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[v2.98b] Earthdown Vengea...
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Cast Aside
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Miracle Druid
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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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05-13-2025, 06:19 PM
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[2.89b] Caimac Sneakmines
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Last Post: Rendar
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More turnover object combos |
Posted by: Autumn - 12-07-2015, 06:36 PM - Forum: Suggestions
- Replies (2)
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I thought it was a cool idea, but was disappointed when I saw that Turnover didn't have interactions with stuff like Ice Point or Gravestone.
Current Interactions:
Ice point -> Turnover, turnovering somebody into an ice point will deal 1.5x or 2x the original unresistable ice damage of ice point(10/20/30 would become 15/30/45 or 20/40/60), but shatters the ice point(currently, you just appear inside the ice point)
Gravestone -> Turnover, deals earth magic damage equal to half of it's original damage if you were to pop it up on somebody, and doubling claret call's bonus damage on that target for Gravestone's duration and breaking the gravestone.
Any trap -> Turnover, detonates the trap when the target lands
Fray Voidgate -> Turnover - deal 12 unresistable dark damage(?)
Thick Vine -> Turnover - deal 12 unresistable earth damage
Focus Crystal -> Turnover - break the crystal and damage the target's FP by 10%
Ancient Healing Glyph -> Turnover - Break the healing glyph and heal yourself by the healing glyph's amount.
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SL2 Version 1.44 |
Posted by: Neus - 12-07-2015, 07:50 AM - Forum: Announcements
- No Replies
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[float=left] [/float]
Well, back to two weeks. This ended up taking more time than I expected, though part of it was Thanksgiving eating up some of my time. Anyway, this update is Soldier's turn.
A lot of people said that Soldier needed class skills the most of all but I'm not sure if I agree with that sentiment. Sure, Soldier had a few meh skills, as well as some bad ones, but it also had some of the most broken skills on a base class in the game, specifically Shinken, Turnover, and Mad Chop (situationally). So, overall, Soldier got a lot of power shifted around and has a more defensive feel than before. That said, I didn't want to completely destroy its offensive capabilities either, so a lot of the weaker offensive skills got buffs. But you can read all about that below!
1.44
New Soldier Skills - The Soldier base class has received 9 new skills, including 2 main class only skills.
Soldier Skill Adjustments - Shinken
- Updated to the new Power formula.
- FP scaling adjusted.
- Damage is now always WPN Power + STR + bonus damage.
- Projectile now appears behind targetted tile.
- Projectile travel base range is now doubled if no attack target is selected.
- Gained Charging Strike bonus effect.
- Galren, Talvyd, and Redgull Elemental Impact versions have new, unique effects.
- Charge
- Now costs 1M.
- New animation while moving under its effect.
- Turnover
- Updated to the new Power formula.
- No longer knocks down by default.
- FP cost slightly increased.
- Gained Charging Strike bonus effect.
- Turning over a target onto a field object will activate 'on hit' effects it may have, similar to if it collided with them via Air Pressure.
- Thousand Stab
- Updated to new Power formula.
- FP cost adjusted.
- Charging Strike version cannot trigger Evasion.
- Is now Elemental Compatible.
- Roundtrip
- Updated to the new Power formula.
- FP cost adjusted.
- Total damage is now 100% STR + WPN Power + 2*Rank.
- Gained Charging Strike bonus effect.
- Redgull version can now lightning crit instead of dealing flat damage on the return trip.
- Mad Chop
- FP cost increased.
- Can only be used once per round.
- Changed to deal a flat damage amount over a variable amount of hits; the damage is now STR + WPN Power, and deals 1% bonus damage for every 1% of HP you are missing.
- Gained Charging Strike bonus effect.
- Fortitude
- HP per Rank increased to 15.
Adjusted - Footstep sound effects now play in battle.
Adjusted - Got rid of pointless 'learn skill' text in many skill's rank 1 description.
Adjusted - Banquet now restores a minimum of 10 Essence when it successfully connects.
* Bug Fixes
- Gust Arrows no longer increase the range of Cripple Arm/Leg if used by a Gun weapon.
- Cripple Arm now applies its proper status LV.
- Cleanse Body now properly removes Celsius Shell and Cripple Leg.
- Cripple Arm should now properly remove sub-weapon use.
- Ice Arrows now has the proper damage value of Rank*2 on hit.
- Pulling Shot will no longer use the wrong weapon for the attack while you have Ambidexterity toggled on.
- Rare issues such as involving Menov's Fang expiring before Poison damage is applied and not receiving its bonus for the last round in certain conditions should no longer occur.
