damage + Guard lv2

3 Momentum
Close Combat: Prepare yourself for close Combat gaining battle ready status. If you take any damage by unarmed or fist skills deal damage in return based on Rank. This last 3 Turns.
Rank 1: 5 Damage
Rank 2: 10 Damage
Rank 3: 20 Damage
Rank 4: 30 Damage
Rank 5: 50 Damage

4 Momentum
Gift of Yab: Chance based on rank to inflict charm but inflicted target cannot be attacked by the Detective.
Rank 1: 10% Sanc 20%Luck FP 20
Rank 2: 20% Sanc 20%Luck
Rank 3: 30%Sanc 20%Luck

PASSIVE
Requirements: Gun Knowledge
Gun-Fu: Increases Hit with handguns by Rank*3.On basic Attacks with Handguns under the effect of Gun Knowledge deal stackable lingering pierce wound damage based on Rank.
Rank 1: 2
Rank 2: 4
Rank 3: 6

Requirements: Deft Hands
Aengarde: Detectives don't always use a sword but those that do know how to flourish. If Eviter or Parry are triggered by an enemy when they attack them there is a chance based on Rank they can attack again.
Rank 1: 10% Skill+10% Luck
Rank 2: 15% Skill +10% Luck
Rank 3: 20% Skill +15% Str+10%Luck

Layered Thought Process: Aptitude is everything for a detective they gain a bonus to dodge based on 10%Apt+bonus based Rank.
Rank 1: 5
Rank 2: 10
Rank 3: 15

Reload: gain your maximum amount of Bullets from Gun Knowledge. If the Detective has Reloading Status from Overcharge reduce its duration by 1
Quick Reload.
Rank 1: +5 FP
Rank 2: +10 FP

Ricochet: Some shots are lucky others are skill its a thin line between. If a basic attack with a single round gun is missed, chance based on Rank that the attack redoes the Hit check up to Rank+1. If Detective is the main class increase chance by 10%.
Rank 1: 10% Luck 10%Skill+10%
Rank 2: 20% Luck 20%Skill+12%
Rank 3: 25% Luck 25%Skill+15%

SUPPORT
3 Momentum
Requirements: Bag o Gadgets Rank 1
Potion Shot: The detective can coat a special bullet with potions shooting them over a distance. This in return deals Damage based on Rank.
Rank 1: 10 Damage 5 FP
Rank 2: 5 Damage

4 Momentum
Requirements: Bag o Gadgets Rank 3
SCOUT:robot that can cast Nature and Wind spells and help you target enemies.
Rank 1: Robo Stats+1
Rank 2: Robo Stats+3
Rank 3: Robo Stats+5

UTILITY

2 Momentum
Requirements: Bag o Gadgets Rank 1
Utility Watch: A watch with a multitude of things Gain Wristwatch skill and increase its poison lvl by Gadgets. Remove harmful effects based on Rank. If you have a Wristwatch equipped and this is in your skillpool reduce the cost to 2 momentum. Wyverntouched with a wristwatch on store venom in its compartment dealing 5 damage instead for poison bite and reduce its Momentum cost to 1 against self.
Rank 1: Cure Poison 15 FP
Rank 2: Cure Burn
Rank 3: Cure Crystalize
Rank 4: Cure Frostbite

2 Momentum
Requirements: Bag o Gadgets Rank 2
Potion Box: A box of potions that came in the bag gain random potions based on Rank+Gadgets+1. If this is in your skillpool increase the amount of potions you can carry by 2.
Rank 1: FP 30+1 Grenade or Harmful Potion
Rank 2: FP 20+1 Buffing Potion or Skill Granting
Rank 3: FP 10 +1 Reviving Potion

3 Momentum
Requirements: Bag of Gadgets Rank 1
Detectives Coat: A lucky or blessed trench coat sometimes the thought of this alone helps the Detective completely dodge Bullets based on Rank for Rank+1 Turns. If you have a Detective Trench Coat equipped double its effects while this is in your skill pool. If detective is your main class increase dodge chance by +10% against guns and Reduce acid damage taken by 10%
Rank 1: 10% Cel+10%Sanc FP 8
Rank 2: 20%Cel+20%Sanc
Rank 3: This now applies to arrows.

