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Wind Gasher |
Posted by: Raigen.Convict - 02-01-2017, 11:43 PM - Forum: Suggestions
- Replies (2)
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So, since every other spell has an effect for it when enchanted with the element corrosponding to it with Evoker, Wind Slasher needs some love too.
My personal suggestion is when enchanted with Talvyd the slash damage is increased by some ammount, I mean it's a bit rediculous to double it or something but maybe a 1.5x damage increase? Or maybe Talvyd increases the range of the spell, or allows the slash damage to persist v.s. all targets hit. Just my thoughts.
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Two souls fighting as one (Install discussion) |
Posted by: Autumn - 02-01-2017, 09:53 PM - Forum: Balance Fu
- Replies (17)
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Install has been notorious in the past as being an all stat booster that was relatively safe to use, giving the summoner a great deal of utility and yatta yatta, but a long time ago it got nerfed a whole bunch and as of now it's mostly just utility sake.
I have a suggestion on how to make install cooler and more thematic(I guess this is more of a suggestion but I think it'd make install more fair in general), but still keep downsides.
Install gains a permanent duration.
Install now has an FP Cost per turn. (FULL cost of summoning the same youkai, at lvl 60 that'd mean 17 FP Cost per turn)
Uninstalling a youkai would now be a skill you could use.
Install would automatically end once FP is fully drained.
Ranking Install would decrease the FP Cost per turn.
Ranking two souls beyond would decrease the FP cost per turn
Having the mechanation passive that gives install duration would decrease FP Cost per turn.
possible counters:
Interference breaks install and disables install completely until the duration runs out.
Damage threshold that'd 'break' the bond between and dispel install.
FP Drain until install runs out.
Any thoughts on something like this?
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Make replicas usable. |
Posted by: Lolzytripd - 02-01-2017, 06:23 PM - Forum: Balance Fu
- Replies (18)
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Currently Replica weapons scale
60% main stat
15% sub stat
15% sanc
most 3 stat weapon total out to 100% or more but these weapons only hit 90%.
They don't have any appealing effects most mixed scaling weapons have and I doubt that simply coming divine enchanted means anything.
-Changes
60% 30% 30% so they become usable in comparison to other mixed scalings.
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Spirit Release Confirmation |
Posted by: Joseph Jostar - 02-01-2017, 05:27 PM - Forum: Suggestions
- Replies (1)
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Considering the (apparently non-negotiable) hell we have to go through to get a proper set of White Spirits, can the 'Release All' button have some kind of confirmation? I sincerely doubt anyone's going to appreciate it too much if they misclick it after spending literal days finding the ones they want.
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SL2 Version 1.47(a~d) |
Posted by: Neus - 02-01-2017, 05:45 AM - Forum: Announcements
- No Replies
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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!
1.74
Monk Rework - Monk has received a rework to many of its class skills and gotten several new skills.
- Naga have a new footstep sound effect and no longer leave footsteps in the sand/snow.
- Jammers have a new footstep sound effect.
- Food regen now applies when the hour changes, when it decreases the duration, while outside of battle.
- Battle rings now appear greyed out if the unit is KO'd.
- Dense Thunder's new interaction will now turn you to face the target after teleporting.
- Shaitans are now immune to getting splinters.
- Boxer's Orkam Drehen now requires at least 2 Schwarz Sturm to use, and reduces it by 2 (instead of increasing it).
- Curate's Holy Arrow can now use Bows as casting tools.
- Hexer's Earthbound Vengeance damage increased to 10*Rank (from 5*Rank).
- Hexer's skills, Noskha's Famine, Crippling Muysig, Frailty of Credwa: +1 Duration per Rank.
- Hexer's skills, Plisfa's Masochism, Fellel's Fumble: FP cost now 30 (from 10), 3 round cooldown imposed.
- Hexer's Black Bubble now creates its Dark Water tiles after dealing damage and the Silence check.
- Hexer's Enma's Summons effect changed to deal Dark magic damage to all enemies.
- Lantern Bearer's Fenrir now inflicts Celsius instead of its own unique movement slowing status.
- Made some changes to the movement drawing procedure to reduce its impact on server performance.
- Changed the name of the Abandoned Village to Voilgard to match IC events.
- Leather Material Kits did not exist, and have been added.
- 10* torso items no longer function with Mutation.
- Dispell effects like Null Shell can no longer remove prayer statuses and food bonuses.
