Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 267 online users. » 2 Member(s) | 263 Guest(s) Bing, Google, Mikuel, WaifuApple
|
|
|
Looc color |
Posted by: Lolzytripd - 06-19-2016, 06:20 PM - Forum: Suggestions
- Replies (2)
|
 |
could we per chance have a different color for looc so it stands out from regular ooc
I'm voting for cyan since it would stand out from GM yellow and ooc red.
|
|
|
SL2 Version 1.58 |
Posted by: Neus - 06-19-2016, 05:04 PM - Forum: Announcements
- No Replies
|
 |
[float=left] [/float]
It's been a little while since live has seen an update but as you all know, we've been beta testing the Great Reckoning for the past 2 weeks and it's finally ready to hit live. This is Part 1; there are some more reworks for systems to come, although the next update will be something other than that. That said, this update is certainly a Great Reckoning and brings a large overhaul to a number of areas of the game, and was certainly a lot of work for me to put together. That said, the other aspects of the Great Reckoning should not be as time consuming; this one required a lot of attention on many aspects, including monsters and youkai, while everything that comes after this will probably only affect players and require less raw effort. Without further ado...
1.58
Great Reckoning - Stat System - The growth stat system has been abolished in favor of a point distribution system. If you want to read about why, please view this topic.
Note: Your existing characters will be fine, but will be required to distribute stat points in the character panel. So please don't worry about that.
![[Image: VB5WK0i.png]](http://i.imgur.com/VB5WK0i.png) - Characters receive 3.5 stat points per level, a total of 210 at level 60. These points can be freely distributed into any of the 12 statistical points you please.
- A stat increased beyond racial base + 40 begins suffering from diminished returns, making them less effective. This becomes more dramatic the higher the stat gets.
- Most stats are now tied to a type of Element, listed on the character panel. Some (but not all) spells and other skills that had per-rank bonus damage changed to interact with this elemental ATK instead.
- Traits which gave growth bonuses have been changed to give flat statistical bonuses instead.
- Talents which gave statistical growths have had that description removed.
- Lady Luck and Style Blending have been removed from the game.
Existing Stat Adjustments
Strength- Increases FIRE ATK by 1 per 1 point.
- Increases maximum Battle Weight by 1 per 1 point.
- Increases maximum Encumbrance by 1 per 1 point.
Will- Increases maximum FP by 5 per 1 point.
- Increases Skill Pool size by 1 per 10 points.
- Mental Stamina is equal to 50 + 1*WIL.
Skill- Increases ICE ATK by 1 per 1 point.
- Increases Hit by 2 per 1 point.
- Increases Critical by 1 per 1 point.
- Increases Skill Pool size by 1 per 5 points.
- Increases Status Infliction by 2% per 1 point.
Celerity- Increases WIND ATK by 1 per 1 point.
- Increases Evade by 2 per 1 point.
- Determines turn order.
Defense- Increases EARTH ATK by 1 per 1 point.
- Reduces physical damage taken by 1% per 1 point.
Resistance- Increases DARK ATK by 1 per 1 point.
- Reduces magical damage taken by 1% per 1 point.
Vitality- Increases WATER ATK by 1 per 1 point.
- Increases maximum HP by 10 per 1 point.
- Increases maximum Encumbrance by 1 per 1 point.
- Physical Stamina is equal to 50 + 1*VIT.
Faith- Increases LIGHT ATK by 1 per 1 point.
- Increases maximum FP by 3 per 1 point.
- Increases Status Resistance by 1% per 1 point.
- Increases Critical Evade by 1 per 1 point.
- Reduces amount of Murai and chance to drop items on defeat by 2% per 1 point.
Luck- Increases LIGHTNING ATK by 1 per 1 point.
- Increases Evade by 1 per 1 point.
- Increases Hit by 1 per 1 point.
- Increases Critical by 1 per 1 point.
- Increases Critical Evade by 1 per 1 point.
- Increases item drop rate by 1% per 1 point.
New Stats
Guile- Increases ACID ATK by 1 per 1 point.
- Increases Flanking bonus by 1 per point.
- Increases Critical Damage by 1% per 1 point.
- Increases Skill Pool size by 1 per 5 points.
- Decreases Farshot Penalty by 1 per 5 points. (IE, at 40 Guile, the penalty is -2 Hit per tile instead of -10).
Sanctity- Increases SOUND ATK by 1 per 1 point.
- Increases maximum HP and FP by 2 per 1 point.
- Increases Status Resistance by 2% per 1 point.
- Increases elemental resistance to Fire, Ice, Wind, Earth, Lightning, Light, and Dark by 1% per 4 points.
Aptitude- Increases EXP and Crafting EXP by 1% per 1 point.
- Every 6 points in Aptitude increases every stat except but Aptitude by 1.
New Character Information Panel- A new character information panel, pictured above, has been added.
