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  Class Balancing: Bonder
Posted by: Kameron8 - 01-20-2016, 05:05 AM - Forum: Balance Fu - Replies (8)

This is another short thread for rebalancing classes in the game. There is only one suggestion that me and several others have agreed on.

1. Fight As One stat bonus changed to +10 hit/evade/crit/crit evade. (+30 if one bonded Youkai)

Justification:

The grinding prerequisite of summoners turns a lot of people off of the class, but Bonder is currently one of the last classes possessing an almighty %stat boost. And it is spectacular. Bonders who install one bonded Youkai with Two Souls as One gain on average 60 or more hit and evade, and the more they get from other sources, the more this little passive skyrockets them into the matrix. There are very few classes who can hit a dodge stacking bonder even if they put on as much hit as possible. This change culls one of the few %gains left and still leaves it very powerful.

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  SL2 Version 1.48
Posted by: Neus - 01-20-2016, 04:09 AM - Forum: Announcements - No Replies

[float=left][Image: talkav_96.png][/float]

Not much to say this week. I'm mostly going through requests and working/planning stuff in the background. This week are something requested recently in the form of hit checks for skills that perform basic attacks. Enjoy!

1.48
Dungeon Indicators - Added an indicator for random dungeons near expiring, as well as a message when you enter a floor that has been cleared of monsters.
Skill Calculation Display - Skills that perform a basic attack on enemies will now display an estimate of the damage, hit chance, and critical chance, including most unique modifiers.
Adjusted - Install is now a main class only skill.
Adjusted - Added a small delay to empty_z checks.
Adjusted - You can now right-click active dungeon cores to use them, like many other objects in the game.
* Bug Fixes
- Cyclone Spear should now pull towards the spear's location instead of the tile enemies are already standing in.
- Battle rings should face the correct way when knocked back against a wall now.
- Eviter now uses the proper weapon priority for parrying. (Sub, then main if not valid)
- Knockdown evade penalties for Heavy Armor and Unarmored were accidentally switched around.
- Devotion wasn't giving its success bonus to certain enchantments.
- Retreating Swipe's Redgull elemental impact now only triggers when you actually have Redgull active.
- Flottement now properly applies when you trigger Evasion.
- Chained Boomerang now properly applies a hit penalty instead of a hit bonus.
- Dungeons were incorrectly setting themselves to have a lowered lifespan if the first floor was cleared of monsters instead of after the boss was defeated.
- Meditate has gotten trendy and will receive reduced minimum Momentum costs in Stylish dungeons.
- Unbarring users from player homes should now work if you have the permissions to do so.
- Crippled Arm's STR and SKI penalty should be its proper value now.
- Two Souls Beyond's effect now only properly apply if you fulfill the conditions for having Bonded Youkai.

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!

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  Class Balancing: Priest
Posted by: Kameron8 - 01-20-2016, 03:58 AM - Forum: Balance Fu - Replies (6)

Another balance thread, also extremely short. Only two changes were thought necessary by me and several others discussing it.

1. Silent Prayer now provides immunity to silence for 2 rounds.

Justification:

Silent Prayer being 3 momentum makes it the equivalent of throatopener. Worse, even, it costs FP. This simply cannot compete with screaming tome in its current iteration, and with this change it can.

2. Sanctuary's stat level is now 1/2/3/4/5. (To clarify, this means it will reduce str and will by 5, and buff defense and res by 5, down from 10 each.)

Justification:
Sanctuary gives an unfair amount of raw stats to everybody standing in it. Then, it cripples the enemies standing in it by an equally unfair amount of raw stats. It's not uncommon for mages to become overencumbered and lose momentum because of the strength loss. To put this into context, it is as if everyone in your sanctuary suddenly gained Matador's Know No Pain bonus.

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  Class Balancing: Mage
Posted by: Kameron8 - 01-20-2016, 03:52 AM - Forum: Balance Fu - Replies (15)

This is the third balancing post in the long list. It is only a single suggestion me and several others agree on.

1. High Speed Divine Words invocations now suffer from repeat action penalty. It costs 3m to initiate the invocation, then 4m to cast it. In total, it takes 7 momentum to cast an invocation with this ability up.

Justification:

With our new lord and savior crane hop in the game to stay (Dev won't touch it anymore), and the almighty Screaming Tome invalidating silences and hexes, this change will prevent people from casting a CM overload or isenshi right in your eye hole after hopping over or purging silence with screamer.

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  Class Balancing: Archer and Magic Gunner
Posted by: Kameron8 - 01-20-2016, 03:46 AM - Forum: Balance Fu - Replies (22)

This is the second thread on rebalancing the classes currently in the game. I have discussed these ideas with several people, and these threads are the things we all agreed on. This thread covers Archer.

1. Cripple Arm now only removes access to the subweapon slot on a critical strike. Cripple leg only causes the target to lose Move on a critical strike. The stat subtractions for str/ski and cel apply even if it does not critically strike.

Justification:

Cripple Arm and Cripple Leg are two of the most powerful crowd control abilities in the game. Several people are entirely unable to fight after losing their subweapon (which, you could argue is their fault for relying on it so heavily), and even more people can no longer reach an archer after being struck once with Cripple Leg. To keep these unique effects powerful, we shift the most debilitating effects to be less guaranteed on targets without immense dodge. (Usually, the fighters who can not dodge either cripple attack have high crit evade).

2. Longdraw and Gust Arrows no longer stacks together.

Justification:
Currently, archers can fire at people from over the maximum distance anybody can run in one turn. This could potentially be fine out of context, but with the skills Archers (and Arbalest, since you're using a bow) have, you're stuck in a 16 range game of keep-away with reduced move, traps that slow you, and a blowback cannon / heavy tackle to the face if you manage to actually close the distance. This dials down the max range possible by a small amount.

