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  Down And Out (Knockdown)
Posted by: Slydria - 11-16-2015, 09:29 PM - Forum: Balance Fu - Replies (16)

Knockdown is too strong. It reduces Momentum by 3, removes Guard, negates Evasion and now cripples Evade.

While I understand the logic of being easier to hit while knocked down. Knockdown was already quite strong and did not need the extra benefit.

Worse still, the penalty it gives is very large. Even a mediocre character will have no trouble hitting a knocked down target. And that's not even accounting for all the other bonuses one could potentially stack.

This also makes the new Quick Rise skill for Rogues much less valuable, after all, if you can't dodge while knocked down in the first place, you can't cure it.

I don't think there should be an Evade penalty at all for Knockdown but if there absolutely must be one, I think it should be a smaller, flat amount instead of a large percentage. (e.g. -10/-20/-30 instead of -50%/-75%/-100%)

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  Dagger Derps
Posted by: Soapy - 11-16-2015, 07:53 PM - Forum: Bug Reports - Replies (5)

Dagger Dance doesn't work with weapons that are mutated into or qualify as daggers.

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  Venator Academy Registration
Posted by: catabur - 11-16-2015, 08:49 AM - Forum: Lordwain - Replies (5)

Venator Academy Registration Notice
The months have come and gone, yet Venator Academy has sat without any staff or students to liven up its hallways. Multiple reasons (including political and inner-management) made us shut our doors, but that is all changing very soon. After freshening up the inside and outside of the building, we are proud to announce that we will be accepting new students and staff until further notice. We ask any parent or guardian to fill out the form below and to either send us it via the address listed at the bottom of this notice or at this laplacNET handle: VAofficial@l-net.grm

Staff must fill out a separate form.

Requirements for Students:
Must Be Ages 13-18
Female
Has No Anti-Mercalan Ties

Requirements for Staff:
Must Be Trained in Their Field (if applicable)
Must be 21+ (for most jobs)
Must Submit to an Interview If Holding a Criminal Record
Has No Anti-Mercalan Ties

================================================

Student Form

Name:
Age:
Race:
Do you plan on staying in a dorm?:
Reason for Joining:

================================================

Staff Form

Name:
Age:
Gender:
Race:
Job Applying For:
Experience In Field: (can be left blank for some jobs)

================================================
(A list of jobs are:
Janitor (can be 18+), Security, Secretary, Chef, Nurse's Assistant (possible for priest/ess-in-training to apply)
Arcane Arts Teacher, Medicinal/Mercalan Arts Teacher, General Education Teacher, Physical Educator (includes combat training))

The address points to a building in Lispool in the lower-left corner of the town.

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  SL2 Version 1.42
Posted by: Neus - 11-16-2015, 05:41 AM - Forum: Announcements - Replies (1)

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

Now we're back! And back into another sort of marathon update, this time aimed at increasing the number of options available for base classes. Currently, several classes have very few options in skill choices, and so the goal of this update series is to bring all the base classes, with the exception of Summoner, up to a total of 19 skills, the total touted by the current base class with the highest skill count, Mage. So, the long and short of it is that all base classes are getting new skills added to their repertoire with the exception of Summoner and Mage.

As for why Summoner gets the short end of the stick here, you can probably guess. Access to Youkai gives them a lot of skills already, which makes it somewhat difficult to come up with skill ideas for summoner based classes that don't overlap or work better as a Youkai. Plus, when new Youkai get added, Summoner classes get new skills too, so they're not missing out on much.

Another thing introduced in this update is the concept of Main Class Only skills. These are marked with a special golden vertical border and two triangles pointing towards the skill. A Main Class Only skill can only be used or applied when the class is your Main Class, or is the child class of your Main Class. So, for example, a Rogue main class skill will only be applied or equippable when your main class is Rogue, Engineer, or Void Assassin. Why even add skills like this? Mainly to give myself a another wedge in the war of balance, as well as help differentiate the existing classes as 'main' classes and 'sub' classes.

Also, by having this restriction, it makes it possible to give certain classes some unique and powerful skills that would be a bit TOO powerful if skills of similar power stacked. Hopefully this will become more clear as we add the rest of the base class skills!


