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Combat
Jul 25, 2007 10:21:33 GMT -5
Post by Syaoran on Jul 25, 2007 10:21:33 GMT -5
In this topic, the way combat is done will be discussed. It's a bit complicated, so feel free to ask questions if confused.
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Combat
Jul 25, 2007 10:31:08 GMT -5
Post by Syaoran on Jul 25, 2007 10:31:08 GMT -5
Alright as you may have noticed, there is HP but it's rather low. That's because HP in this Role-playing Game is a little different. HP is more so your actual body condition. As it drops you get closer to actual death, not just a KO. When you drop to 50% you're injured and all of your stats will drop by 20%. Once it drops to 25% HP, your stats will all be dropped by another 20% for a total loss of 40% of your stats.
Now you might be wondering: if that's true, than what about just getting a KO? Well that is what your Stamina (STA) and Magic Power (MP) are for. Not only do these pay the cost for using skills and spells, but they also take most of the damage from battle. They ultimately determine weather or not you pass out; once one of these hits zero, you're out like a light.
Also, on your turn you Recover 5% MP and STA.
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Combat
Jul 25, 2007 10:43:01 GMT -5
Post by Syaoran on Jul 25, 2007 10:43:01 GMT -5
FURY is a value used to determine how many things you can do before you're exhausted. Well doing different things cost different amounts of FURY.
Basic attack: 10 FURY Dodging: 3 FURY Defending: 0 FURY Spells/skills: Varies Throwing Objects: 10FURY Item: 5 FURY
Now, why do we have this FURY? Couldn't you just do like 3 things your turn and be done? No, 'cause that's not fun. We have this because you are not limited to moving on just your turn. As long as you have FURY, you're allowed to to act.
So wait, if you need FURY to act, then when does it come back? When it's your turn you regain 30% of your FURY, but you can't go over your max. In the first round of battle, you have only 40% Fury 'till your turn. You do NOT start off with full fury.
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Combat
Jul 25, 2007 11:13:40 GMT -5
Post by Syaoran on Jul 25, 2007 11:13:40 GMT -5
Now that you know the cost of attacking and acting, what are the rewards? In other words: how do you hurt things? First lets explain the simple part: damage. There are three parts to the damage you take. The stat, the weapon/spell and the force. The first to are easy, they're the values of your actual stats and the strength of the weapon or spell. The last one, the force is the only part that actually damages your HP. It's 1/10 of the stat plus all the weapon/spell damage.
So now you know that STA and MP both can be drained to zero, so how do you know which one is taking the damage of the attack? Easy all damage done by your STR or a weapon is dealt to STA, and all damage based on MNT or a spell go to MP.
Then how do you avoid said damage. If you're wearing armor is has a value for strength that X/Y X is how much weapon damage it will soak up no matter what happens, and Y is the same, but for spells So dodging or defending, armor will come in handy.
First we'll discuss defending. When one defends a blow, your DEF or SDF is used against the stat dmg, your armor to the weapon/spell damage, and your RES to the force. Simple right? Well here is an example.
Lets say Joe attacks Bill and Bill tried to defend. Joe has a STR of 16 and a sword with a +10. While Bill has 20 DEF 8RES and 1 armor. The damage would be done like so.
16- 20=-4 So that's 0 from stat 10-1=9 So they take 9 dmg from weapon So Bill takes 9 damage to their STA in this case
And for force it's 16/10 +weapon. so 11.6 and your follow the rounding rules so 12.
So the 12 force competes against the 8 RES. 12-8=4 So 4 damage will be done to Bills HP
Now Bill is a little upset, and tries to attack back, but Joe dodges. So what happens? Well the attacker rolls dACC and the defense rolls dAGI the higher one wins plain and simple. And if you dodge, and succeed you take no damage at all, but if you fail you take full stat damage. The Weapon/spell competes against the armor just like when defending. And the force, will compete against only HALF the RES.
Simple isn't it?
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Combat
Aug 1, 2007 12:19:21 GMT -5
Post by Syaoran on Aug 1, 2007 12:19:21 GMT -5
Now, you've learned how to statistically attack. You can further change your Weapon's Attribute (Pound, Stab, etc.) depending on how you RP everything. The Attribute listed is just the default. Say if you were going to use a sword, instead of slashing, you use the flat end of the sword. That'd induce Pound instead of Slashing. You can also increase the power of your attacks in the very same manner, determining the enemie's weaknesses is a very good skill to master.
Things like aiming for the heart is an example.
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Combat
Sept 21, 2007 15:49:14 GMT -5
Post by Syaoran on Sept 21, 2007 15:49:14 GMT -5
Some weapons work in a way different from the normal and they will be listed here and how they work as well.
Bows: Bows are somewhat mechanical in their use, so their damage is no fully influenced by your strength, the damage varies jointly with your strength and the power of the weapon. The equation is as follows.
Statdmg=BowStrength+1/2(Strength stat) WeaponDMG: Arrow DMG
Guns/Crossbows: These weapons are completely mechanical in operation and thus are not effected at all by ones stats. Thus the damage down by them does not increase but they genrally are very strong and many mods.
StatDMG:Gun/crossbow strength WeaponDMG: Bullet/arrow dmg
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Combat
Feb 12, 2008 17:55:44 GMT -5
Post by Syaoran on Feb 12, 2008 17:55:44 GMT -5
What's the purpose of that weapon mastery thing you have...you're probably wondering that aren't you?
Well it's actually pretty simple as to what it does. Every weapon has a rank, well to use a weapon you have to be within two levels of the weapon. But also some weapons have skills and these skills have ranks on them too. Of course if you have above, you're fine. To use the skill you have to have the rank of the skill or more, no less. Simple huh?
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