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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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  Emoticon Macro Option Idea
Posted by: Exxy - 11-11-2015, 07:48 PM - Forum: Suggestions - No Replies

Random thought but, suppose there were an option for an Emoticon Macro in Settings. Whenever you would say a trigger, it would go off.

Example:

A Bystander says, "What do you mean, arrest?"

*A question mark would appear above their head, as if they typed "question" right after*

-OR-

Suppose you enter *question* in the middle of a line of text and it does the emoticon.

Example:

emote" seems to be confused, at the mentioning of an arrest being made.*question* Although he seems to be at peace with said action, resigning himself to allow the guard the means to escort him away- restrained or not.

-----

End-Note: Granted there would have to be limitations to this, suppose a max of 3-5 macros to prevent spamming.

Edit: Or to give a "Cooldown" period were macros would not be allowed... or just a flat-out refusal of macros if they exceed the limit.

Also, this may be one of my ideas that sounds better on paper than in practice. . . xD

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  Mayelia and Soul Engine
Posted by: Autumn - 11-11-2015, 05:36 AM - Forum: Bug Reports - Replies (9)

It seems that the light armor Mayelia doesn't restore 15% HP to a dullahan who has to miss their turn thanks to Soul Engine

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  Hooked Spearhead
Posted by: Slydria - 11-11-2015, 03:26 AM - Forum: Balance Fu - Replies (8)

Hooked Spearhead is too effective when paired with Charge Bash or Hirazuki due to how many times the effect triggers. While you can wear Spiked Treads to completely stop it, I think it's still too effective.

Charge Bash w/ Hooked Spearhead (50% STR unresistable Pierce Damage 5 times):

Quote:Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.

Hirazuki w/ Hooked Spearhead (75% STR + WPN Power + 3-15 Damage physical Pierce Damage + 50% STR unresistable Pierce Damage 6 times):
Quote:Jammer takes 79 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.
Jammer takes 27 Pierce damage.

I think it should only deal it's bonus damage once per 'push/pull' motion, no matter how many tiles you push/pull them along with you.

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  Silver Fits
Posted by: Raigen.Convict - 11-10-2015, 11:18 PM - Forum: Bug Reports - Replies (2)

Silvermists still lets vampires recover HP when hit by soul chains, I bore witness to this during a friendly spar.

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  Ghostier Ghosthands
Posted by: Autumn - 11-10-2015, 06:27 AM - Forum: Suggestions - Replies (6)

I want to discuss the possibility of Ghosthands being able to get rid of the momentum reduction from hitting a resist, I'd rather gather a few thoughts about this kind of idea

1. Ghosthands will completely ignore resist message momentum reduction for skills that use a weapon (IE: Stuff like Basic Attacks, Sidecut, Chaser, Turnover, Crystal Rose)

2. Ghosthands will completely ignore resist message momentum reduction for all skills


I like the idea of the first, but put the second one in anyway, discuss?

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