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  Lead Storm Prioritizes Gun Types
Posted by: Kameron8 - 10-24-2015, 12:13 AM - Forum: Bug Reports - Replies (4)

If you have a Shotgun and a handgun equipped as your weapons, Lead Storm will always fire with the pistol.

To clarify, I had:

Corvis Cannon as weapon
Quickdraw as hand slot

I used leadstorm and it shot with the quickdraw. I swapped the gun order (Quickdraw weapon slot, Corvis Cannon hand slot) and it shot with the quickdraw. I used ambidexterity and it only shoots with the quickdraw. If I take the quickdraw OFF and have no hand slot, it finally shoots the shotgun.

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  Corvis Cannon Unresistable Dark instead of Wind
Posted by: Kameron8 - 10-23-2015, 11:38 PM - Forum: Bug Reports - Replies (1)

Hitting something airborne with the Corvis Cannon causes it to deal unresistable dark damage, not wind, like the description states.

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  Somatic and Verbal Spells
Posted by: Rendar - 10-23-2015, 07:05 PM - Forum: Suggestions - Replies (6)

So. We know that in some universes that Spells are Somatic, Verbal, require components, or some combination thereupon.

I would like to suggest that SL2 takes this system into effect. Allowing mages the ability to work with that for there spells. The order would go something akin to this.

Normal spells (having simple verbal components) would cast as per normal. 1x damage modifier. However adding SOMATIC components give a 33% damage increase.

What does this mean though? You can toggle having Verbal and Somatic components on/off via a toggle. If you toggle OFF Verbal components, spells will no longer be capable of being silenced. However, in tandem with this, it will do quite a bit less damage ((Only dealing 66% rather than the whole 100%)). Alongside that factor, is that your Invocations will NO LONGER have their famous words done alongside them. Meaning that the attacks are much less televised.

On the other side, to Somatic spells. They can be 'silenced' in a way. If the cast has their movement speed hindered, or become IMMOBILIZED, they cannot perform their spell whatsoever. Whilst
Lets just do a quick run down.

Verbal Spells
-----------------------------
Can be silenced
Telegraph your spells


Somatic Spells
-----------------------------
Don't telegraph your spells
Can't be silenced
CAN be hindered by other things.

Using BOTH Somatic and Verbal
--------------------------------------
Can be Silenced/Immobilized
Telegraph your Spells
Spells cost +1 Momentum to use
33% Extra damage.



Does it fix resistance? No, not really. Does it fix people whining and bitching about Invocations being too telegraphed to your opponent? Certainly. Does it make you deal more damage with magic? Yep.


Edit1

So. A thing that came up was "What if someone silences you? Can't you just instantly swap from verbal to somatic?" Well. The answer to THAT particular question is yes/no. The way I envision this is that this is a 'skill' of sorts. Maybe even a trait that mages can take. What it does is that you have two things. "VERBAL" and "SOMATIC" You can activate/de-activate ONE per turn, unless you pay a full 3M for it. What this means is that if you become silenced, and have a spell you really need to get off. You simply lower VERBAL off, costing nothing. You can then either cast at 66% power, or you can turn SOMATIC on afterwards, for 3 M, then cast with the remaining 4M you have. Leaving you at 1 M to do whatever. Is it tedious? Sure. Does it affect people WHATSOEVER that decide "Hey. I like my verbal only casting." Eh. Probably. I don't care though. It adds in a new way for mages to have 'variety' to their spell list. Rather than simply just going 'i know fir. but i dance to blast it out. Why does silence stop me?" It shouldn't happen, and we all know this.

So. Technically YES and no. If you get SILENCED whilst you have both toggled on, you can toggle VERBAL off, then take your cast at 1x damage. Though, if your target knows how to really screw you over... They'll probably end up using Immobilize (or slow)+Silence to stop all capabilities of casting until you get rid of it. It's a somewhat lethal concept.. but it gives perks, benefits, AND negatives to actually using different types of magic.

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  Magic and its lore
Posted by: Sarinpa1 - 10-23-2015, 09:53 AM - Forum: General Discussion - Replies (1)

Hiya

So, as it stands, the lore regarding magic is a liiittle lackluster. We have estabilished basics like magic requires them magic words to work. (Silence makes you unable to cast.) It noms focus, there's elemental magic, spirit stuff, hexes.... And there's surely lot more already estabilished.
This question is more or less directed to Dev, but also open for opinions and/or offers to aid, but.

I believe it would be nice to estabilish much in depth lore regarding magic. As it stands, two mages talking about noncombat magic is alot, and I mean alot, of improvisation. We know some restrictions, for example on Mercana. But, let's presume we talk charms, barriers, or even go to the field of mind control, suggestion, all kinds of stuff.
I am not saying there should be /rules/ per-se, but more of a some sort of system/knowledge to bounce off of.
So Dev, if I and others that'd like to help, would work with existing lore (And bits that you probably already have planned out) to help classify, figure origin of, estabilish where aproximately have mages currently advanced and things like that, would you be willing to incorporate it? (If it suits your idea anyway.)

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  Forum Guide: Mass Elemental Resistance
Posted by: MegaBlues - 10-23-2015, 02:18 AM - Forum: Balance Fu - Replies (2)

Hey there folks! It's your monthly installment of fix elemental resistances they're bullshit and make magic dumb.

