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The Many Kinds of Battles
Topic Started: Dec 31 2017, 08:27 PM (118 Views)
Kondai
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The Many Kinds of Battles!


There many different kinds of combat here on Dragon Ball Forgotten Legacy and each one has its own unique ways of working, I do want to note that a player with the "Ki Suppression" Support Technique has the power to reduce their Power Level to any number at the start of a battle (keyword here is reduce), but cannot charge it back up during the battle. You will still have access to all your techniques and transformations just your Maximum HP and Damage Output will be lowered. So keep that in mind, if you reduce your power level for a battle you can die for less damage. Also note that the only kind of battle you can decline when you have a Dragon Ball is a spar.

Additional Note: All battle types can be done as a Pure RP combat. It is a total of 10 rounds (each fighter gets 1 post in a round) and it awards X% bonus power level to the thread for both players where X represents the total number of fighters times 10. Also, the winner receives power level equivalent to 5% of the loser's PL.


Spars

Spars are the only kind of combat that cannot end in unwanted death or looting. Whether or not you use stats while you spar is entirely your choice as this exists entirely for the purpose of allowing you to practice (wow spars are actually meant for practice, wuuut?) the combat system and roleplay combat in general.

Bonus Gains:

With Stats


Without Stats



One-on-One Battles
1-on-1, Mono e Mono, fist to fist. These are the battles Dragon Ball as a franchise is known for. Whether it's Goku against Vegeta or Gohan's ascension to Super Saiyan 2 against Cell - everyone (even people who hate the series) have seen one of Dragon Ball's Signature Battles. These must be done using the Stats System.

Bonus Gains:

Victor



Loser



Team Battles

Team Battles are probably the hardest one to start, but after it gets rolling it gets easier. As with normal battles, the player with the highest AP goes first, then the opponent with the highest AP, then the back to the first team next amount of AP and so on. The usual AP Handicap for going first is still active on the first player. The most players allowed in a team battle is four per team, and even then it can get kind of slow so it's not recommended.

Bonus Gains

Victors



Losers



Handicap Battle

These are the most interesting kind of battle and make for an interesting time. First thing to note is that the player with the highest AP goes first here as well. It functions similar to a team battle where it bounces back and forth between teams. However, in a one-versus-three situation this means that the one will have 3 turns to each of the 1 on the enemy team. This is to properly allow him to guard and such. Again, max allowed in a battle thread is eight players, how it is distributed does not matter.

Bonus Gains:

Larger Team Victory



Larger Team Loss



Smaller Team Victory



Smaller Team Loss



Ambush

A player can opt to Ambush another player. To do so requires them to meet up to three requirements. The third depends on whether or not the second is fulfilled. In these battles, the Ambusher always goes first - even if he has less AP but the AP Handicap still occurs.

Requirements:
-Both the player Ambushing and being Ambushed must have been on the site longer than 3 months.
-The Ambusher must have a higher tier Ki Sense technique than the target's Ki tier of Ki Suppression.
-If they are equal in terms of Sense v Suppression the Ambusher must have a flight tier equal to or above the Ambushed.

NOTE:
Special Exceptions may occur based on techniques a player has but do remember all Ambushes must be approved by a Staff Member. Bonus gains follow the typical bonus gains of that kind of battle.
Edited by Greecius, Apr 26 2018, 12:06 PM.
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