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v2.98b Spectre Sword Pote...
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Miracle Druid
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Druidic Tending Prioritie...
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[v2.98b] Earthdown Vengea...
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Cast Aside
Forum: Balance Fu
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[v2.98b] AWOL Shard Track...
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Donation Item Suggestions
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Custom Idle Status
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v2.98b Thunder Drive does...
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[2.89b] On A Leash
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Hop here, hop there. |
Posted by: Fern - 12-23-2015, 03:50 AM - Forum: Balance Fu
- Replies (28)
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Crane Hop is a 1M Blink with less cost and a skill, not a spell or anything like that. And so far it has proven to be ridiculous enough to the point where people can't really fight back.
I don't think the problem is with the ability itself though. I believe it's the range.
I suggest changing it to:
Rank 1: 2 range
Rank 2: 3 range
Rank 3: 4 range hop.
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PunchyMcFist -- Not. |
Posted by: Rendar - 12-22-2015, 10:47 AM - Forum: Bug Reports
- Replies (7)
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Had a 100% hit basic glove.
149 Glove Weapon
vs
142 Dodge
MA with 149 Hit (R0 Trained Fists)
The fist has 1% Hit, which doesn't line up.
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MA with 153 Hit (R1 Trained Fists)
The fist has 5% Hit, which doesn't line up.
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MA with 157 Hit (R2 Trained Fists)
The fist has 9% Hit, which doesn't line up.
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MA with 161 Hit (R3 Trained Fists)
The fist has 13% Hit, which doesn't line up.
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MA with 165 Hit (R4 Trained Fists)
The fist has 17% Hit, which doesn't line up.
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MA with 169 Hit (R5 Trained Fists)
The fist has 21% Hit, which doesn't line up.
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So, in all. This glove loses.. 6% hit.. somewhere.
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Fickle MA Dodge |
Posted by: Rendar - 12-22-2015, 10:42 AM - Forum: Bug Reports
- Replies (2)
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318 Accuracy Gun
312 Accuracy Bow
MA with 25 dodge (No Unarmored Prowess, No PfA)
All of it lines up
This will be our main reference, so the stats of the weapons won't be put in anymore!
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MA with 29 dodge (R1Unarmored Prowess, No PfA)
The bow has 283% Hit, which lines up. The gun has 279%, which doesn't. Unarmored Prowess is giving +14 Dodge versus Guns, where it gives +4 vs bows.
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MA with 33 dodge (R2Unarmored Prowess, No PfA)
The bow has 279% Hit, which lines up. The gun has 275%, which doesn't. Unarmored Prowess is giving +18 Dodge versus Guns, where it gives +8 vs bows.
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MA with 37 dodge (R3Unarmored Prowess, No PfA)
The bow has 275% Hit, which lines up. The gun has 271%, which doesn't. Unarmored Prowess is giving +22 Dodge versus Guns, where it gives +12 vs bows.
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MA with 41 dodge (R4Unarmored Prowess, No PfA)
The bow has 271% Hit, which lines up. The gun has 267%, which doesn't. Unarmored Prowess is giving +26 Dodge versus Guns, where it gives +16 vs bows.
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MA with 45 dodge (R5Unarmored Prowess, No PfA)
The bow has 267% Hit, which lines up. The gun has 263%, which doesn't. Unarmored Prowess is giving +30 Dodge versus Guns, where it gives +20 vs bows.
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318 Accuracy Gun
312 Accuracy Bow
MA with 45 (53) dodge (R5 Unarmored Prowess, R1 PfA)
The bow has 267% Hit, which doesn't line up at all. The gun has 263%, which doesn't line up either. Unarmored Prowess still giving +30 Dodge Versus Guns, Protection from Arrows is giving +0 Evade.
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MA with 45 (61) dodge (R5 Unarmored Prowess, R2 PfA)
The bow has 251% Hit, which lines up. The gun has 263%, which doesn't line up either. Unarmored Prowess still giving +30 Dodge Versus Guns, Protection from Arrows is giving +16 Evade.