2 Momentum
Requirement:Bag of Gadgets Rank 1
Boot Knife: A solid knife hidden in your boots. Kicks with this active deal bonus damage based on Rank for 1+Gadgets turns, and inflict piercing damage instead of blunt. Also increase the damage of Kick skills except Heaven Kick by 10%. If you have (Boots from Air) equipped you lose 5 FP when you skip your turn but activate this skill, also you gain Lightning, and Water Resistance equal to Rank*5
Rank 1: 5 Damage
Rank 2: 10 Damage
Rank 3: 15 Damage

2M Momentum
Requirements: Bag o Gadgets Rank 2
Recorder: A hidden camera in a hat watches everything you do and everything you see. You gain resistance to Steal based on Rank*2 and Reduce Flanking damage by 7 taken for Rank+1 Turns. If you have a Camera hat equipped when a enemy Blinks next to you turn and face them before they attack.
Rank 1: 12 FP
Rank 2: 8 FP

5 Momentum
Mystery Box: A powerful and wonderful device, the Mystery Box is a small grenade like object throw that casts a random spell with your APT/2+Gadgets acting as a casting tool. If the spell is a supportive spell it effects you instead of the enemy.
Rank 1: FP 50 +1 Power
Rank 2: FP 45 +1 Power
Rank 3: FP 40+1 Power

7 Momentum
Requirements: Gun Knowledge Rank 3 + Bag o Gadgets Rank 3
Focus Edge: The Marvel of the Agency top device a small focus based attachment that requires a lot of gadgets to build. Reduce the range off all gun skills and Bullet skills to Rank and Basic Attacks. At the cost of -30 damage to basic attacks the Detective focuses all his magical bullets into a battery for a focus blade increasing damage of Bullet skills based on Rank+Gadgets and all Basic attacks become Magical Slash Damage this status last 4 Turns. If you have 0 Bullets reduce weapon durability by 7. For each shell you use this skill gains +1 Rank.
Rank 1: 15% Scaled Will FP 40
Rank 2: 20% Scaled Will
Rank 3: 25% Scaled Will +5 Basic Attack Damage
Rank 4: 30% Scaled Will
Rank 5: 35% Scaled Will Basics while activate now attacks all enemies you are facing.

2 Momentum
Requirements: Bag o Gadgets Rank 2
Quick Reloader Kit: If you have the reload passive equipped this skill doesn't take up a skill pool. If you run out of Bullets while this skill is in your skill pool gain maximum bullets from Gun Knowledge with some removed based on Rank use this skill instead of reload when forced to reload.
Rank 1: 4
Rank 2: 3


INNATE
Brilliant Mind: Increase Skill points by 1+Rank
Rank 1: 1 Will + 1 APT
Rank 2: 1 Will +1 APT
Rank 3: 1 Will +1 APT

Bag o Gadgets: Someone assumed you was the real deal and left you a bag of Gadgets.
Rank 1: Gadgets +1
Rank 2: Gadgets +1
Rank 3: Gadgets +1 Reduce Momentum cost of skill that require Bag o Gadgets

Hand-Gun Knowledge: From a book on how to work guns found in a bag the detective knows his guns limits. Handguns used by the detective gain Rank*5 as Hit and Rank*5 as Power to handguns they are transformed to single round guns in combat. This only takes effect if the Detectives open hand does not have a weapon equipped. The user gets a totally amount of Bullets equal to Rank+4 each time the Detective Basic Attacks or uses certain skills it requires a Bullet. If the Detective's Bullets reach 0 they gain No Ammunition Status at the cost of 3 Momentum they are forced to reload before using another Basic attack with that weapon or Skills.
Rank 1: +1 Skill
Rank 2: +1 Skill
Rank 3: +1 Skill

Supreme Handgun knowledge: Increase the Rank of Handgun Knowledge by Rank. All Handguns under the effect of Gun Knowledge gain an additional Critical Chance by Rank*5 and 20 Power.
Rank 1: +1 Str
Rank 2: +1 Str. If you Crit with a Handgun under these effects and an enemy is guarding guard break them and lower their def by 7

Deft Hands: Sometimes a Detective has to be sly as they say to catch a criminal you must think like one.
Rank 1: Daggers in off hand count as unarmed.
Rank 2: Increase Steal Rate by Rank*2

Investigative Discovery: Ignore skills that render you unable to view targets stats and Equipment. If you have a Combat Magnifying glass equipped increase the Item Drop Rate by 3% and reveal Traps in combat instead of triggering them at first.
Rank 1: Increase Item Drop Rate by 5%
Rank 2: Increase Exp earned by 10% APT

https://gyazo.com/09176a27c18ae11b793883ea28c3a9e1
MAGNUM: Alchemist+Brilliant Mind for recipe = Yang+Handgun
Power:14
AccuracySad89%)
Critical: 15(105%)
Weight: 9
Range: 3
Rounds: 1
Heavy Gun
Handgun
Damage Type: Piercing

Rank: * * * * * * * *

Desc: The sign of a true member of the Agency. This gun is considered the most powerful handgun known but with its weight it is better to be held in both hands.

