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SL2 Version 2.49 Update Notes
#1
Basic Attack, Damage Systems Overhaul
These systems have received a technical overhaul & code reorganization.
Of major note are these changes that have come with this:
  • Guns have changed significantly. They now behave as every other weapon, but their basic attacks are separated into damage instances equal to their rounds (which is to say, their SWA is spread evenly between them). Each instance can hit or critically hit independently. Effects that activate On Hit, On Critical, or On Attacked will only activate once, regardless of how many attacks a weapon makes.
  • It is now possibly to evade damage from skills/spells entirely. For the previous Evasion system, skill accuracy was considered to be 90% always; now it will use the Hit of the weapon using the skill. This does not have any special restrictions tied to it currently; however, you still cannot dodge status/bonus damage, or damage that ignores evasion.
  • Due to the above change, On Attacked effects will now activate in response to damage that can be dodged, meaning they will activate things such as Poise, as well as tick down 'Evade Bonus for X Attack' effects.
  • Note for above: Both on attacked effects that activate on hit, and those that activate on evade, can be activated at the same time if multiple damage instances are applied at once (IE, gun attacks, where at least one attack hits and at least one misses).

Glancing Blows
- When taking damage that can be evaded, the hit check is performed twice, and the damage dealt is influenced by the results:
  • 2 Hits - 100% Damage Dealt
  • 1 Hit - 40% Damage Dealt (A glancing blow that is partially evaded.)
  • 0 Hits - 0% Damage Dealt (Fully evaded attack)

Weapon Scaling Adjustments
Weapons now have a main stat (dmg_stat) that determines which stat they scale with. Every weapon's baseline is 100%. (IE, every single Swords scales with 100% STR, baseline.)
  • STR - Swords, Axes, Spears, Bows, Fists, Monster, Youkai
  • WIL - Tomes, Gem-Headed Staves
  • GUI - Daggers, Guns
- Many weapons also have a scaling modifier(s) that will change the scaling of the weapon. For example, an Autopistol has the Firearms scaling tag; this reduces the main stat by 40% and increases SKI scaling by 40%, meaning the scaling for it becomes 60% GUI 40% SKI.

Evade & Hit Bonus Cap
There is now a maximum bonus of +50 for both Evade and Hit. (These apply after all calculations, meaning the final total modifier can only be +50. If you have +100, but -40 from debuffs, you will still receive a +50 bonus.)
Everything except the following are considered bonuses which are capped:
  • Base Stats
  • Equipment Stats (IE, weapon/hand Hit, armor/leg Evade)
  • Field Effects (excluding Formations; may change)
  • Game Mechanics (Broken weaponry, farshot penalty, flanking, close-range penalty for bows, battle weight penalty, wounds)
  • Guard (for Evade)
Hit/Evade Tuning
  • Flanking bonus changed to 10 + scaled GUI. Reduction for not satisfying conditions changed to 33% of total value instead of 50% of current value. (IE, if flanking from the sides by yourself, now uses 33% of your total Flanking instead of 25%. Flanking from behind gives 66% instead of 50%, etc.)
  • LUC no longer gives Hit or Evade. (Experimental. Description not updated.)
  • Twin Dance now works with ranged weapons that are not Bows. (Description not updated yet; experimental.)
  • Ninja Armor evade reduced to 9, gained new item property. Swimsuit evade reduced to 8.

