Welcome Guest [Log In] [Register]
ZetaBoards
Search Members Calendar FAQ Portal
  • Navigation
  • After The End
  • →
  • Site Information
  • →
  • Rules and Regulations
  • →
  • Battle!
Add Reply
Battle!; Positioning, Abilities, and Surviving Combat
Tweet Topic Started: Jul 30 2017, 01:53 AM (17 Views)
Nikos Jul 30 2017, 01:53 AM Post #1
Member Avatar
The Last Crusader
[ * ]
Posts:
23
Group:
Admins
Member
#2
Joined:
Jul 25, 2017
COMBAT

Posted Image

Combat runs off an extremely simple system of simply taking turns within posts to deal damage, heal, or buff/protect allies within your own turn. Since SPEED determines the amount of actions you can take per turn (not including special items which may allow you to take actions), everything you do is determined by those actions. Actions act as a resource pool in some ways as well, as some abilities take 2 Actions to inherently use. Actions usually only come from the speed stat or rare items, but at levels 11-15, you gain an extra action normally. Posts with your actions are accompanied by roleplay.

The following default actions exist:

Blocking; Weapons or shields have innate block which allows you to spend 1 Action to block PHYSICAL damage for that amount of block present. (Ex. If a sword has 40% Block, you can block 40% of the attack of your choosing. Remember that unless the weapon has a special effect, it can only block PHYSICAL damage.)

Dodging; A fairly simple concept, you can only dodge once per round (unless an item effect enables you otherwise), spending twice the amount of Action that your opponent spent to use dodge their attack entirely, avoiding any possible damage.

Basic Attack; A simple, understandable concept. Spend 1 Action to do damage based on your Strength. Can be dodged, blocked, as normal, and is affected by Weapon damage as well. (Ex. A Dagger with 3 Damage + a character with 8 strength = 7 Damage total. See Strength in Stats for details.)

The exception to basic strikes is INT weapons, which states the following for using INT weaponry; Each point Intelligence improves the damage of an INT weapon by .5, meaning that a 'Blunderbuss' with 8 base damage shot by 'Jerry the Pirate', who has 9 INT, improves the damage of the Blunderbuss by 4.5, meaning a total of 12.5 damage done by the 'Blunderbuss'. This still costs one Action, but inherently has lower scaling than Strength.

Mana Recharge; Spend 1 Action to restore 10% of your current Mana pool. 2 round cooldown, can only be used on self. Innate ability of all characters, but commonly used by mages.

An easy example of combat is seen here:

Knight Jerry takes a swing toward Habanero the Mage, dealing 6 damage with his basic strike (he has 12 Strength). This leaves Habanero at 10 HP. (He had 16 HP originally, as his base vitality is 32!).






Edited by Nikos, Feb 20 2018, 06:40 PM.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Rules and Regulations · Next Topic »
Add Reply

Track Topic · E-mail Topic Time: 2:32 PM Jul 11
Scroll and Ink theme created by Canimia of Zathyus Networks Resources
Hosted for free by ZetaBoards · Privacy Policy