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  Phoenix Failure
Posted by: Rendar - 06-09-2016, 12:27 PM - Forum: Beta Bugs Archives - Replies (1)

Skill Conversions:

Soldier (Protect)
Lantern Bearer (Phoenix)

Phoenix does not have the scaling (or description update) for how it scales, even though it was converted. (AKA; it doesn't tell me if it's 100% weapon scaling, if I get LIGHT ATK added, etc.)

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  Great Reckoning Update Notes
Posted by: Neus - 06-09-2016, 11:58 AM - Forum: Suggestions - Replies (8)

Since the other topic was getting cluttered I decided to make a new one for beta updates.

---
Skill Conversions:

Soldier (Protect)
Lantern Bearer (Phoenix)
Youkai Evoke skills, where appropriate. (FP scaling costs down, damage formula is now caster's 100% + (Youkai Level/25, *100)% Elemental ATK. At level 60 this is 340% of Elemental ATK.

Monster Conversions:

Jammer Race (Alpha, Beta, Gamma, Delta, Epsilon, Omega)
Spatial Race (Terror, Corrupter, Ravager)

- Corrected Power calculations for gun attacks.
- Corrected Power calculations for weapon skills.
- Antiquated traits Lady Luck and Style Blending should be removed upon login.
- Arcane Potion's effect changed to 'Basic attacks deal magic damage and STR scaling turns into WIL scaling, but weapon power is reduced by 50%.'
- Material effects that could deal elemental damage on hit have been changed to give a bonus to elemental ATK.
- Adjusted layer for new examine and the new stat panel so they don't overlap horribly.
- The examine interface should now work properly with monsters and youkai.
- Guild name and icons don't show up in the examine interface if your guild is toggled off now.
- The game should now pick the most optimal casting tool you have equipped (if you have multiple equipped) when casting a spell.
- Rampaging enchantment adjusted to 25% of Weapon Power, to a maximum of 50% of Weapon Power.
---

Currently up, will be up until I decide I don't want to keep it up. My current to-do list is thus:

Code:
* I need to add weight to hands, legs, and accessories and make them impact your battle weight. Should be very simple.
* I may want to add sound effects for the new interface.
* I need to add (unique) weapon scaling to monster weapons, and youkai weapons.
* I need to adjust enemy skills to the new stat system.
* I need to finish adjusting enemy stats to the new system.
* Respec fruit with some sort of anti-abuse function.
* Clicking a stat in the interface gives a description of what it does.

Since we're approaching the final steps of conversion, please be vigilant, test, and report bugs that occur. Furthermore, I am interested in how the above enemies perform; are they too strong, are they too weak, are they good how they are? Please post your thoughts in the discussion topic, as it will help me adjust the remaining monsters.

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  GM Questions
Posted by: Dystopia - 06-07-2016, 06:17 PM - Forum: General Discussion - Replies (10)

Hello!

This is a thread where the GMs will answer your questions and/or debunk rumors regarding the rules and what you can and can't do in the game. If you're unsure about something, this is the place to ask us, if not on Discord.
We'd prefer you ask questions about individual needs on Discord, like whether or not a picture is kosher.
Here is more a place for questions of a broader scale that affect everyone.



'Dev said we can't be creative anymore! You can't roleplay anything as anything different than what it says on the game! We all have to be the same!'

This is false.

It's all about what's reasonable and what's not. Roleplaying a magic class as if it weren't a magic class will never fly. Nothing works the same way that magic does. Normal Medicine will never be as effective as Mercana. That's just how this world works.

If, however, you were role playing a knife as a sword or a sword as a knife. Or roleplaying that your spells looked a little different than what's written, that's fine! Nobody honestly cares if you want to have a bow that fires energy arrows or roleplay your whip as an energy sword that you fire at people.

A good rule of thumb here is to pay attention to the damage types. So long as it makes sense, go for it.



'We can't do anything to the world! the game is just sparring with each other and waiting for GMs to force things on us!'

This is false.

Not only can you do what others have done that did impact the world (Bloeden), but you can also come to any of us GMs to help you do events. We can also help you get plot proposals to Dev (or you could PM him) for consideration, alongside solid RP logs of things you've done to change the world so he can read and react to them.

Don't be discouraged! If you think your idea is junk, tell us anyway. We won't laugh at you and call you a shitter, if anything we'll try to help you make it better. If it needs it.



If you're unsure of something, feel free to ask us GMs!



'A GM will ban you for asking questions!'

This is false.

Nobody is going to ban you for asking a question.
Otherwise nobody would play the game, they'd all be gone because they asked too many questions!

Don't be afraid, we don't bite. It's kind of our job to answer questions.

(Also, here is a permanent link to the public sl2 discord so you can do that!)

https://discord.gg/SvBYGRB

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  Solar Dud
Posted by: NaitoPsych - 06-07-2016, 02:54 AM - Forum: Beta Bugs Archives - Replies (1)

Solar Lance is doing 0 Damage no matter what it hits.