Default Hit values for weapon types is the following (some were not changed):
  • Sword: 80%
  • Axes: 75%
  • Spears: 85%
  • Bows: 80%
  • Daggers: 75%
  • Guns: 80%
  • Tomes: 85%
  • Fists: 80%
  • Monster/Youkai: 90%
Individual weapon Hit adjustments:
  • Staff of Eyes - 105 > Default
  • Fellgrant Drinker - 100 > Default
  • Sky Mantis Scythe - 100 > 90
  • Bell of No Rest - 100 > 85
  • Atlaua's Abaniko - 100 > 80
  • Eternal Solitude - 90 > Default
  • Revolver Raid Cannon - 100 > 85
  • Guiding Shot - 100 > 90
  • Star Shooter - 100 > 85
  • Seed Sniper - 100 > 85
  • Grudge Claws - 96 > 85
  • Pillawag - 95 > 80
  • Anchor Edge - 95 > 80
  • Razing Salamander - 95 > 85
  • Noble Axe - 95 > 85
  • Tarnada - 95 > Default
  • Aquaphobia - 95 > 90
  • Mortissimo - 95 > 85
  • Vorpal Fang - 90 > Default
  • Moonblade - 90 > 85
  • Buzzing Chakram - 90 > 85
  • Hexfang - 90 > 80
  • Fangfare - 90 > Default
  • Hundred-Reflection Spear - 90 > Default
  • Yin - 90 > 85
  • Yang - 90 > 85
  • Toyatori - 90 > 85
  • Sheer Cold - 90 > 80
  • Javelin - 90 > Default
  • Kraken's Sigh - 95 > Default
  • River Sword - 90 > Default
  • Spirit Sword - 90 > Default
  • Shine Sword - 90 > 85
  • Filcherbird - 90 > 85
  • Pinchers - 90 > 85
  • Hakouhen Masterwork Katana - 80 > 85
  • Skullcaver - 80 > Default
  • Manic Slasher - 80 > Default
  • Carteblanche - 75 > Default
  • Hold Upper - 75 > Default
  • Magical Nova - 70 > Default
  • Firthrower - 75 > Default
  • Corvis Cannon - 75 > Default
  • Crazy Coyote - 70 > Default
  • Shotgun - 70 > Default
  • Jackhammer - 55 > 60
  • Torment Noctis - 60 > 70
Type A Modifier Adjustments
  • Flip Shot - Hit bonus changed from +5 per Rank to +3 per Rank.
  • Retreat Flight - Hit bonus changed from +5 per Rank to +3 per Rank.
  • Couloir - Hit bonus changed from 3+4 per Rank to +3 per Rank.
  • Dive Down - Hit bonus changed from +5 per Rank to +3 per Rank.
  • Pierce Linker - Hit bonus changed from +5 per Rank to +3 per Rank.
  • Hanging - Hit bonus changed from 2+Rank per tile to Rank per tile.
Type B Modifier Adjustments
  • Acrobatic Shooting - Evade changed from 10 per Rank to 1 + 3 per Rank.
  • Fade Out - Evade changed from +20 (3 attacks) to +15 (3 attacks).
  • Mercalan Mist - Evade changed from 10 per Rank to 5 per Rank.
  • Disengage - Evade changed from +45 (1 attack) to +30 (1 attack).
  • Nest Flight - Evade changed from +45 (1 attack) to +30 (1 attack).
  • Feather Veil - Evade changed from 10+5 per Rank to 5 per Rank (Status Resist is unchanged).
  • Dark Imbue - Hit changed from 5 per Rank to 3 per Rank.
  • Southern Wind - Evade changed from +12/+18 to 1+3 per Rank (doubled if on south side). Max rank changed to 3.
  • Distortion - Evade changed from 10 + 5 per Rank to 5 + 5 per Rank. Max rank changed to 3.
  • Blotch - Hit and Evade modifier changed to 1 + 3 per Rank. Duration changed to 5 rounds. Max rank changed to 3.
  • Night Shade - Evade changed from +35 (2 attacks) to +25 (2 attacks).
  • Miragewalk - Evade changed from +25 (1 attack) to +15 (1 attack).
  • Windstream - Evade changed from +25 to +15.
Type C Modifier Adjustments
  • Golden Eyes - No longer gives bonus Hit.
  • Aerial Attacker - Hit bonus changed to +10 (does not scale). Power bonus increased to 30% SAN (from 20%).
  • Red Dice, Yellow Dice, Green Dice - Maximum multiplier is now 5x.
  • Snipe - Hit bonus changed from 4 per Rank to 2 per Rank.
  • Dynamic Shooting - Hit bonus changed from 3 per Rank to 2 per Rank.
  • Protection from Arrows - Evade bonus changed from 8 per Rank to 5 per Rank.
  • Unarmored Prowess - Evade bonus changed from 4 per Rank to 1 + 3 per Rank. Max rank changed to 3.
  • Trained Fists - Hit bonus changed from 4 per Rank to 1 + 3 per Rank. Max rank changed to 3.
Weapon Part Adjustments
  • Extended Pole - Hit changed from +10 to +5.
  • Crescent Spearhead - Hit changed from +10 to +5.
