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  Coastal Fishing
Posted by: Exxy - 10-26-2015, 07:16 PM - Forum: Suggestions - Replies (4)

As it stands currently, you can't fish at the new coastal map. I don't see a reason why you shouldn't be able to and would like to suggest it being implemented.

On another note (I thought of while making this thread), I'd like to suggest to add Coastal Cove-only fish and new recipes utilizing them (I.E. Sharks and Shark Soup or something like that).

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  Taking Stock
Posted by: Mivereous - 10-26-2015, 01:41 PM - Forum: Suggestions - Replies (1)

It would be pretty neat if we could see the total amount of materials we have next to the required amount in the crafting lists.

I.e.,
Click Longsword.
Click Iron Ore.
"(15) 5 Iron Ore"

Same way for potions and other crafts, too.

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  It Works, or It Doesn't
Posted by: Mivereous - 10-26-2015, 05:05 AM - Forum: Suggestions - Replies (2)

What if we changed Anti-Toxin to reduce the level of poison by half your level? As it currently stands, it only removes it if it is exactly or below half your level, which doesn't help against our new level 31+ poison overlords.

Just a thought.

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  Physical Magical Attacks
Posted by: Ignored Knowledge - 10-26-2015, 01:28 AM - Forum: Bug Reports - Replies (4)

According to the wiki:

Quote:Protection is a term for how much incoming damage can be reduced. It is a number which is calculated like so:

Modifying Stat + Armor Factor + Other modifiers = Protection

Modifying Stat is Defense if the damage is physical, and Resistance if it is magical. Armor Factor is equal to your armor's Defense if the damage is physical, and its Magic Protection if magical.

Some weapons have colorful descriptions along with damage types that are not 'physical' such as water or fire for example, but they're counted as physical. Both in defense and from skills that react to physical damage. (Besides tomes. Maybe) What I mean by damage type -I mean the actual damage type of the weapon and not any additions.

Was this intentional?

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  MA Promotion Suggestion: Masseuse
Posted by: Kavoir - 10-25-2015, 10:23 PM - Forum: Suggestions - Replies (1)

Non-Skill Stuff:

MA Promo
Unlock 1: Use Cleanse Body while you have at least 3 status Effects
Unlock 2: End a battle with poison
Stats: 2 WIL 3 SKI 2 LUC 1 RES
Growths: 20 STR, 0 WIL, 30 CEL, 30 SKI, 10 DEF, 30 RES, 0 VIT, 20 LUC 0 FAI
Weapons: Fists
Silly Lore Blurb: Now Zeran’s as a general rule at least try to do everything better than everyone else. So when they discovered the traditional Onigan Medicine they tried to do it better. As it turns out upping the dosage on a lot of traditional medicines does a lot more harm than good. So they briefly considered using this as a method to train assassins. But it was so horribly inefficient that was given up before the first set of recruits were trained. The assassination idea was scrapped close to a 100 years ago now. This cultural appropriation lives on in extreme massage and scented oils now just part of the culture that is better than the Onigan equivalent. Because hell it is a lot more potent and more than a little quicker.

Passive Skills:
Potent Brews: Your infliction chance with Ointment skills goes up based on rank but you have a chance of receiving the effect yourself
Rank 1: 10%
Rank 2: 20%
Rank 3: 30%
Rank 4: 40%

Magic Hands: While you have no Ointments active your basic fist attacks steal FP
Rank 1: 5% of damage
Rank 2: 10% of Damage
Rank 3: 10% of Damage +2
Rank 4: 10% of Damage+5

Conditioned body: Gain resistance to status effects based on VItality
Rank 1: ½ Vitality
Rank 2: ½ VIT+5
Rank 3: This skill does not take up a Skill Slot
Rank 4: ½ VIT+10

Used to it: Your liver and the magical equivalent thereof is a bit overactive
Rank 1: REduces the duration of Status Effect on you by 1 if they are initially 5 or more
Rank 2: Toggle Skill
Rank 3: Only reduces the duration of status effects caused by others.
Rank 4: The minimum duration to be reduced becomes 3

Innate Skills:
Sick Moves: Critical hits add one to the duration of 2 round acupuncturist skills.

Active Skills:
Ointment skills:
Burning Balm: 1 M If your next basic fist attack connects it has a chance of inflicting burn of a level based on Rank. If you have another ointment skill active you cannot use this skill. The Duration of the status effect is 2 rounds
Rank 1: 20 FP LEvel 10 Burn
Rank 2: 20 FP Level 20 Burn
Rank 3: 20 FP Level 30 Burn
Rank 4: 20 FP Level 30 Burn and your punch also does 10 Fire Damage

Foul Foundation: 1 M If your next basic fist attack connects it has a chance of inflicting poison of a level based on Rank. If you have another ointment skill active you cannot use this skill. The Duration of the status effect is 2
Rank 1: 20 FP Level 10 Poison
Rank 2: 20 FP Level 20 Poison
Rank 3: 20 FP Level 30 Poison
Rank 4: 20 FP Level 30 Poison and your punch also does 10 Acid Damage