3. Fortune Wind dodge bonus is capped at Rank * 10 evade.

Justification:
Fortune Wind is by a large margin the strongest potential evade buff in the game. Run on a Redtail or someone who installs, this dodge bonus can creep upward to 70 or 80 evade, making the person essentially untouchable. This change will not effect the vast majority of people, since their luck does not go that high, but it will clip the extremely high power ceiling of the spell.

4. Sonic Shell no longer inflicts hesitation. Instead, its shell effect is "Deal Shell Power * 2 unresistable Sound damage." Furthermore, its overcharge effect changes in two ways: First, the area of effect sound damage is no longer unresistable -- the target's Resistance stat will lower the damage taken. Secondly, the Knockdown effect will only effect the primary target shot. It will not knockdown in an Area.

Justification:
Sonic Shell is the undisputed champion of all bullets in the game. It does the most damage with the best damage type to the most people, and inflicts the three most debilitating statuses imaginable. Simply shooting someone with a rifle forces a target to hesitate 50% of their attacks. Overcharging it silences the target and deals massive damage to all of the people around them, knocking them all down to boot. There is no reason there should be this much power in one shell. This change retains Sonic Shell's valuable damage type, so gunners aren't forced to tickle people to death who bring lightning and ice resistance. Lastly, it keeps Knockdown, which is one of the most potent effects in the game by now. It will undoubtedly still be 'Top Tier' among its buddies. (Rest in peace, Blaze Shell).

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  Class Balancing: Martial Artist
Posted by: Kameron8 - 01-20-2016, 03:22 AM - Forum: Balance Fu - Replies (18)

This is the first thread of many to come that deals with rebalancing classes in the game. I have discussed these ideas with several people, and these threads are the things we all agreed on. To make discussion easier and less cluttered, I have separated the suggestions based on base class. To start off, here is Martial Artist.

1. Light Tomahawk's Urawaza bonus no longer has a chance to stun. It now has rank * 20% chance to guard break. Guard break skills now deal full damage when striking guarding opponents.

Justification:

In its current form, Light Tomahawk is an autohit that does as much damage as any of the Verglas or Monk skills, but has a 1 in 4 chance to practically win you the fight outright. This change keeps it relevant (although its damage already does so nicely) but does away with simply praying to RNGsus for a free turn skip.

2. Shukichi is now consumed after moving or using an attack that teleports you with its effect. To clarify, this removes the ability to Shukichi, move three quarters of the map, then cross the final one quarter of the map with a teleporting attack.

Justification:
Currently, the effective range of a Martial Artist is roughly the entire map. Unless you are on opposing diagonals (which would still leave you in range of heaven kick after moving with Shukichi), you are well within range to be struck. This keeps Shukichi useful for maxing out your movement or closing a small gap with an attack, but removes the ability to be scrubseeking palmahawk missiles.

3. Kip up now reduces the momentum cost of recovering from Knockdown for Light Armor by 0/1/2. Kip up no longer functions with Heavy Armor.

Justification:
Martial Artist is supposed to be a flexible, mobile class. It has fantastic sustain, high damage, and some of the best mobility in the game. However, it's currently being paired with full on tanks in massive suits of armor and 800 health to hop all over the map, cleanse any crowd control effects, get up from knockdown for free, and sustain health and FP forever. This change encourages people to take Martial Artist for more than just raw passive power, even as tanks.

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  1.48 notes
Posted by: Soapy - 01-20-2016, 12:51 AM - Forum: Suggestions - Replies (1)

where

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  Evade, quickl-- MY LEGS
Posted by: Kameron8 - 01-19-2016, 10:07 PM - Forum: Bug Reports - Replies (4)

If you have Evasion in the Rogue class and Flottement in the Duelist class, you will 'dodge' area of effects. However, because some of them seem to grow out from the center, it causes you to 'dodge' into the spell again, and again, and again, until you finally get out of the area. This results in taking a boatload of damage, like so.

[Image: nlsT4MP.gif]
This occurs with things like sear, air pressure, famuiga, and wind slasher. It will not hit more than once if you target them on the edge of the spell, because of the 'growing from the center' effect.

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  Lag Report
Posted by: Rendar - 01-19-2016, 05:48 PM - Forum: Bug Reports - Replies (8)

As of recently, SL2 has been experiencing major lag spikes. To the point that the game ceases to function for about 30 seconds at a time. What doesn't cease to function though is click-to-move and anything involving 'talking' (Say, OOC, Emote, etc) for one command. Which then it promptly stops working. Normally, I wouldn't report this, however this has been a common thing for the past few updates, and has only now started to get worse and worse. I'd ask if it were simply 'loading' times for certain dungeons, or something you've implemented, but it's getting a little out of hand as of late.

Can we get any confirmation if this is applying to anyone else (if it's just me), or if there's a function that's stopping practically all game functions for a time.

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  [Demon hunter] Chaser Damage Bork
Posted by: Ranylyn - 01-19-2016, 05:37 PM - Forum: Bug Reports - Replies (2)

Rank 5 Chaser is either only doing Rank 1 bonus damage, or ignoring weapon power with bare fists.

Normal hit: 49 Damage
Chaser hit: 52 damage

If it matters, test was performed on a Monk/Dh with Rank 5 Empty Palm. Either an incorrect rank bonus or ignoring the bare fist power (Base + 15 from Empty Palm) would result in the exact same -20 damage than expected.


EDIT: Finally got my axe back out of the bank to test further; damage was indeed +23 instead of +3 with an axe. Meaning that, when 100% unarmed, it treats Bare Fists as 0 power.

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