  • Leather Knuckles - Hit changed from +10 to +5.
  • Double String - Critical changed from -15 to -5.
  • Double Barrel - Hit changed from +10 to +5.
  • Scatter Bullets - Hit changed from +10 to +5.

Enchantment Adjustments
  • Reaper; changed to +5 Power, +5 Critical (from +1 Power, +5 Critical).
  • Rebellion; changed to +1.5 Power, -2 Hit per 1 Rarity below 9 (from -3 Hit). No longer halved for Gun weapons.
  • Fated; changed to +3 to all parameters (from +1).
  • Vorpal; Effect changed - +10 Weapon Critical, +5% Critical Damage. When critically hitting monsters with this weapon (excluding bosses, and monsters whose level is 10 or more higher than yours): 5% chance for the attack to do a Vorpal Strike, dealing 9999 Akashic damage.
    NOTE: Vorpal Dagger's bonus applies +UL% to the chance of 5%, basically becoming 6.2%.
  • Mirrored enchantment's retaliation damage now only applies if the Guard LV is at least 30.

Various Balance Adjustments
NOTE: Due to this update being in testing for so long, and the various changes made, these entries are relatively unorganized. Sorry about that.
  • Skitterscale's bonus is now +5 Evade and +2 Defense. Terrasque will get +10 Evade instead.
  • Fight As One - Max rank changed to 3. All bonuses changed to 1 + 3 per Rank.
  • Blessed - Bonus Hit granted by Divine Sign changed to SR x 1 (from SR x 2).
  • Silver Bullets - Bonus Power versus Beasts/Kaelensia changed to +15 (from +3).
  • Nitrogen Drop - Damage changed to use SWA (100% + 15% per Rank). Damage now ignores evasion. Now has a 2 round cooldown.
  • Absolute Death, Flow, Fear - LV for these effects/etc treat the Ki as if its LV was 5 higher than it actually is. (For changes below; no change to the skills otherwise).
  • Fear - Hit penalty reduced to 15.
  • Nighthunt - SKI penalty changed from -20% to -5.
  • Locking Guard - Hit penalty changed from -10 to -5.
  • Yomidori - Hit penalty changed to 1 + 3 per Rank; no longer increased by Katana Master. (Was mistakenly being applied as a percentage modifier.)
  • Kenki, Sakki, Touki - LV changed to 10 (from 15).
  • Superiority - Hit penalty capped at -15 total.
  • Covering Fire - Hit/Crit penalty changed to 3 x Rank (from 10 x Rank).
  • Blind - Now functions as a cap to final hit chance; 50% by default, 75% with Blind Fighting, Golden Eyes changed to +2% per Scaled SAN. (IE, with 10 Scaled SAN and no Blind Fighting, you would have a 60% cap.)
  • Brighten - Glowing LV is no longer doubled.
  • Bright Bishop - Glowing LV and Light Shaft LV is now 3 x Rank (from 10 x Rank).
  • Illuminated Rune - Glowing LV from Resonate and Trigger effects changed to Rank x Rune Level (from Rank x 4/8 per Rune Level respectively).
  • Invisible Weapon - Max rank changed to 3. Evade Reduction changed to Rank x 10 (30 at max Rank, 40 previously).
  • Scarlet Twister - Now deals Wind/Dark ATK based damage. Damage cut for using non-Tome casting tools removed.
  • Blood Spike - Now deals Ice/Dark ATK based damage. Elem ATK ratio reduced to 50%+10% per Rank (from 60%+10%). Damage cut for using non-Tome casting tools removed.
  • Green-Scale Tunic; Evade bonus cap changed to UL (from UL x 2). FP reduction effect changed to UL/2 (from UL).
  • Shine Ray's Light Shaft LV changed to Rank x 5 (from half of unmitigated damage).
  • Photon Rose; Effect changed - Charm LV is now based on the number of times the Light damage hits. (LV = 5 x hits).
  • Updated Fallenharn to have it behave similar to other skills, where evading its damage disallows its inflictions.
  • Agile Protection; No longer mentions Evasion. Crit Evade reduced to 5 per Rank (from 10 per Rank).
  • Ice Point Guard; No longer gives Guard when used. No longer mentions Evasion.