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MA with 45 (69) dodge (R5 Unarmored Prowess, R3 PfA)
The bow has 235% Hit, which doesn't line up. The gun has 263%, which doesn't line up either. Unarmored Prowess still giving +30 Dodge Versus Guns, Protection from Arrows is giving +32 Evade.
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MA with 45 (77) dodge (R5 Unarmored Prowess, R4 PfA)
The bow has 219% Hit, which lines up. The gun has 263%, which doesn't line up either. Unarmored Prowess still giving +30 Dodge Versus Guns, Protection from Arrows is giving +48 Evade.
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MA with 45 (85) dodge (R5 Unarmored Prowess, R5 PfA)
The bow has 203% Hit, which lines up. The gun has 263%, which doesn't line up either. Unarmored Prowess still giving +30 Dodge Versus Guns, Protection from Arrows is giving +64 Evade.
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So, Pretty much refer to http://neus-projects.net/viewtopic.php?f...tion#p1725 for how I tested this stuff.
Anyways, PFA is giving...
+0/+16/+16/+16/+16 currently. Which just seems odd, since before it was just giving +16 in total.
Unarmored Prowess is just giving +20, +30 vs Guns ((Can't find anything else it gives +30 against)).
That's the gist of it.
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No Boom For You |
Posted by: Latto - 12-21-2015, 08:52 PM - Forum: Bug Reports
- Replies (1)
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Hand trigger does not work with entangle trap. It detonates it but doesn't trigger its effects or damage. All other traps seem to be working fine though.
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Plans for Wiki Optimization |
Posted by: Chaos - 12-21-2015, 08:26 PM - Forum: General Discussion
- Replies (2)
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This is mostly a reminder for myself whenever I decide to actually iron out the SL2 Wiki, but if someone wants to take up some of these points, feel free.
- Clean up and add missing sections to the Main Page. The Update Log on the Main Page is not only outdated, but unnecessary; it should be removed and replaced with a simple line or two that gives the current version number (and if needed, external links to the forums and/or byond page). Several sections are not listed on the Main Page, forcing the user to use the search bar to find them. For the user's convenience, all overarching categories need to be linked up on the Main Page.
Update outdated, uninformative, overcompensating and/or ignored content. There are many additions to the game (I.e. Skills) that either haven't been added in, or haven't been updated to the current version. There is also content that gives little or unfitting information (the Items List page is guilty of this), especially when said information has a lot of variables (I.e. Weapons). Additionally, the 10 Star Items page goes mostly by uploaded pictures, forcing the user's side to load more data than if everything was mostly in text with equipment icons slapped next to the appropriate names. Each of these issues needs to be appropriately rectified.
Consolidate information into as little pages as possible, and delete unnecessary pages. There are a good chunk of pages that contain information either better suited within a larger page, or contains too little info to actually require a page of its own. The Traits pages are especially guilty of this, not only requiring a page for every single trait, but also linking those pages through several more pages based on the area those traits apply to, when all of that info can be easily placed and organized within a single page. A thorough search of page content is needed, with insufficient pages deleted and their content transferred to relevant pages.
Double-check established page contents. There are pages with content of questionable inclusion. For instance, is it necessary to give a Strength/Weakness breakdown for each class, especially when we are currently in an unrestricted dual-class system? Is it necessary to give the specific terms for Combat Mechanics and Statistics in the Main Page?
Provide needed image content. The Wiki can always use more visual aid, especially for skills/traits/etc. that don't have their icons uploaded.
Provide basic and/or complex formatting as needed. I've seen what this kind of Wiki is capable of. It should not be impossible to optimize how content is formatted. Proper tables are going to be a necessity, as well.
Provide additional clean-up and maintenance as needed. So far, the Wiki has been a mess in both appearance and accessibility. While the pointers above will be able to clean the Wiki up and provide a much more user-friendly experience, it also needs to be checked and given minor updates on a regular basis.
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SL2 Version 1.45 |
Posted by: Neus - 12-21-2015, 01:06 PM - Forum: Announcements
- No Replies
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[float=left] [/float]
Happy Holidays! I really wanted to finish this earlier and have time to do something holiday celebratory in SL2 but sadly, time didn't work out in my favor. But, anyway, this time it's Martial Artist's turn!