- Mouse-over various areas to show tooltips about what it does or signifies. (For example, mousing over a stat icon will show you what increasing that stat does.)
- Click the + or - buttons to distribute points. You can Shift + Click them to distribute multiple points at once. You will see what effect your new stat distribute will have on your character immediately.
- Click reset to reset your current distribution, or click Confirm to finalize it.
- The character portrait circle can be clicked to change your face icon as usual.
- The AKA button now serves as the alias swap button.
- Click the race or class buttons to change the XP bar and show the appropriate level.
Great Reckoning - Weapons & Items- All weapons in the game now have unique statistical scaling that determines the damage they deal with skills and attacks. You can view these in an item description.
- Weapon scaling damage is now determined as such for non-spells and basic attacks: X% of the Scaled Stat(s; added together if multiple) times 1.5, plus Power + upgrades = Scaled Weapon ATK.
- Spells function similarly, but if the element of your Tome differs from the elemental ATK of your casted spell, the Power + Upgrades portion is halved in effectiveness.
- Critical damage for weapons has been changed; it now displays the modifier on the item description screen.
- Hands, Legs, and Accessories now contribute to your Battle Weight total. (Weight has been added to their item descriptions.)
![[Image: Y3mGmNu.png]](http://i.imgur.com/Y3mGmNu.png)
New Examine Interface- Added a new examine interface to the game for a variety of reasons. Primarily, due to the way it worked previously, it was possible to insert malicious javascript/etc into descriptions.
- You can customize your profile with up to 10 pages of your Appearance, 10 pages of Character History, and 10 pages of OOC Notes (for what might be public knowledge and isn't, what type of RP you like or don't like etc.).
- You can set a Youtube video to be the music played upon examining your profile, which will play nicely with the in-game music, turning it on and off when being played.
- A new preference to play or not play profile music automatically has been added.
- More customization options and interactions will be added in future updates.
Monster, Youkai, Associate Conversions- Converted all monsters and youkai and associates to use a stat build system.
- Converted relevant monster and youkai skills to use Elemental ATK and Scaled Weapon ATK where appropriate; removed some outdated text from various ones as well.
- Growths removed from the Youkai affinity skills, as they no longer apply.
Racial Conversions & Updates- Converted all races to the new system, with new bases.
- Racial skills have been updated/changed where appropriate, many gaining scaling effects based on your Sanctity.
Local OOC - Added a new command for local OOC. With the addition of this command, you should no longer use OOC in say or emote unless ABSOLUTELY NECESSARY to communicate with someone who has OOC disabled.
New Donation Item - Added the Fruit of Fluidity to the Asagorian Shop. This one-use item will let you redistribute your stat points freely while maintaining your character level.
New Class/Racial Buttons - New backgrounds and borders have been added for class and racial icons. Some racial icons have also been enhanced/changed.
Adjusted - Weapon effects that deal elemental damage on hit changed to scale with Elemental ATK.
Adjusted - Material effects that could deal damage on hit have been changed to give Elemental ATK instead.
Adjusted - Ryeser no longer affects targets with 3 Momentum or less.
Adjusted - Soul Chains now treated as Interference for the purposes of FP recovery prevention, meaning Dullahans can resist it.
Adjusted - Arcanic Potion's effect changed to 'Basic attacks deal magic damage and STR scaling turns into WIL scaling, but weapon power is reduced by 50%.'
Adjusted - Rampaging enchantment adjusted to 25% of Weapon Power, to a maximum of 50% of Weapon Power.
Adjusted - Deadly Arms critical damage bonus changed to 5% per Rank (from 10% per Rank).
Adjusted - Geldoren changed to -1 DEF/RES per Rank.
Adjusted - Aerial Razor changed to -1 DEF/RES per Rank; status power no longer gets boosted.
Adjusted - Shatter Beam changed to 1+1 per 12 Terrasque levels.
Adjusted - Vamp Shell changed to half of High Power for its Overcharge effect.
Adjusted - Noshka's Famine, Crippling Muysig, and Frailty of Credwa now reduce the stats they affect by 2 per Rank (instead of 4 per Rank).
Adjusted - Install's Affinity statistical boosts are capped at +1 for non-Youkai.
Adjusted - Northern Wind bonus critical reduced slightly.
Adjusted - Backstab bonus critical reduced to 2*Rank.
Adjusted - Poise bonus critical reduced slightly.
Adjusted - Fitting Form bonus critical reduced to 2*Rank.
Adjusted - Wazabane bonus hit and critical reduced to 3*Rank.
Adjusted - Keyshot bonus critical reduced to 5*Rank.
Adjusted - Cripple Arm STR/SKI penalty reduced to -1 per Rank.
Adjusted - Cripple Leg CEL penalty reduced to -1 per Rank.
Adjusted - Removed innate status infliction bonus from having Cursed/Doomed weapons equipped.