1.42
Title Screen Improvements - The game's title screen has received several overhauls.

  • A new title screen graphic has been added.
  • The engineer girl image has been cleaned up a bit.
  • The background of the section boxes has been changed.
  • Added support for guides and added several to the list. (More can be added if requested/written.) This list of guides can be access at any time via the new Help button above the chat bar.
  • Added support for displaying patch notes on the title screen.
New Rogue Skills - 4 new Rogue skills have been added, two of which help introduce the concept of Main Class only skills.
Adjusted - Guilds now have a maximum of 50 members (up from 25).
Adjusted - While you are knocked down, you now suffer a penalty reduction to your Evade equal to 25%, plus 25% for every weight category your torso is. (So, 25% for Unarmored, 50% for Light, 75% for Heavy).
Adjusted - Experimental change where status infliction and status resistance is displayed in the battle log.
Adjusted - Magic Gunner's shell-inflicted Interference is now active for High Shell Power/2, rather than High Shell Power.
Adjusted - Burden Soul now grants 50% Interference resistance (meaning Interference is only half effective on Dullahans).
Adjusted - Hooked Spearhead now divides its damage by the number of times it will be applied during a single skill use.
* Bug Fixes
- Wyverntouched's Absorb Poison now properly absorbs the poison instead of just claiming ownership of it and still damaging the original victim.
- Home CDs no longer drop upon defeat as intended.
- Absolute Pace now properly doubles the effect of Touki.
- Berserker Shell now properly applies to weapons that are treated as Axes, like Red Argus.
- Item effects that trigger when your turn is skipped now properly trigger when the source of the skip if Soul Engine.
- The item count display in the crafting menu now displays the proper number instead of just '1'.
- Elemental Rave's damage calculation was not taking into account the bonus damage given by Rank, nor the defense/resistance of the target.
- Duelist and Soldier skills that perform basic attacks will now use the proper weapon it should.

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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  Unban Request
Posted by: Gyro - 11-16-2015, 02:13 AM - Forum: Unban Requests - Replies (2)

Game you were banned from:Sigrogana Legend 2
In-game name (key): Vintaro [Neikan]
Reason you were banned: Bug abuse and using an alt to break myself out of prison
The length of the ban, if you know:28703 minutes. [That's like...19 days yo. Hot damn, I"m sorry.]
Who banned you, if you know:Chaos

Why we should unban you: I apologize for the misunderstanding. I was wrong and even went back in as soon as I was told to without resist. I don't think it warrants for such a long ban. I normally just try to have fun, yo. I apologize for being an idiotic brat, and I'd like to make amends and it won't happen again. I plan for it to be my one and only offense. Thanks if you took the time to drop by.

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  Dunder Hooves
Posted by: Soapy - 11-15-2015, 04:48 PM - Forum: Bug Reports - Replies (2)

Despite stating they activate at 30-UL Electrocharges, they seem to require one more than that, not using them up until you move with 19 (as opposed to 18).

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  Elemental Rave physical portion.
Posted by: Autumn - 11-15-2015, 04:56 AM - Forum: Bug Reports - Replies (1)

It seems that Elemental Rave is bugged on the ground portion of the skill, when you slash 4 times dealing physical damage, it will ignore Defense, I tested this against a target with 63 defense, and a target with 15 defense.


The black knight with 63 defense and Indomitable(-12% damage)
[Image: 504ea0d98a.jpg]

The black knight after using Castling to boost to 70 defense(still with indomitable)
[Image: 08c37001f1.jpg]


The 15 defense target
[Image: bdf3269580.jpg]


Whats odd about the last screenshot is that it was doing the same damage per slash as to the black knight(but with Evasion lowering it to 17 per on two of the slashes), but the lower defense target ended up taking the excess damage left over from the calculation, this makes me think the calculation is wrong.

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  Paladin Class!
Posted by: Toridorable - 11-13-2015, 05:46 PM - Forum: Suggestions - Replies (4)

You know, I'm a fan of spooky things. The edgy, the dark, the evil and the depraved. But at the same time, SL2 has a lot of spooky classes. Ghost is literally Masochism, the class. Hexer is the closest thing to necromancy we will get, and is full of curses. Void Assassin's name is the edgiest thing I have ever heard; and Black Knight while not inherently 'Bad Guys Use This' type of class, it invokes the Black Wind. Wind that comes literally form the Void.

We also seem to be lacking Tank-based classes. I am a fan of tanking. Tanking is fun in almost any game or MMO. Standing there and taking laughable damage while your allies nearly get one-shot is always fun. We do have Arbalest for a ranged tank, and we do have Black Knight for a straight-tank. However say you don't want to be a tank that uses bows or mystical powers that come from the Void, what options do you really have?

This is where Paladin comes in. It is more than a tank class, it is also somewhat a Support Class. We have Black Knights, why can't we have literal White Knights. So many people have wanted to play Paladins, but Curate-based classes up until this point, and other tanking classes just haven't really synergized properly.