  • Kickboxing Shoes+ no longer has the 'bonus hit but only versus Evasion' item property.
  • Amalgama's Formidable mutation; no longer gives Badly Beaten. Now has a 10 round cooldown.
  • Amalgama's Gainsight mutation; effect changed to give Disengage LV 15 for 1 round, 1 attack when triggered.
  • Phenex's From The Ashes; no longer gives a status. Instead, puts the skill on a cooldown when triggered.
  • Rogue's Evasion; Name changed to Dodger. Max rank changed to 1. Now main class only. Effect changed; Rogues are, without saying, naturals at avoiding things, whether that be the law, or a swift kick to the jewels. Increases your base Evade by 5 (this is considered a base increase, and is not affected by the +50 Evade bonus cap.)
  • Aquamancer's Ring of Pearls; Base effect changed - Surround yourself with an enchanted circle of magical pearls for 5 rounds. While active, the pearls will intercept attacks, boosting your Evade (based on Rank), as well as increasing your success rate when Convert Enemy effects are applied to sea-faring races. In addition, at a chance equal to 30% + (half of Scaled SKI), the pearls may parry attacks made by swords, axes, spears, and fists, reducing their damage by 25%.
  • Boxer's Swaying; Effect changed - Requires 3 Momentum or all of your Momentum, whichever is higher. Once used, until your next turn, you begin Swaying, which boosts your Evade (based on Rank). (10 + 10 per Rank Evade).
  • In-Fighter Gi; removed item property relating to Evasion.
  • Preordinance; effect changed to give Disengage LV 15 2 rounds, 1 attack when triggered. Swift Preordinance gives LV 10, and Patient Preordinance gives LV 25 (but only triggers every 4 rounds).
  • Class Board; mouse wheeling over skill entries now properly changes the page. Made it easier to click skill entries (IE, you can now click the text).
  • Lift Off now has a 2 round cooldown.
  • Adjusted the SKI values of some monsters.
  • Shine Knight's skills have changed;
        - Shining Charisma -> Shining in the Darkness; Grants Light and Dark damage immunity.
        - Shining Radiance; Now treats those who attack the unit as if they were Blinded.
  • Snake Dancer; Effect updated - Dance around your foe's attacks, frustrating them. While in Cobra Stance, when you evade an attack, you will step away 1 tile in a random direction. (At Rank 2, does not take a skill slot to equip.)
  • Toyatori; Now spawns 3 Ice Sheets per attack (change made due to the update to the mechanics behind Gun attacks).
  • Haste Rune; Evasion ignoring effect now only applies to linked Trigger effects.
  • Fist weapons now have a two-hit attack pattern. (Mainly interested in seeing if people like this style or if they'd prefer it to be a single hit for all non-Guns.)
  • Evade damage reduction multiplier for non-basic attack damage is now 70%. (This is an experimental change for the purposes of gathering feedback, etc.)

Secondary Effect Avoidance
- Skills listed below that have secondary effects can now have those effects prevented from activating if all damage it deals is avoided (either through evasion or prevention effects such as Body of Isesip, etc.)
- NOTE: Even if a skill is not listed here or otherwise ignores evasion, it may still be prevented via prevention effects, etc.
---
Monster skills with avoidable secondary effects:
  • Deep Strike
  • Denile
  • Acid Shock
  • Argent Bite
  • Ignis
  • Red Sea
  • Star Stream
  • Collapse
  • Sand Fling
  • Angler Light
  • Petrification Gaze
  • Unending Hunger
  • Ooze Acid
  • Immolate
  • Bad Fall
  • Grave's Chill
  • Raven
  • Head Cracker
  • Ravage Spin
Monster skills that now ignore evasion:
  • Black Roar
  • Crippling Tone
  • Chilling Howl
  • Banshee Wail
  • Self-Detonate
Class skills with avoidable secondary effects:
  • Starbow
  • Aerial Razor
  • Forest Fiend
  • Frigid Arrow
  • Wind Runner
  • Pressure Fletch
  • Agile Androcobra
  • Sonic Arrow
  • Cold Splash
  • Water Pillar
  • Lantern Bearer Psuedoelementals
  • Needle
  • Crystal Rose
  • Oarring
  • Swooping Stroke
  • Reaper Scythe
  • Cut Down
  • Scarlet Twister
  • Blood Spike
  • Kagekiri
  • Toiken
  • Sharenzan
  • Hirazuki
  • Raijinken
  • Isendo
  • Talvyd
  • Miu
  • Famiuga
  • Explosion
  • Ryemei
  • Wind Slasher
  • Libegrande
  • Vydel
  • Black Bubble
  • Underworld Flame
  • Wretched Oil
  • Fleeing Spectres
  • Black Static
  • Heaven Kick
  • Light Tomahawk
  • Peddling Wheel
  • Sturm Shreik
  • Felhook
  • Orkam Drehen (Nachbeben)
  • Felsmanege (Nachbeben)
  • Asura Fist (Nachbeben)
  • Korkenzieher
  • Dense Thunder
  • Sky Chariot
  • Dragon Gale
  • Terra Strike
  • Kadouha
  • Rising Kick (Greaves, etc.)
