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The Typo Thread

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  Double Turning - Initiative stat
Posted by: Autumn - 06-16-2017, 11:59 PM - Forum: Balance Fu - Replies (38)

Double Turning is a term thrown around that basically just refers to suddenly gaining more CEL than your opponent so that you suddenly go ahead of them in turn order, and getting double turned kind of sucks.

Getting double turned usually means that your opponent is now in the prime position to unleash a full combo, maybe even two on you all at once, which is all it takes to kill you sometimes, or at least inflict serious damage, and when you suddenly get outsped due to Rising game, and then you suddenly receive a Hit Hit Ether Invitation to the back and die, you almost feel a bit cheated when it happens, because there was little reaction time.

What I propose is a stat that makes this sort of thing a bit more fair to everyone, and possibly opens more design space, such as unique racials, easier to implement items and traits.

An out of battle stat called Initiative that is tied directly to your CEL, your CEL = Initiative, not only this but certain talents and items grant initiative as well, to sum it up:

-CEL No longer counts for turn order, but instead turn order is decided at the start of the match/round according to all combatant's 'initiative stats.

-Initiative will not increase in battle, in battle CEL modifiers will not effect it, however out of battle CEL Modifiers will effect Initiative.

-Certain talents such as 'first move' from Preparation, and certain items such as Quickdraw will increase the out of battle Initiative stat, instead of increasing your 'celerity' in terms of turn order only


I hope this suggestion/balance change will be considered, as I feel it will make some life or death situations in combat feel less unfair under certain circumstances.

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  Macabre Culture
Posted by: PantherPrincess - 06-16-2017, 08:52 PM - Forum: Bug Reports - Replies (1)

Accessories made of dragon remains don't seem to get the +2 elemental atk. I've tested it by taking the item on and off and nothing changes. This seems to only work for weapons and armor, is that intentional? Because the description implies all equipment.

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  A true Shine Knight holds his ground
Posted by: Nanovelich - 06-16-2017, 07:16 PM - Forum: Bug Reports - Replies (10)

This is a rather simple report that can be summed up easily.

Shine Knights lose their turn if they use Movement as their first action.

With 6m to use and Movement costing 3m, a Shine Knight's turn immediately ends upon using Movement. This doesn't happen with Attack, the only other move they have available.

Needless to say, this completely cripples Shine Knights being useful without remaining fully in place.



I know this is happening for certain though. I don't believe debug provides anything meaningful to tell about momentum costs, at least to my knowledge, but I will attempt to gather it soon.

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  Fire Bork
Posted by: Raigen.Convict - 06-16-2017, 06:46 PM - Forum: Bug Reports - Replies (3)

Channel Destruction on Hyattr is not functioning properly, none of its effects are activating, as tested just now.

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  Shine Knighting
Posted by: PantherPrincess - 06-15-2017, 10:52 PM - Forum: Suggestions - Replies (29)

I think it'd be really neat for Priest to get a transformation skill like Hexer except the opposite. Rank D Mercalan Domain Invocation +10 to all stats at rank 5 is a give in as for the skills something along the lines of Holy Light - +10% increase on healing spells, Blessed Lance - Throw a lance made of light to 1 target in 6 range dealing light magic damage based on your scaled faith. The lance will stay in your opponent for 3 rounds increasing damage to possessed and undead enemies by 10%, Sanctified - While standing inside a sanctuary, all bonuses from sanctuary are doubled.

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  Raids when?
Posted by: Raigen.Convict - 06-15-2017, 06:57 AM - Forum: Suggestions - Replies (2)

Will there ever be raids for Jammer Queen and Krabboid King like SL1? Or Lemegeton Bosses?

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  A serious request to everyone, from Ranylyn
Posted by: Ranylyn - 06-15-2017, 04:11 AM - Forum: General Discussion - Replies (2)

Most of the regulars probably know, by now, what I can get like when I'm off my antidepressants. I come to SL2 as escapism but occasionally bring too much tension and frustration with me, and can become unpleasant to deal with OOCly.

I've been trying something different: Instead of coming to SL2 to calm down, I'm coming to SL2 while I'm still calm, to stay calm, and logging off if my mood worsens. So far, I think it's going well, as no one's called me out on my mood yet. I've been off the meds for about a month, and this is when my mood is usually at it's absolute most toxic, but I've been doing fine.

I just want to put an earnest request out there: If you see that I'm actively acting angry to the point that I'm rather testing to deal with, please let me know. I don't want to subject anyone to me at my worst, and I'd much rather simply log off for the day if it seems that my mood is going south.

Thanks in advance. And I'm sorry that I need to ask this at all. I simply want to be transparent about my desire to take responsibility for my own moods without seeming like I'm using my condition as an excuse. It doesn't matter if I'm medicated or not: I'm me, and I want to put forward a me that isn't met with scorn and disdain.

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  Evasion/Hit
Posted by: Neus - 06-14-2017, 11:48 PM - Forum: Balance Fu - Replies (14)

Anyone feel like putting in the effort to detail some different setups in relation to hit/evade? Specifically I'm looking for a few different setups.

1) Average Joe Setup - This is something that a majority of class setups can achieve with certain item/talent/etc combos.
2) Slightly Specialized - This is similar to the above but it might have a class/skill/item that is specifically useful for Hit/Evade.
3) Crackpot Mode - The strongest combination of skills, status effects, items, classes, etc. that will lead to the highest Hit/Evade possible.
4) Crackpot Mode Lite - Similar to the above, but it should be the highest possible Hit/Evade you can get without a lot of free turns. I'd say the highest possible amount you could achieve on your first/second turn at the most.

I'm mainly interested in this data because of certain additions/changes I want to do in the future.

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  Board Shaker
Posted by: Lonestar - 06-14-2017, 05:40 PM - Forum: Balance Fu - Replies (11)

Currently, Board Shaker, a Black Knight skill, is the most underused BK skill, but for good reasons.
1. Its FP cost is incredibly high, almost on a level of a Invocation. (25 FP at level 1, 37FP at level 5)
2. The damage is incredibly low, even to the point that you'll hit 0 damage on someone with decent defense/Earth Resist.
3. Having an unnecessary damage cap, hell, a very low one at least. (125 at max level)
4. It's just a small AoE with small damage. There's nothing new or unique about this and not even Elemental Impact applies to it.

So the proposal here is to buff this skill, so it can have its moment of glory, with the followed ideas:
Board Shaker becomes a skill that can only be used if the user is wearing Heavy Armor.
a.Reducing the FP cost of this skill, to at least less than 30 FP.
b.Removing the Damage Cap of this skill, or increase it by a large amount.
c. Giving it an extra effect, like for example a knockdown if you have X Weight, on the cost of giving it a Cooldown.

Thoughts?

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  Crafting experiance.
Posted by: Lolzytripd - 06-14-2017, 05:02 PM - Forum: Suggestions - Replies (18)

Alchemists already have the easiest method of exp gain in the game (dormeho clinic)

My suggestion is that crafting in general should give experience and use up mental and physical stamina depending on the skill

Enchanting - Uses mental stamina equal to double the difficulty, gives Difficulty level % to next level
Woodworking/Metalworking- uses physical stamina equal to to the difficulty, gives 1/2 difficulty % to next level.
Tool crafting/alchemy- uses physical and mental equal to difficulty, gives difficulty % to next level.

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