Pros and Cons of this class right away is that it is EXTREMELY bulky, probably more bulky that Black knight, the flaw of it however, is it is very Faith Dependant to do serious damage, and most of it's skills are completely useless if your Faith is trash. It is the kind of class you pick if you want to be the kind of person who helps your friends endure punishment while they do damage. I also didn't include maximum ranks and FP costs, because I'm honestly bad with balancing multi-stage skills.

Anyway, onto the ideas for Unlock Method, Growths and Skills. This is SOMEWHAT a work in progress, but I think there's enough here to make it be able to to be considered.

Unlocking

Quote:Curate must be your main class. Cast Graft while having a Melee Weapon (Dagger and staves excluded) equipped into your main hand, while also wearing Heavy Armor. Curate must be at level 20+, and Soldier must be at level 10+.

Growths
Quote:20 STR
0 WIL
0 SKI
0 CEL
30 DEF
30 RES
40 VIT
20 FAI
0 LUK

Skills
Quote:Offense
Smite and Cleave: A Light attack that factors in Faith+STR + WPN Power, with a bonus based on Rank.
Wall of Justice: Knocks back all enemies adjacent to you, doing Damage equal to STR/2+FAITH/2 Upgrading increases the range by 1, upgrading again makes these tiles leave a small AoE that deals Light magic damage that scales off Faith.
Guardbreak: Requires a shield equipped. A Paladin is a master of defenses, so much so they know how to undo them. A Light-damage attack treating the opponents Defense and Resistance as if they are 0.
Mercala's Wrath:You unleash the fury of Mercala upon the target, dealing unresistable Light damage equal to the total HP you lost since your last turn, up to (10*Rank)% of your Maximum HP. If the damage dealt would be 100 or higher, the target is also Knocked Down.

Defense/Support(I really didn't know how to seperate these)
Slay the Night: Weapons are treated as if they have the Holy enchantment for 3 rounds.
Divine Guidance: Weapons are treated as if they have the Blessed enchantment for 3 rounds.
Repel the Shadows: Requires a shield to be equipped. For 3 turns, Dark damage is reduced by rank*10%, as well as the target being granted immunity to Darkwater tiles.
Aegis of Light: For a number of rounds equal to rank; while guarding, You and adjacent allies are immune to knockback and knockdown effects.
Basking in Glory: If Paladin is your main class, this skill is always active so long as it is equipped. Otherwise you must trigger it, lasting for 4 rounds. Enemies who hit you will realize you are protected by your faith, taking Unresistable Faith/4 Light damage when hitting you with a physical attack. This effect is doubled against Vampires and Undead.
Bond between Comrades: Can only be used on allies. Faith/2% magical damage done to your allies is instead reflected onto you for 5 rounds.
Stalwart Aura:Sound Mind and Body's effect is active at half the value for allied units within 2 range.

Passive
Sound Body and Mind: Reduces the chances you will be hit with a status effect by 5%*Rank.
Faithful Resolve: Faith/2% chance to negate all damages from a hit that would be a finishing blow, as well as removing status effects that increase damage against you or deal damage-over-time(Poison, Burn, Claret Call, Hunted, etc). Once triggered, this skill cannot be used for another 6 turns.

Innate
Mercala's Love: Every time a Mercelan Domain spell is used, 1/5th the FP cost is returned to you as HP, with a Minimum of 2.
Crusader: Dealing Damage to Undead, Vampire, Possessed, ETC Foes will result in your HP being restored by Rank*5% the damage you deal.

**Made some Alterations based on Recommendations form Chaos

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  [Board] SE Spoop Event Poster
Posted by: Clockworkers Doll - 11-13-2015, 02:53 AM - Forum: Sigrogana - No Replies

Posted to the Cellsvich, Tannis, and Dormeho boards...

[Image: 835033c5b6.png]

Attached is a tiny bit of information on directions to the SE Building.

(Insert detailed IC intrustions here, have this picture for reference. http://puu.sh/ljz9O/94b570481f.png)

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  Interference Levels
Posted by: Sawrock - 11-12-2015, 05:51 AM - Forum: Balance Fu - Replies (9)

I have some suggestions for Interference.

1. Interference should have two levels. Level 1 would be halving HP and FP heals, Level 2 would be interference as it is now.
2. Hexer and Void Assassin should use interference Level 2, Magic Gunner should use interference Level 1.
3. Under Hexer's Llunel's Decay, both levels of Interference would act as previous Interference would under the effect of Llunel's Decay.

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