What can I say about the skills added this time... Well, they didn't get much in the way of offensive skills, for one thing! The majority of the skills they received are in fact passive ones, but a few of them let you be more creative with combining MA classes with others. Aside from that, some of the existing skills got changes, as you might expect, and a lot of the Monk/Verglas skills were updated to the new Power formula.
1.45
New Martial Artist Skills - The Martial Artist base class has received 7 new skills, including 2 main class only skills.
Martial Artist Skill Adjustments - Geldoren
- New animation and sound effect.
- Base DEF/RES reduction increased to 2*Rank.
- Critical hits will increase the duration and level of the DEF/RES reduction by 1.5x.
- Peddling Wheel
- Updated to the new Power formula.
- CEL damage is now equal to 100% of CEL (up from 80%).
- Bonus damage is now 3*Rank.
- Light Tomahawk
- Updated to the new Power formula.
- Now Airborne compatible.
- Maximum bonus damage is doubled if you are Airborne.
- Heaven Kick
- Updated to new Power formula.
- Meditate
- Now costs 6M.
- FP cost is now 0.
- On use, increases the duration of positive status effects you have by 1 round.
- At the start of the next round, you regain HP equal to SKI*2 + a bonus, and FP equal to WIL*2 + a bonus.
- Using the skill while feared or being knocked back while meditating will cut its effectiveness in half.
- After being used, cannot be used against for 2 rounds.
- Shukuchi
- Now costs 1M.
- Move bonus is now 2+Rank.
- While active, your Movement type becomes Teleport.
- While active, increases the Range of Geldoren and Light Tomahawk by its Move bonus. Using these skills at range will teleport you next to the target.
Updated Monk/Verglas Skills - The following Monk and Verglas skills have received adjustments, mainly to force them to take Kick bonus damage into account.- Dense Thunder now receives bonuses/penalties for Kick damage. Knockdown Ki cost increased to 10; sideswipes no longer cut the cost in half.
- Sky Chariot is now properly listed as a Fist skill and receives bonuses/penalties for Kick damage.
- Setting Sun is now properly listed as a Fist skill and receives bonuses/penalties for Kick damage.
- Dragon Gale is now properly listed as a Fist skill and receives bonuses/penalties for Kick damage.
- Terra Strike is now properly listed as a Fist skill.
- Rising Kick updated to the new Power formula and receives bonuses/penalties for Kick damage.
- Point Kick updated to the new Power formula and receives bonuses/penalties for Kick damage.
- Cold Front updated to the new Power formula and receives bonuses/penalties for Kick damage.
- Icicle Spear is now properly listed as a Fist skill and has been updated to the new Power formula.
- Crawling Spikes is now properly listed as a Fist skill and has been updated to the new Power formula.
- Expanding Ice is now properly listed as a Fist skill and has been updated to the new Power formula.
- Axe Kick updated to the new Power formula and receives bonuses/penalties for Kick damage.
- Face Stomp updated to the new Power formula and receives bonuses/penalties for Kick damage.
- Rapid Kick updated to the new Power formula and receives bonuses/penalties for Kick damage.
Adjusted - Watchful Eye no longer works while Blinded.
Adjusted - Watchful Eye is now removed by Void Assassin's Obscure skill.
Adjusted - Watchful Eye has a new animation overlay.
Adjusted - Lilu's Embrace now uses the same Immobilize that Corpse Hands use, meaning it can be broken by knockback and such, but the duration has been increased to 2 rounds.
Adjusted - Armor of Nails, Fang-Faced Shield, and Volcanic Seed will now trigger if you are hit, even if the damage is 0 (such as if it were parried).
Adjusted - Added an old minor variation of the detective hat to vanity mirrors.
Adjusted - Field effect damage from Sear/Cinders/etc can no longer trigger Evasion or Cobra Dancer. Note that field objects such as bombs, traps, and 'on hit' impact damage can still be avoided by these skills.
Adjusted - Install's status name now displays the original name of the Youkai you installed instead of any nickname given.
