Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 827
» Latest member: VibeInc
» Forum threads: 11,634
» Forum posts: 58,078

Full Statistics

Online Users
There are currently 262 online users.
» 3 Member(s) | 257 Guest(s)
Bing, Google, Felgrand Tactician, Nekojinn, Rendar

Latest Threads
the REAL Minos Prime
Please bring back Lich an...

Forum: Suggestions
Last Post: the REAL Minos Prime
19 minutes ago
» Replies: 16
» Views: 687
Nekojinn
Tactician and "On My Mark...

Forum: Balance Fu
Last Post: Nekojinn
27 minutes ago
» Replies: 2
» Views: 30
Poruku
Actual Lightningbird

Forum: Suggestions
Last Post: Poruku
5 hours ago
» Replies: 4
» Views: 117
Veacari
[3.01f] Worthless post op...

Forum: Bug Reports
Last Post: Veacari
11 hours ago
» Replies: 0
» Views: 19
Karidan
Height Application for ne...

Forum: Character Applications
Last Post: Karidan
Today, 06:18 AM
» Replies: 1
» Views: 58
the REAL Minos Prime
Donation Item Suggestions

Forum: Suggestions
Last Post: the REAL Minos Prime
Yesterday, 06:07 PM
» Replies: 130
» Views: 116,827
AkaInuHime
[v3.01f] Mid-Battle Crash...

Forum: Bug Reports
Last Post: AkaInuHime
Yesterday, 01:42 AM
» Replies: 1
» Views: 47
Lolzytripd
[3.01f] Bandit Captures

Forum: Bug Reports
Last Post: Lolzytripd
08-07-2025, 07:37 AM
» Replies: 1
» Views: 50
renowner
[3.01e and 3.01f] Bonder'...

Forum: Bug Reports
Last Post: renowner
08-07-2025, 05:18 AM
» Replies: 0
» Views: 40
renowner
[3.01e] Midnight Ruler no...

Forum: Bug Reports
Last Post: renowner
08-07-2025, 05:05 AM
» Replies: 0
» Views: 43

 
  Turtle Cast
Posted by: Autumn - 01-20-2016, 06:48 AM - Forum: Bug Reports - Replies (2)

Turtle shell reduces physical damage taken from all sides but the front by 20%, when it's supposed to only do that for the back and half that for the sides and front.

[Image: b199628e99.png]


Also as a side note, when you get hit by an attack with the turtle shell equipped, it shows the Reduction message each hit.

Tannite Arena Combatant's turn.
Tannite Arena Combatant attacks OOC Kaneki with Swordfish Sword and hits them!
LOS: 1
Reduction: 10
OOC Kaneki takes 0 Slash damage.
LOS: 1
Reduction: 10
OOC Kaneki takes 0 Water damage.

Print this item

  Class Balancing: Soldier
Posted by: Kameron8 - 01-20-2016, 05:53 AM - Forum: Balance Fu - Replies (11)

Another thread for rebalancing classes currently in the game. This one has two changes myself and others agreed on, it is for the Soldier class.

1. Madchop damage formula changed to 75% Strength + 75% Weapon Power + a bonus based on Rank. At 1% hp, the damage will be beefed up to 150% of both instead of the current 200%.

Justification:

Madchop in its current iteration is a standard autohit at its worst, and the greatest autohit in the game at its best. Everywhere you look, people are charging, whacking people for 150-200 damage or more, and knocking them away 15 tiles. People have (half-jokingly) said it's a better version of Ether Invitation, just because of the raw damage it puts out. This change doesn't detract from Mad Chop's identity as the OW autohit, but it gives it a better niche. By making it worse than every other soldier autohit at full health, it prevents people from doing nothing BUT charge madchop.

2. Execute's bonus missing health scaling is increased to 50%.

Justification:
Execute has the scaling of a normal autohit before the missing health is taken into account. However, the missing health damage is extraordinarily low. One might glance at 25% health and imagine killing someone at 40% hp, but in reality, that bonus damage is just 15% of their max health. Which, on average, is between 45 and 75 damage before resists and defenses are even taken into account. Considering the prerequisite of someone being knocked down, and the fact that Execute CURES the status, it needs to scale more than a touch harder. It's very difficult to use Execute when you fight in one versus one, because knocking someone down and Executing in the same turn is not easy. (The notable ways of doing so being charge+bash with flatfoot, dense thunder, and crane hop axe kick. Only one of these works outside of melee range.) This change makes using the ability worth using at least once in a while, and grants it more weight that you would expect of a move called Execute.

Print this item

  Upgraded Stabbity!
Posted by: Rendar - 01-20-2016, 05:39 AM - Forum: Bug Reports - Replies (3)

61 STR
22 pow Staff
Spear Expertise
Upgrade (+7)

25 Def
No Light Resist
9 Armor Def
(Wawa Install)

63 Light Damage from a coulior????????????????
73 with a basic attack in melee

Bug: Upgrade is raising it by +10??? Rank*2???

25 Def
No Light Resist
9 Armor Def
(Wawa Install)

Attacker unupgraded.
55 STR
22 Pow Staff
Spear Expertise
No Upgrade

58 Light Damage from a Coulior

Bug: Upgrade isn't raising WPN POW whatsoever for skills? (Only tested with Coulior)

As seen above.

Print this item

  Read the Fine Print
Posted by: Rendar - 01-20-2016, 05:38 AM - Forum: Bug Reports - Replies (5)

61 STR
22 pow Staff
Spear Expertise
Upgrade (+7)

25 Defense
10% Light Resist
9 Armor Def
(Wawa Install if it matters, thats why they had 25 DEF)


95 Unmitigated Damage.

36 Def with 10% Light Resist

70 Light damage from a coulior???


25 Def
No Light Resist
9 Armor Def
(Wawa Install)

63 Light Damage from a coulior????????????????


Pureprint is giving -5% Light Resist. Joyous day. It might be applying to some other cloth/metal types, so probably worth a check to see if more are bugged.


As an FYI; I tested with them wearing a piece of pureprint and I gave a 25% Brighten to them for +25% Light Resist. They didn't get the 'resist' message.

Print this item

  Class Balancing: Kensei
Posted by: Kameron8 - 01-20-2016, 05:11 AM - Forum: Balance Fu - Replies (3)

This is another thread on rebalancing classes in the game. This one has only one idea for a change that myself and a few others could agree on.

1. The bonus damage on Sharenzan for being Airborne is reduced to 1.25x .

Justification:

With the introduction of crane hop, people began to use Kensei's autohit skills more often. As a result, we realized that Sharenzan was absolutely decimating everything it hits. Full tanks would Raijinkened for 10, then sacred art Sharenzaned for over a hundred damage and a knockdown. The poor souls who weren't tanks found themselves taking over 200 damage from just the second hit. Additionally, the simple (yet backbreaking) combination of crane hop Sharenzan puts out simply too much damage. Kensei is not in a great spot in terms of damage compared to its counterpart, Ghost, but concentrating pure death into this autohit is not the way to change that.

Print this item

  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.

Print this item

  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!

Print this item

  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.

Print this item

  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.

Print this item

  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).

Print this item

Sigrogana Legend 2 Discord