Terror Toxin: 1 M If your next basic fist attack connects it has a chance of inflicting fear as well as a bonus chance of working based on rank. If you have another ointment skill active you cannot use this skill. The Duration of the status effect is 2
Rank 1: 20 FP
Rank 2: 20 FP +10% infliction chance
Rank 3: 20 FP +20% infliction chance
Rank 3: 20 FP +30% infliction chance
Rank 4: 20 FP +30% infliction chance the attack also does 10 Poison damage (Not as an ongoing thing)

Punch-out Potion: 1 M If your next basic fist attack connects it has a chance of inflicting knock down deals bonus damage based on Rank. If you have another ointment skill active you cannot use this skill. 2 rounds
Rank 1: 10 FP
Rank 2: 10 FP +5 Damage
Rank 3: 10 FP +8 Damage
Rank 4: 10 FP +10 Damage

Dashing Dressing: 1 M If your next basic fist attack connects it has a chance of inflicting charm of a level based on Rank. If you have another ointment skill active you cannot use this skill. 2 rounds
Rank 1: 30 FP Level 10
Rank 2: 30 FP Level 15
Rank 3: 30 FP Level 20
Rank 4: 30 FP Level 25

Sticky Salve: 1 M If your next basic fist attack connects it has a chance of inflicting stuck(Making you move with them if you are adjacent) and reducing evade based on Rank. If you have another ointment skill active you cannot use this skill. 2 rounds
Rank 1: 20 FP
Rank 2: 20 FP -5 Evade
Rank 3: 20 FP -10 Evade
Rank 4: 20 FP -15 Evade

Lavish Lotion: 1 M If your next basic fist attack connects it has a chance of inflicting hesitation of a level based on Rank. If you have another ointment skill active you cannot use this skill. 2 Rounds
Rank 1: 20 FP Rank 10
Rank 2: 20 FP Rank 15
Rank 3: 20 FP Rank 20
Rank 4: 20 FP Rank 25

Censorship Cream: 1 M if your next basic fist attack connects it has a chance of inflicting silence and reducing FP based on rank If you have another ointment skill active you cannot use this skill. 2 Rounds
Rank 1: 30 FP
Rank 2: 30 FP 5 FP damage
Rank 3: 30 FP 10 FP damage
Rank 4: 30 FP 15 FP Damage

Obtrusive Oil: 1 M if your next basic fist attack connects it has a chance of inflicting interference with increased hit based on rank. If you have another ointment skill active you cannot use this skill. The duration of the Status Effect is 2 rounds
Rank 1: 30 FP
Rank 2: 30 FP + 10 Hit
Rank 3: 30 FP +20 HIt
Rank 4: 30 FP +30 Hit

Other skills:

Painful Points: Deal ½ SKI damage to an ally or enemy. every turn following they get regeneration equal to the damage dealt.
Rank 1: 30 FP 2 rounds
Rank 2: 3 Rounds
Rank 3: 4 Rounds
Rank 4: 5 rounds

New Needle: While someone is under the effect of one of your Masseuse skills they get the duration reset. Requires a new Infection success 3 M
Rank 1: 40 FP most recent skill only
Rank 2: 40 FP 3 most recent skills
Rank 3: 40 FP all skills reset
Rank 4: 30 FP

Malpractice Mixing: You can switch status effects with your opponent.
Rank 1: 50 FP standard Status Infliction chance -25
Rank 2: 50 FP Standard Status Infliction chance -10
Rank 3: 50 FP Standard Status Infliction chance
Rank 4: 40 FP

Ancient Accelerant: If you succeed on a second status infliction roll you can make Masseuse status effects unremovable.
Rank 1: 40 FP reduces duration by 2 rounds
Rank 2: 40 FP reduces duration by 1 Round
Rank 3: 35 FP Reduces Duration by 1 Round
Rank 4: 30 FP Reduces Duration by 1 Round


Energetic Expulsion: 3 M lasts 3 Rounds while under the effect of this status effect any other status effects on you that end naturally(Without a healing skill like cleanse body) cause you to do 10 Acid damage to all nearby enemies within a range 2 circle.
Rank 1: 30 FP
Rank 2: 30 FP 3 range circle
Rank 3: Last 4 rounds
Rank 4: Lasts 5 Rounds

Notes about things
Basically although the base MA Class is a bit heavy on the Mysticism and focus I feel like they should have at least one promotion that represents either the range of movement and careful positioning and pressure points(This one) or one that is actually based around using your body as a weapon.(Working on it) I would honestly prefer more deliberating stuff rather than conventional status effects but I didn't have much in the way of ideas. I could say more words but whatever probably better to answer questions. Totally taking skill suggestions on this. I just felt like suggesting an MA promotion that wasn't does elemental damage based on stat other then Strength Scaling not that Vergras and Monk are not very different.

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  Sarashi Gi, Locking Guard
Posted by: Sawrock - 10-25-2015, 04:01 AM - Forum: Bug Reports - Replies (3)

Sarashi Gi's evade boost doesn't seem to be working. Would ambidexterity mess it up?

Locking guard's evade boost works, but it doesn't stack when you have two weapons with Locking Guard. Intended?

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  Black Books
Posted by: Sawrock - 10-24-2015, 06:21 PM - Forum: Suggestions - Replies (2)

Can we have more black books from Blast Beasts for smithing and the other crafting skills?

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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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