- The elemental gi effects (Frosttouch, etc.) now last for 2 rounds.
- Firefall's Cinder LV is now equal to 10 + 10% of Fire ATK.
- Backflip and Winged Serpent now qualify as movement skills.
- Will now grants 1 of all elemental ATKs per 4 points.
- Mythslayer's scaling changed from 15% STR and 85% DEF -> 55% STR and 45% DEF.
- Ensui's scaling changed from 50% STR and 50% VIT -> 75% STR and 25% VIT.
- Riversword's scaling changed from 50% STR and 50% VIT -> 70% STR and 30% VIT.
- Hymn, Well, Blacksand tomes scaling changed from 60% WIL and 60% RES/VIT/DEF respectively -> 80% WIL and 40% RES/VIT/DEF respectively.
- Hymnta, Wellweg, Blackmount tomes scaling changed from 50% WIL and 60% RES/VIT/DEF respectively -> 60% WIL, 10% GUI, and 40% RES/VIT/DEF respectively.
- Lockpicking and trap disarm success EXP rewards increased from 5 * trap/lock level to 15 * trap/lock level.
- Kadouha's scaling changed from 80+5% per Rank Light ATK and 50+10% per Rank Scaled Weapon Attack, to 100+5% Light ATK and 60+10% per Rank Scaled Weapon Attack.
* Bug Reports
- Law's End reputation was not being displayed properly on the reputation panel.
- Newly created player maps that were not modified at least once before being unloaded would cause the floor tiles inside of it to disappear.
- Status effects that stack could be overwritten by lower leveled versions.
- Electro Shield wasn't using the proper display name for the user when activated.
- Terra Strike was not removing special effect tiles. Clarified its wording.
- Arena NPCs would never shut off Ki Awoken.
- Sky Chariot would cause icon displacement errors.
- Setting Sun was having difficulties in size when used by NPCs.
- Serpent Strikes was using the incorrect damage type for its Acid effect.
- Dense Thunder was not using the strict version of knockback (that only lets it move in a specific direction.)
- Golden Glow was not applying when using Power Up.
- Dense Thunder was not knocking back and was applying its Sound damage to the wrong targets.
- Aid could not target yourself.
- Infected wounds were never inflicting fevers.
- Lunar Lunatism inflicted Charm had too high of a status LV.
- Silence immunity wasn't protecting from the Dancing Lantern's Strangle silence.
- Examining monsters and youkai could show the incorrect description.
- White spirits now give bonus scaling to Buster Cannon at max rank.
- Bloodhunt was giving too much Hit.
- Horned Black Beasts weren't counting for 'defeat black beasts' quests.
- Errant pop-ups for chests were still occurring for gold bar chests.
- Those with farming permissions couldn't dig holes in houses.
- Flanking bonus was not being halved if no allies were in range as intended.
- Fixed some typos.
- Negotiate wasn't displaying the name of the targeted enemy in its battle output.
- Schwarz Sturm could increase even with 0 ranks in the skill.
- Black Beast defeated animation was playing even if you had the 'skip defeat animations' turned on.
- Movement arrows were sometimes being left behind.
- Naga sound effects for footsteps were not playing.
- Bamboo Bo and Bands of the Chimera had improper material types.
- Battle rings weren't moving when using Aliagmato.
- Several item effects were applying HP/FP regen as separate entries instead of as a lump sum at the start of a round.
- Golden Glow did not have its aura effect active.
- Trades could not be initiated if the target was under level 10, even if they had Legend Extended before.
- Hunted LV increased by special effects such as Prayer status effects were not re-applying the status.
- Setting Sun could be blocked by Sanctuary.
- Fighting Pace wasn't working if the user was a Dullahan.
- Rituals were being consumed even if you selected cancel when selecting a spirit.
- Material kits crafting was all messed up.
- Failsafe wasn't working for random chests armed with traps.
- Kadouha's damaged was not being increased by the ki consumed.
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PVP as war. |
Posted by: Lolzytripd - 01-31-2017, 09:26 PM - Forum: Suggestions
- Replies (1)
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Either in Serious fights (no holds bar)
or a new pvp mode
Player allies, mercenaries, item summoned allies, would be turned on for pvp.''
This allows the roleplay of bandit leaders, Mercenary commanders, rebels, Ect. Beyond the Force a single player can bring to arms.
This would also allow guard players, with a new guard accessory to bring npc guards into battle with them, this item would not function pve but only in pvp.
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