Adjusted - Stability upper limit for battle rounds has been added. It's rather generous, but if you manage to hit it legitimately and weren't intentionally trying to trigger it, feel free to report it.
* Bug Fixes
- Custom arenas shown preview area now properly matches the battlefield it will create.
- Blade Barrier's animation now uses the proper icon.
- Shinken's projectile was incorrectly adding the weapon Power twice to its damage.
- Sync Mind passive skills should no longer apply if the Youkai has 0 HP.
- Shout should now properly pierce walls/other visual blocks.
- Talk arrows now appear if you are using Full face icons.
- Multifront's base targetting is no longer off center.
- Cripple Arm now properly disables the sub-weapon/hands slot entirely.
- Knockdown Evade penalties were incorrect.
- Summon/unsummon pet will no longer delete status overlays in combat.
- You can no longer close the craft/dialogue screen while crafting an item.
- Dark Imbue now properly works with all weapons treated as axes.
- Ice Point Guard will now wait for the animation to finish before rotating turns.
- Two Dullahans in Soul Burn should no longer cause battles to end prematurely.
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Martial Artist Kip-Ups |
Posted by: Rendar - 12-21-2015, 11:34 AM - Forum: Balance Fu
- Replies (9)
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Kip up is one of the worst offenders for "Why should we use this class? Oh right, this one innate."
It gives, practically, KD immunity, but also is something that you just simply.. get. 3 SP to fully remove the possibility of ever getting KD'd. What do I suggest?
Two things, I guess. Remove the ability to Kip-up whilst in heavy (or maybe even light!) armor. If removing the ability to kip-up in light, add the ability for it to only restore some of your momentum, rather than all. It makes it quite a bit better than it is now with BK's just.. nabbing Monk Main because "Oh, I can get 10% resist all and a ton of other stuff? Nifty."
It really helps. While we're at it.. can we please-please-please look at how overwhelmingly good MA is as a base class? Like, it's already stellar, but.. maybe nerfing some things in it will make it somewhat better than tossing a ton of new skills at it without balancing what it already has.
Complaints I have; I guess... Which also leads to one of their better Promotions.
Meditate: SKI healing. Pretty good, actually.
Shukuchi: A more costly Charge that doesn't get neat stuff attached to it.
Kip Up: Need I say more?
Dodge Strike: Actually useless a good chunk of the time.
Dodge Innates: Pretty good, 'balanced' sort of.
Cleanse Body: It's.. a WIL based.. skill.. in a class that.. doesn't actually get WIL growths that well. This really should be changed to just use SKI instead. Everyone gets a decent bit of SKI. Not many get good WIL.
Class: This class is good for EVERYONE. Don't have the stats for it? No problem, use and abuse it for its innates.
MONK COMPLAINTS ARE WORSE THOUGH.
Every stat is an offensive stat, even your defense!
Literally everyone wants this class mained because 10% Resist all OP.
Aid: Yet another time where the class has a skill that.. isn't based on any stat it gains??? This is literally a free shitton of healing for High WIL characters that also generates a decent bit of KI to get to 10% resist all quicker. It also.. moves you some? Which is kinda nice, because it forces most people to move back into melee with you.
BoI: Fuckkkkkkkkkkkkkkkkk your powerful attack that you've spent 2+ turns telegraphing. I don't care.
Dense Thunder: TRAIL OF THE DRAGON. ((Free Knockdown for days. And if you're slower than your opponent, you'll never suffer the negatives of losing KI because you'll regen it by next round))
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Bloody Palms Claret Call |
Posted by: aquadragon97 - 12-21-2015, 07:29 AM - Forum: Bug Reports
- Replies (1)
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After picking up some Bloody Palms and upgrading it with 8 raremetals, it should be applying a LV 16 Claret Call. Which, if I understand claret call correctly, would cause me to do 16 more damage when I hit a marked target.
After a bit of testing, this was the results:
56 blunt, 56 blunt VS Legume
63 blunt, 63 blunt w/ Rising Kick vs Critter
I'm using a basic attack with a Fist Weapon, and the Claret Call is not changing anything.
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