Item Effect: Increase damage off all Gun Skills by 5%

Potential Skill:
4M
Greater Impact: Basic Attack but deal 25% More Critical Damage

Scaling:
80%Skill
10%Gui

https://gyazo.com/4fe6fa2691a019b31b06be88d1e5e849
THE HAND: Found or Alchemist Yin+Yin
Power:12
AccuracySad96%)
Critical: 10(105%)
Weight: 6
Range: 3
Rounds: 2
Heavy Gun
Handgun
Damage Type: Dark

Rank: * * * * * * * * *

Desc: Outlaws and Officers alike all hear the rumors of a gun said to pick its own owner based down from bad cabrone to badder cabrone.

Item Effect:
On Hit: Void Poison Damage equal to power/2
On Critical: Inflict Void Poisoning lv 2

Potential Skill:
3 Momentum
Black Bullet: On basic attack for three turns cast Black Bolt Instead of attacking with this weapon as a casting tool.

Scaling

10% Sanc
60% Skill
30% Res

https://gyazo.com/fcb6d916faf3e709b9bf35ade520a8f9
BIG RED CHIEF
Power:17
AccuracySad75%)
Critical: 5(110%)
Weight: 13
Rounds: 1
Range: 3
Heavy Gun
Handgun
Damage: Magical Peircing

Rank: * * * * * * * * * *

Desc: An extremely heavy gun handgun once belonging to a world renown gunslinger. This gun has been said to make High Mages out of people who can't you magic and is a marvel of Karatynn engineering. Some believe this is an updated proto-type of a stolen technology.

Reduce FP cost of Gun skills by UL/3
Increase Magic Gunner Shell Power/Bonus/High by UL/10
On Hit: Reduce FP by UL/3

Potential Skill:
3M[Like Elemental Overdrive but Weaker]
Elemental Impact
Storm Drive: All basic attacks deal 60% of Scaled Will when attacking with this gun for 3 turns.

Scaling:
70% Skill
20% Will
15% STR

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  Wronged Serpent
Posted by: Trexmaster - 04-02-2017, 06:39 AM - Forum: Bug Reports - Replies (1)

Winged Serpent starts at 1 tile instead of two, making its max range 7 instead of 8 (or 8/9 accounting for spirits).

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  Grand Cheese
Posted by: Autumn - 04-02-2017, 02:32 AM - Forum: Balance Fu - Replies (3)

If you grandupper an enemy and then walk to the tile they will fall to, you can use a skill such as Famiuga, Hellspike or Fleeting Spectres to shoot 8 projectiles at someone if you're faster than them, instantly killing them.

Is it possible to make the spot where an enemy is removed from battle a dense tile temporarily?

Another possibility is making it so that grandupper sends an enemy to a random tile instead of landing them directly in front of the boxer.


(Reason its not in bug reports is because I dont think technically this is a bug?)

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  THE RAID - Feedback and suggestions
Posted by: Autumn - 04-01-2017, 08:29 PM - Forum: Suggestions - Replies (6)

I like it so far, and have fun during it when there is less lag out and about, Though I realize you were rushed during it(Honestly I wish you weren't rushed) and now since Seto as a boss doesn't feel hard enough, the boss fight turns into gathering 4 DPS characters and just racing to kill him since he can get his invocation broken by silence and damage.

Seto first off needs some immunity/cure to silence, have words of power, and have Galren, this will create a constant threat of DPS and give healers an important role within the raid, it will also make his Magaisendo good to break through sanctuaries of said healers.

One thing that needs to be said and done, its very easy currently to pack a whynesfelt and then an isesip charm to nullify all of the threat of Seto's damage, so another thing that could be added is a passive for Seto that adds a sort of danger zone perhaps? Enemies within 3 range of Seto have their earth resistance/absorbs/immunities/reflects nullified, this will also make having a ranged DPS and having a frontline tank ideal to have.

Lastly, as for the raid itself, maybe it shouldn't change that much, except maybe adding a mid-boss at the end of phase 1, when all the beasties are killed.

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  Mossy Grave
Posted by: Kameron8 - 04-01-2017, 01:50 PM - Forum: Bug Reports - Replies (6)

Sanjin's Potential Skill does not function currently. I have killed mobs with Hidden Cut, but the intended effect does not happen. I tried to unequip and reequip the weapon, unequip and reequip the skill, and fight mobs in dungeons and the Arena. They simply die, and that's it. Additionally, the damage type isn't changed.

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  [Que] Food stats
Posted by: Kameron8 - 04-01-2017, 11:59 AM - Forum: Bug Reports - Replies (2)

The well fed buffs that give +all stats causes you to start the battle with less than full health. Is the extra health from bonus Vit and San supposed to apply beforehand or is this intended?

How to replicate: Eat breaded chicken, gain +1 to all stats. Go into battle, start without full HP because of the bonuses.

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