However, instead of the usual back-and-forth about why being able to shave off massive amounts of damage is a-okay because something something Mind Charge, I'll be letting everyone know how to do it for themselves.

Partially in hopes of this getting changed in the widespread reforms happening, partially because making something big enough of an issue seems to work well in getting stuff nerfed.

So, you ready? Here goes!

Main Hand: Rustic Weapon
Body: (Preferrably Breezecloth) Cloak of Many Colors (min 10% Resistance in each)
Offhand : (Arctic or Rockdirt) Beldam Aegis
Foot: (Arctic or Rockdirt) Alalalala's Shackles (You know, the water ones)
Accessory 1: Yin-Yang Charm
Accessory 2: Sakayana

Blam! With that, if your race has no inherent weaknesses, that will ensure that you will proc a Resist against every magical element in the game! If you want physical too, throw in Drowned Woman. It's the new craze, but you were using Grand Summoner or Bonder already.

To break it down:

Fire: Cloak of Many Colors (10%), Sakayana (10%), Cooking/Pyromancy (5% Each)
Ice: Cloak of Many Colors (10%), Sakayana (10%,), Cyromancy/Arctic Metal (5% Each)
Wind: Cloak of Many Colors (10%), Sakayana (10%), Aeromancy/Breezecloth (5% Each)
Earth: Sakayana (10%), Earth Stamp/Rockdirt/Geomancy (5% Each)
Lightning: Cloak of Many Colors (10%), Sakayana (10%), Beldam Aegis (20+%) [Make those Overload users cry.]
Water: A-team's Shackles (20+%), Sakayana (10%), Stamp (5%)
Light and Darkness: Yin-Yang Charm (10%), Sakayana (10%), Stamps (5%)
Blunt, Slash, Pierce: Drowned Woman (25%), Sakayana (10%)

In advance, because I remember this being mentioned somewhere in some other thread, increasing the amount required for Resist! won't fix this. That would just make it more difficult to determine how much damage you're actually doing with your elements. But I'm not really expecting anything productive to come from this in the first place.

Go for forth, my children! Make anyone who uses a 4M skill cry themselves to sleep.

Edit: In my need for sass I put this in the wrong thread. THIS WAS MEANT FOR BALANCE FU.

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  Small Change Proposal
Posted by: Fern - 10-23-2015, 01:08 AM - Forum: Suggestions - Replies (4)

As far as I know, the "no alt trading" rule is there because twinking is an issue. But this has proven to be... disturbing, when you get an item that would be useful for one of your characters but not the one that earned it.

So what about hard coding level restrictions for items like those 10 stars and enabling alt trading? It'd probably get rid of the twinking paranoia -and- save GMs some trouble.

In your eyes, characters should earn their own things through effort. But if there's level restrictions while the alt trading block is gone, then they will have to use the hard work you want to see anyway.

"But then not being able to give this level 25 a high quality weapon because of restrictions will not make sense in a roleplay point of view!"

Then just OOC grind if you have to. I honestly think that this would stop people from whining about the trading blocks.

What do you think, Neus?

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  SL2 Version 1.40
Posted by: Neus - 10-21-2015, 11:49 PM - Forum: Announcements - No Replies

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

I forgot to post these so here you go! This brings our 10* updates to a conclusion. Hopefully everyone found something in the big pool of items that they liked, because boy, did it end up being a lot of work! As for updates from here on, I have a few ideas, but I won't expand on them here. You'll have to wait and find out next time!

1.40
New 10* Equipment - Added 6 new 10* rarity equipment items that drop from level 61 and higher Undead enemies, as well as the Shadow Guardian boss.
New Static Dungeons - Added 2 new static random dungeon to Gold; the Carrion Keep, a level 65 Castle dungeon, and the Bloody Sepulcher, a level 65 Crypt dungeon.
* Bug Fixes
- The tooltip display in item descriptions is no longer broken.
- The typing indicator now shows when you are typing a command using lemote.
- Similar to Extra Levels in the last update, now Extra Level exits follow similar rules of non-entry if a dense object is on the same spot.
- 10* Equipment can be equipped at level 50+ now, as intended, instead of level 51+.
- Desert Wind now requires both a Sylphid and Isespian spell to be cast in the same round instead of only one of the two.
- Stately DISCer now lists all the new opaque walls properly.
- Tarnada no longer activates every critical.
- Automatic Housekeepers will no longer open the mirror menu when you repair weapons/etc.
- In-Fighter Gi now generates with Cloth materials as 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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  Trick Move
Posted by: Mivereous - 10-21-2015, 05:30 PM - Forum: Bug Reports - Replies (1)

Being defeated in PvE after resting at the Checkmate spawns you outside of the BW Exchange.

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  Spirit Jar(QUE)
Posted by: Trexmaster - 10-21-2015, 12:23 PM - Forum: Bug Reports - Replies (3)

Stored Spirits status persists even if the jar is unequipped.

Is this intentional?

Also, I guess it's worth -also- asking about its interaction with Redtail Dice--

[Image: 615553f848.png]

Going by Fox God's Blessing, the dice work off of Fortune Level * 2, so...where does Redtail Dice power come into play there? Is the bonus just bumped up by its level? (I.E. up to +12 hit/crit/evade etc)

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  Pet blend
Posted by: Autumn - 10-21-2015, 01:24 AM - Forum: Bug Reports - Replies (1)

Seems that the pet blend will work until you log out, and then it returns to the default color after you log back in, until you blend it again.

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