  • Point Kick
  • Cold Front
  • Icicle Spear
  • Axe Kick
  • Face Stomp
  • Shinken (Piercing)
  • Turnover
  • Mad Chop
  • Execute
  • Retreating Swipe (Diamond Blade)
  • Board Shaker
  • Bright Bishop
  • Crescent Rook
  • Chaser
  • Lead Storm
  • Matador Damage (Goring Horns, etc.)
  • Bellowing Stag
  • Tactician Spells (Some status infs, Tactics Rank boosts)
  • Fray
  • Vanishing Strike
  • Black Bolt (except Void Pollution)
  • Detogate
  • Flamethrower
  • Bullet Shred
Class skills that now ignore evasion:
  • Thunder Bolt (Field object explosion effect only)
  • Wild Waterfall
  • Steam Sear
  • Skyhigh (now has 1 round CD)
  • Divine Shower
  • Soaring Spear
  • Lift Off
  • Death Gaze
  • Explosion
  • Intensify Cold
  • Vydel (only if invoked)
  • Grandupper
  • Setting Sun
  • Icicle Spear (enhanced only)
  • Face Stomp
  • Execute
  • Crashing Bull
  • Acid Rain (now has 2 round CD)
  • Frigid Formation
  • Dark Detonate
  • Eliminate (now has 3 round CD)
Youkai skills with avoidable secondary effects:
  • Fire Wail
  • Cat's Claw
  • Ruby Beam
  • Black Rose
  • Hunter Wind
  • Cresyr
  • Frostbite
  • Shatter Beam
  • Acid Jet
  • Drown
Youkai skills that now ignore evasion:
  • Whirlpool
  • Lord's Flame

Magic Gunner Changes
NOTE: SP = Shell Power, BP = Bonus Power, HP = High Power
NOTE: Unless otherwise noted, damage from all shells is considered magic & bonus damage.
  • Overcharge - Expending an Overcharge Shot puts this skill on a 3 round CD. While on CD, disables Magic Shell effects. (Basically, the CD of this skill replaces the Reloading status effect.)
  • Arcane Gun - WIL scaling bonus removed. Effect changed; Once per round, when using a Magic Shell skill, restores 10 FP.
  • Spark Drive - After the skill activates, it is now put on a 2 round CD.
  • One Overcharge - Name changed to Overheat Bullet. Effect changed; While Overcharge is on cooldown, for Gun weapons only: +Rank SWA, +Rank x 2% Crit DMG.
  • Cooldown - Now has a 2 round CD. Effect changed; Now reduces the cooldown of Overcharge and Spark Drive. In addition, reduces the LV of any Burn status you have by Rank x 5.
  • Akimbo - Effect changed; If using two Handguns, now enables Twin Dance from Rogue base class (even if you don't have access to the skill). When using Twin Dance with two Handguns, the sub-weapon will fire off its normal amount of rounds (instead of 1).
  • Blaze Shell
        - Shell: 5x[SP] Armor-Ignoring Fire DMG
        - Bonus: 10x[BP] Fire DMG, chance to inflict Burn LV X (3x[BP])/3 rounds
        - High: In 5 Range - 10x[HP] Fire DMG, and creates Cinders LV X (25% of Fire ATK)/3 rounds
  • Celsius Shell
        - Shell: 5x[SP] Armor-Ignoring Ice DMG
        - Bonus: 10x[SP] Ice DMG, chance to inflict Frostbite LV X (3x[BP])/3 rounds
        - High: In 5 Range - 10x[HP] Ice DMG, and creates Ice Sheets/3 rounds. Original Target: Inflicts Frozen LV 20x[HP]/2 rounds. Other Targets: Inflicts Celsius LV2 until your next turn.