Adjusted - Minimum status resistance is now 0%.
Adjusted - Clarified the Hexer skill Payback's description and rank text to show it reduces Status Resist instead of giving Status Infliction.
Adjusted - Expanding Ice can no longer hit a single target multiple times.
* Bug Fixes
- Too many to list here!
|
|
|
Armored Defense |
Posted by: Rendar - 06-19-2016, 03:03 PM - Forum: Beta Bugs Archives
- No Replies
|
 |
It would seem that Magic Armor (the stat on Armor) is providing it's DEFENSE value to multi-hitting mage spells. Tested this with Underworld Flame and Wretched Oil.
DEBUG INFO
WITH ARMOR (12 MDEF)
WITHOUT ARMOR
|
|
|
Hextastic |
Posted by: Rendar - 06-19-2016, 12:21 PM - Forum: Beta Bugs Archives
- No Replies
|
 |
Hexer spells don't seem to really care what your damage type on your tome (or spell edge) weapon is. I feel this is probably the same for some other spell casters, but here's the debug report for ya.
|
|
|
Testing Site |
Posted by: Rendar - 06-19-2016, 11:57 AM - Forum: Suggestions
- No Replies
|
 |
Can we get a neat little verb to test out bugs (and damage) against an enemy? Just have it be something like spawn 'prinny' or something and have it open a little window that allows us to customize his stats. Having this, I feel, would allow a lot of us to test out if damage and the like is working properly on certain enemies and the like without having the need to go
"HEY GM CAN YOU SIT AROUND WITH ME FOR AWHILE AND SPAWN SOME 0 DEF MOOKS? THANKS"
to test stuff out. I know I'm getting a little more than annoyed having to run around and figure out what the hell is going on with damage/skills against enemies that have any defense. (it's what also stops me from testing skills like Execute which have absurdly hard criteria to actually pull off against an enemy with 25 hp and 3 def)
|
|
|
Inefficient Focus |
Posted by: Rendar - 06-18-2016, 05:06 PM - Forum: Beta Bugs Archives
- Replies (1)
|
 |
Focused Beam from Lantern Bearer does not have an updated tooltip to show how it scales now with the new stat system. (It still lists it as WIL + Bonus based on rank.)
|
|
|
Seen a ghost? |
Posted by: Rendar - 06-18-2016, 11:15 AM - Forum: Beta Bugs Archives
- Replies (1)
|
 |
Fear effects count as such for anyone who has it afflicted upon them. I imagine this came out about the time a person could be 'feared' by more than one person, but here's the concept.
Person A fears Person C by whatever means.
Person B uses a skill that gets a 'benefit' from the target being afraid. (Deadly Scissors Zugzwang, etc)
Person B gets the added 'benefit' of the target being feared, even if not by them.
It happened recently whenever I smacked Perona and some guy crit me with a Deadly Scissor and gave me Knockdown so..
Bug?
|
|
|
Brown v. Board of Sigrogana |
Posted by: Kameron8 - 06-18-2016, 08:55 AM - Forum: Beta Fu Archives
- Replies (1)
|
 |
With the addition and changes to some racial skills and the removal of growths, some races in the Beta have been left far behind the average. I will briefly outline the two I think are doing poorly, and potential ideas to buff them if I have any.
1. Humans
The additional +2 skill points and trait do very little in the greater scheme of things. Traits are not uncommon enough for one to be of value, since all of the mandatory ones can be taken without this racial. Getting +2 to every class is nifty, but once again is something that can be accomplished by simply taking a trait for it. (One can argue it's the same as taking every single class trait, which is 8 whole traits, but that would imply the character switches between every single class in the game. That is an unreasonable assumption to make.)
I have two vague ideas of what could be done to buff humans. The first, giving them an additional 10-20 skill points at level 60 to distribute, plays into their "easily adaptable, quick to learn" nature. The second idea is quite similar: give humans better scaling with Aptitude in the form of improved ratios or a later soft cap for that stat. Please note that these are two separate ideas, I am not suggesting both be implemented together.
2. Mechanations
Previously the powerhouse race, Mechs on Live give extremely solid growths, and provide two free resistances in exchange for a single weakness. They did not fair well on the port over to beta. With growths eliminated, their different models represent minute differences in base stats that translate into very little in the big picture. Their resistances were dulled while their weakness remained the same, and the only other skill they possess is being great pack mules.
I don't have a great change for Mechs off the top of my head, but it would be nice if they were given something that made each model feel different. It certainly feels like any class that has no benefits from Sanctity end up doing poorly as a race, with Corruption being the exception since they gain their benefits by simply NOT putting points into it.
I'm sure there are other races besides these two that deserve mention (probably Doriad, Hyattr, and possibly Papilion), but I don't have any experience playing those races and would be ill suited to try and comment on their relative strength.
|
|
|
|