- Healing Legacy now properly doubles Healing Discharge's bonus heal.
- Invocation (the talent) now works properly instead of doing nothing.
- Guilds created prior to the member limit increase could not benefit from it, but will be able to now.
- Aliagmato now properly gets its bonus range from having only one Bonded Youkai.
- Dagger Dance works again.
- Hitting cancel while using Movement will no longer cancel the movement action.
- Skills with multiple weapon classes weren't properly receiving the Power bonus from weapons in the skill damage calculation.
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PSA: Aliases/Descriptions and Fear |
Posted by: Ranylyn - 12-06-2015, 05:07 PM - Forum: General Discussion
- Replies (6)
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I could go on a long spiel about how different people find different things scary, but that would just be met with "baaaw, someone's trying too hard to be hardcore," so I'll jump right to Shaitans are canonically and ICly IMMUNE to fear, and as such, maybe telling someone how spooky/creepy/etc YOU want your character to be in your alias/description may not be a very helpful alias/description to have. A better idea would be to be more descriptive and letting individuals decide how to react to you; I guarantee more people would actually act wary as opposed to being sarcastic about it. After all, who's the one trying too hard to be hardcore; the one not afraid of someone based on appearances alone, or the one trying to instill unease or fear based solely on their outward appearance? That's what an alias/description is, after all: What people see when they look at you.
If you want to be feared, do it via roleplay.
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667 |
Posted by: Soapy - 12-06-2015, 05:21 AM - Forum: Bug Reports
- Replies (1)
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Show area for a custom battlefield shows one more tile than it really is, for both X and Y.
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[QUE] Swift Justice |
Posted by: Soapy - 12-05-2015, 01:08 AM - Forum: General Discussion
- Replies (1)
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How are Swift augmented skills affected by critical chance?
Do weapon skills use weapon critical, and the expertise for that weapon?
Do axe skills benefit from Berserker Shell?
Fitting Form? Keyshot? Sakki? Backstab? Northern Wind? Veil Off? Serpent Strikes? Poise? Sarasha Gi?
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Dungeon Generation: One Tile Corridor Hell. |
Posted by: Trexmaster - 12-04-2015, 06:05 AM - Forum: Suggestions
- Replies (7)
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I'm sure a lot of you know exactly what I mean by the title, but, I'll explain in detail.
Fire Altars, Crypts, Whirlpools, Black Doors, and Forests all suffer from this. Forests are less likely due to their wider hallways and lack of doors, but, it -does- happen sometimes, just not nearly as bad as the other dungeons.
I'm talking about this:
![[Image: X1dcSGd.gif]](http://i.imgur.com/X1dcSGd.gif)
Segments of dungeon that consist entirely of nothing but 1-tile wide corridors, sometime spanning over 30x30 tile areas if not even more, and sometimes there /isn't even anything there/, or like in the above example, happen to be hiding the stairs in one dead end of it. It's much, much more prevalent if the dungeon gets the Giant prefix. I don't think I need to go on about why these are terrible.
As to how to fix it? Just look at the few dungeons that don't suffer this problem. Tunnels, Caverns, Castles, Deserts, and Bandit Dens all generate in a way that this never happens. Sure, there's small hallways, but they never loop into themselves and into other 3x1 repeating hellholes. The latter examples are just wide linear pathways, which are fine, too. Deserts are just big empty boxes, which are ALSO fine.
Some of the dungeons might be better with the more room-based generation (Fire Altars/Crypts) and some might be better off with the more open approach (Whirlpools, Black Doors, Forests). It'd be great if they got their own unique generations in the future, but, I'm just pointing out the issues with how they are now.
So, opinions?
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Turn Timers |
Posted by: Trexmaster - 12-04-2015, 05:47 AM - Forum: Suggestions
- Replies (3)
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As it stands, the turn timer lasts for roughly 5 minutes (I may be wrong but, that seems about right). In PvE, this can be excruciating if a person you were partying with just up and AFKs for an hour with no warning, or, worse, AFKs just enough to not warrant booting them (see: coming back after losing a turn or two).
In PvP, this can sometimes not be enough if people are wanting to write RP for every action they make while also trying to decide what action to take.
So, I propose two things.
1. A Turn Timer setting in Preferences, to be used in PvE. Probably just 'slow medium fast' or something, like Monster Speed.
2. A Turn Timer option when sending a PvP challenge. Pretty much the same thing, but preferably displaying the exact time given.
So, any thoughts, suggestions? I think this would be helpful for both PvE and PvP in the long run. Whether it be for longer or shorter timer expirations.
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