Weapon Scaling
[Image: 038b6de6f8bf4212d8e5a542f6fb6e6d.png]

Opponent:
[Image: 5d3ae3c56091a0a2e5561db69b2180dc.png]

Damage:
[Image: a0a8d63576de489e6ae2afc922dea65d.png]

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  Why can't i stop shooting myself in the face?
Posted by: Mrgnjr - 06-07-2016, 02:11 AM - Forum: Suggestions - No Replies

Riposte can not be toggled, even though i know that if i riposte the bullet is going to be bounced right back into my face via blade barrier.

Could we please get a toggle? it makes no sense i would keep shooting when i know it will come right back at me.

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  Graft weapon scaling
Posted by: Blissey - 06-07-2016, 01:18 AM - Forum: Beta Bugs Archives - Replies (4)

Graft isn't affected by weapon scaling at all. Best way to replicate this bug is to use Graft with three different weapons, preferably Tomes. It seems to do the same amount regardless of your weapon or lackthereof mainhand or offhand -- it appears to be only counting certain factors. In my Elf's case, this might be the 40 LIGHT attack, the double healing base, and perhaps the offhand Stave FAI boost -- though this isn't very likely since it does the same amount even when my stave is mainhand anyway. Very weird. It also doesn't seem to be adding the weapon's actual flat power either.

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  I can't hear you!
Posted by: Raigen.Convict - 06-06-2016, 08:37 PM - Forum: Suggestions - Replies (10)

So, can knocking on a door be global throughout that house floor? I'm sure this was mentioned in the past but, honestly seems like it should be a thing.

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  Crits For All
Posted by: Kameron8 - 06-04-2016, 08:10 PM - Forum: Beta Fu Archives - Replies (4)

Currently people have a very, very high chance to critically strike everyone. The following changes to stats are responsible for this:

1. Defense no longer gives 1/2 crit evade.
2. Skill now gives 1 crit per 1 point, instead of .5 crit per 1 point.

Additionally, now that faith is not taken by most classes but summoner and curate (before it was taken early on to have access to blessed weapons), people are losing out on more crit evade. One could argue this point is their own fault for dumping the stat entirely, but the changes to Defense and Skill have skyrocketed everyone's crit rate.

We might want to look at readjusting skill or reimplementing crit evade into defense.

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  Weapon Scaling
Posted by: Rendar - 06-03-2016, 04:21 AM - Forum: Beta Fu Archives - No Replies

So, this isn't so much a relevance to something like magic, because magic (currently) is in a shitty place and needs it.


This is more towards basic attacks and Weapon skills there-upon that get ridiculous amounts of damage, and still do a lot of damage no matter your defensive stats. Let's look at a RANK FIVE Shinken.

This gets (WEAPON STAT SCALING) + WPN POWER.... times 1.5x.

Now that might not seem like a lot, but considering that (WEAPON STAT SCALING) already gets a 1.5x to it. You're essentially getting something like this.

(70% STR, 30% SKI sword)
60 STR (35)
52 SKI (13)
(48*1.5)
-----------------
(72)
28 Power (SWORD)
Charging Strike
(125*1.5)
--------------------
(187)
Katana Mastery (10)

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

A whopping 197 damage before any defense or gear is applied. This isn't even *high* stats. This turns to be 118 damage by the end of it, and the worst part? The character in question hit me for some basic attacks from the ATTACK command right the next turn and did the exact same damage ( No crits due to lichdom ). So where in does the issue lie? The stats are scaling far, far more proportionally than can really be dealt with. Just defense alone isn't enough to, currently, save your rear from dying nigh-instantly to these attacks. Dodge can sometimes save you from being mauled by melee, but the numbers of way to reduce it, or ignore it simply outweigh the options to deal with this high damage. We got higher health, which was a good thing, however in return we got the defensive stat becoming rather.. inert.

Especially whenever we still have skills that can reduce DEF by 15-20 per hit.. Rampaging that can reduce DEF by WPNPOW*1.5... It doesn't take long until Defense becomes useless once again and where you're forced to rely on either high health pools or ridiculous amounts of stacked Physical Damage Reduction.

Generally speaking, why does magic not encounter this issue? Because Magic is kind of god awful in every sense unless your opponent has zero resistance and you're stacking extra damage out the ass. (Death Knight Fear Overload for instance. Smacked someone for 450 damage on an evasion!) Though that requires quite a lot more momentum than just. "I hit you 2-3 times and crit all the times" because of that, you die instantly, or suffer and die next turn unless you're more gimmicky than them.

This really isn't a way that I see the game panning out in the future, especially with things such as Guile being allowed to even remotely exist.

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  Build Trends: Hit the soft cap, and only the soft cap
Posted by: Kameron8 - 06-03-2016, 12:34 AM - Forum: Beta Fu Archives - Replies (5)

With the little time we've had to toy with stat distribution on the beta, it's beginning to become clear that the best way to create most builds follows a very specific process.

1. Raise aptitude to 40.
2. Raise mandatory stats to 40.
3. Sprinkle 5-10 points on non mandatory stats, like celerity for non-dodge classes, defense, vit, whatever suits your fancy.

Feel free to disagree with me if you think that's entirely incorrect, but no build I have come up with improves by pressing past the soft cap on any stats. The soft cap seems a bit too unforgiving to pass, which leads to many archetypes (Dagger Rogue, Soldier tanks, infliction Hexer) being built exactly the same way every single time.

I don't have a decent solution to this on hand, but I wanted to see what everyone else thought about it at the moment.

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