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Haunted Soul Status Affliction |
Posted by: Sawrock - 11-17-2015, 06:40 PM - Forum: Bug Reports
- Replies (4)
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So, Rustic works for Doomed Status Infliction bonus, as it is a Doomed-type curse. However, Haunted Soul, the other Doomed-type curse that is found on spectre swords, does NOT work with the Doomed Status Infliction bonus. In addition, it does not work with Dark Invasion. The following is from two fights, one with my spectre sword, and one without.
(With Spectre Sword with Haunted Soul (Doomed))
Resist! Terror Goblin Spear takes 11 Earth damage.
Terror Goblin Spear takes 24 Darkness damage.
Status Infliction: 148 VS Status Resistance: 32
Terror Goblin Spear was inflicted with Poison!
(Without Spectre Sword with Haunted Soul (Doomed))
Resist! Mad Vine takes 18 Earth damage.
Mad Vine takes 26 Darkness damage.
Status Infliction: 148 VS Status Resistance: 21
Mad Vine was inflicted with Poison!
As you can see, the status infliction is the same. I should be getting 40 more status infliction (10 from half of Dark Invasion, and 30 from having a Doomed Weapon).
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Green Journal |
Posted by: Mivereous - 11-17-2015, 06:43 AM - Forum: Adventure Log
- No Replies
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A green hardback journal, with "N. Ryntor" on the bottom right corner of the front. It resides on a bookshelf in the private residence of Cassius and Nylise.
I keep having weird dreams, and I thought I should keep a record of them, they're just so weird. And not like the 'Airi kills me because I exist' ones.
The last one was pretty recent, so I'll start there. The black beasts were in the forest, and I was helping clear them out, since it was so close to Cellsvich. Then I was suddenly in front of some kind of tower in the sand, and I felt like I had to get to the top. When I did, there was someone there in some kind of heavy armor, and I was just so mad about having to climb that far that I pushed him off. It felt like they were bad, anyways. Then a heavily armored Vicky was there, and told me the forest was almost clear, and the tower exploded from the side, Vicky disappeared, and I was flat on my back and I couldn't move. There was someone walking towards me, but I couldn't see their face. It looked like their neck was about to break, the way it was crooked to the side. I could see their outline clearly, but I couldn't feel them like they weren't real or something. I was trying to sit up so I could see them, or move, or anything, but it was like I was pinned down. The floor beneath me collapsed when they got closer, and I woke up and nearly smacked Cassy because I was still trying to move myself.
I dunno, I thought it was pretty weird. Pretty real, too.
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Elemental Traps |
Posted by: Autumn - 11-17-2015, 06:13 AM - Forum: Bug Reports
- Replies (1)
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It seems that elemental impacted traps such as Blazing, Freezing and Swift aren't working to their intended effects(or their effects are hidden to me still, if thats the case then ignore me)
Blazing Traps seem to do nothing, I don't find any increased fire damage or cinder tiles left behind when it goes off
Freezing Traps don't seem to do anything either, no increased ice damage or extra ice tiles are left behind when it goes off
Swift Traps don't seem to be doing extra damage even though it says "The trap is Overcharged!"
Quaking traps add Defense as damage, which I assume is intended
and Raging traps add +2 placement range/4 activation range, which I also assume is intended.
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Fauty Trigger |
Posted by: Ranylyn - 11-17-2015, 01:11 AM - Forum: Bug Reports
- Replies (1)
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Wind Trap: Does damage to the enemy that triggers it, and knocks all enemies back.
Trigger: "Naturally, it damages enemies in range."
When manually triggered: No damage is done, just knockback.
Untested with Ice. Fire works normally.
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Down And Out (Knockdown) |
Posted by: Slydria - 11-16-2015, 09:29 PM - Forum: Balance Fu
- Replies (16)
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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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Venator Academy Registration |
Posted by: catabur - 11-16-2015, 08:49 AM - Forum: Lordwain
- Replies (5)
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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)
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[float=left] [/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)
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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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