  • Bright Shell
        - Shell: 5x[SP] Armor-Ignoring Light DMG
        - Bonus:10x[BP] Light DMG, chance to inflict Glowing LV (3x[BP])/3 rounds. Creates Light Shafts LV X (3x[BP])/3 rounds in a line to target.
        - High: Fires a powerful laser at the target dealing 15x[HP] Light DMG, and chance to inflict Blind/3 rounds.
  • Magnet Shell
        - Shell: 5x[SP] Armor-Ignoring Earth DMG and inflicts Magnetize LV X (3x[SP])/3 rounds
        - Bonus: 10x[BP] Earth DMG and pulls all Magnetized enemies 3 tiles towards the target.
        - High: 15x[HP] Earth DMG and inflicts Attract Objects LV3/3 rounds. (Attract Objects: At the start of a new round, all bombs and traps placed by enemies are pulled 3 tiles towards you.)
  • Chain Shell
        - Shell: 5x[SP] Armor-Ignoring Lightning DMG to target + 1 other in 3 Range
        - Bonus: 8x[BP] Lightning DMG to target + 2 others in 3 Range
        - High: 15x[HP] Lightning DMG, and chance to inflict Immobilize until your next turn. If successful, also inflict Lingering Damage (Lightning) LV X (5x[HP])/3 rounds
  • Vamp Shell
        - Shell: 5x[SP] Armor-Ignoring Dark DMG and heal HP equal to half DMG dealt
        - Bonus: 10x[BP] Dark DMG and steal FP from the target equal to half DMG dealt
        - High: 10x[HP] Dark DMG and steal 2 of all the target's stats (except VIT)/3 rounds
  • Null Shell
        - Shell: 5x[SP] Armor-Ignoring Null DMG
        - Bonus: 10x[BP] Null DMG and lower target's elemental resistances by 10%/3 rounds
        - High: Dispells up to 4 beneficial status effects.
  • Sonic Shell
        - Shell: 5x[SP] Armor-Ignoring Sound DMG
        - Bonus: 10x[BP] Sound DMG, chance to inflict Silence/2 rounds
        - High: If Safety is Off: Attack becomes an auto-hit. Chance to inflict Knocked Down. User gains Sonic Speed LV X (2x[HP])/5 rounds. (Sonic Speed - Movement type becomes Teleport. +1 Move. +LV Evade.)
  • Interference Shell
        - Shell: 3x[SP] FP Reduction
        - Bonus: If target is a summoned unit, unsummons them. Otherwise, inflicts Spelldaze/1 round.
        - High: In 4 Range: Unsummons summoned enemy units. Breaks enemy invocations. Inflicts Interference for X rounds (50% of [HP]). Can inflict Stun on Machines, Mechanations, Dullahans, and Liches.
  • Lucky Shell; Basic effect is now +(1 x SP) LUC (from 1).

Additional Changes
These changes were made at a later point along with a bunch of bug fixes.
  • The restriction for new dungeon rewards based on level difference no longer applies after level 45.
  • Orichalum and Oribark's bonus limitations based on level difference increased to +10 max (from +5).
  • Throwing Daggers will now only be depleted if the target is beyond melee Range.
  • Red Skies trait can now also be selected by Herons.
  • New Trait; Sound Skies - Heron or Phenex only. Used to staying in the skies for extended periods, these winged folk are capable of limited flight, similar to Corbies. They gain the Flight racial skill. (This unit, having wings, is capable of flight. While Airborne, this unit will hover when using Movement, allowing them to avoid field hazards and traps on the ground.)
  • Further Madness's emote trigger now uses a unique face icon state "madness_trait".
  • Reset Stone in Professor Pink's can be used if the server is in Testing Mode.
  • Thenos can now select the fish tail racial icon that Chimeras have.
  • The inventory now has icons for weight for weapons and armor in the main item list.
  • You can now sort items by weight in the sort menu.
  • It is now possible to build on floors where there are no players, even if there are in the house as a whole.
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