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Yoshi King

PostPosted: Sun Dec 05, 2004 9:54 am


NEW RULE:

While making an enemy's turn awhile back, I realized that the mods don't have every character's stats on hand. I've decided to make a new rule to fix this problem.

When an RP starts, PLEASE post your characters stats (With a weapon equipped, I'll have an example below). A mod will copy and paste these stats, delete your post, and add it to the first post with the map. This will help us out a LOT when making enemy turns, because we won't have to dig through the ancient library to find everyone's stats and make the proper calculations. 3nodding

An example should be like the following. I'll write what you should put down, and provide an example right beside it:

(Char. Name)----------------- Stephen
Equipped wep.---------------Iron Sword
Attack-------------------------- ATK: 9
AS------------------------------- AS: 10
TOHIT------------------------ TOHIT: 113
Avoid-------------------------- Avoid: 23
CRIT---------------------------- CRIT: 5

That is all. Thanks!

From now on, please use this random number generator for all of your RP needs. It's highly efficient. ^_^. Keep in mind that in order for this link to work, you must COPY AND PASTE it into your web browser in another window. Gaia's new "Leaving Gaiaonline" feature screws up the URL for this site, making the RNG unusable if you don't follow the instructions up above.

Here's the site: http://www.random.org/nform.html

Concerning battles: Any amount of people are allowed in a battle, AS LONG AS THEY ARE THERE WHEN PREPERATIONS ARE BEING MADE. When we are making maps it is very inconvenient for somebody to pop in and say that they want to join in just as it is finished, as a lot of work goes into the map-making. From now on, if you miss the battle preperations, you're going to have to sit the chapter out unless your entry is story-related. 3nodding

Finally, the battle system has been patented, as well as the Stat-gaining system. However, this requires a bit of thinking on our part. Basically, you will need to be able to calculate your character's avoid rate, hit rate, attack power, and defensive power in accordance with every enemy you meet. Thankfully, we have decided that most enemies will have the exact same stats and weapons (Remember, I said most, not all) so you won't have to be working TOO hard.

Now, onto the Battle System Example. Should you guys need more, please post/PM me and say so. I'll be happy to accomodate you. 3nodding

Let's pit my RP character (Stephen) against an ordinary Soldier. Said Soldier is equipped with an Iron Lance, while Stephen's equipped with an Iron Sword

Soldier------------------------------Stephen
HP: 21 // STR: 5----------------HP:19 // STR:4/
SKL: 5 // SPD: 2---------------SKL:10 // SPD:10/
LUC: 0 // DEF: 1-----------------LUC:5 // DEF:4/
RES: 1 // MOV: 5---------------RES:1 // MOV:5/
CON: 7 // RSC: //------------- CON:9 // RSC:8/

Now, let's factor in our characters with the weapons: (Normally, the mods will do this for you when it concerns enemies. We rule, don't we? Just make sure you know your own stats. If you're caught cheating, you're only given 2 warnings.)

If you don't know how I got the stats below, PLEASE look at the top of this site. It has all your needs for Fire Emblem attacking, and such.
http://www.rpgdl.com/FEFAQs.php

These are the stats each character has WITHOUT pitting them against one another. (Oh, forgot to add: Stats are always rounded DOWN in case of a decimal. Remember it)

Soldier -------------------------------------------- Stephen
Attack: 12----------------------------------------- ATK: 9
Attack Speed (AS): 1----------------------------- AS: 10
Hit Rate(As March calls it, TOHIT):90-------- TOHIT: 113
Avoid: 2 ----------------------------------------- Avoid: 23
Critical (CRIT): 0 ------------------------------- CRIT: 5

Hope you're following me so far, guys! Now comes the final part. Pitting each character against the other!

So, as Stephen is equipped with a Sword, his ATK goes down by one, as well as his TOHIT rate, which is reduced by 15%. This gives him and ATK of 8 per hit and a hit rate of 98%. In effect, this gives the Soldier a bonus +1 to his ATK, and +15% to hit TOHIT rate.

Now, we must start the subtraction of stats due to avoid. Since the enemy soldier has an Attack speed of 1, 1% is reduced from Stephen's TOHIT rate. In effect, 23% of the Soldier's TOHIT rate is subtracted due to Stephen's amazing avoid.

Thus, here are the final stats.

Soldier--------------------- Stephen
ATK: 13--------------------- ATK: 8
AS: 1-------------------- AS: 10 (Double attack!)
TOHIT: 82------------------TOHIT: 98
CRIT: 0 ----------------------CRIT: 5

BATTLE!

Soldier attacks Stephen (And HERE is where the RNG comes in!)

Basically, you're required to input 4 numbers into the RNG for different things. In battle, you'll ALWAYS only be wanting to only GENERATE 2 numbers. 1 to see if you critical, 1 to see if you hit or miss. So, for the RNG site I've provided, you'll almost always be wanting to just GENERATE 2 numbers.
Next, the smallest value will ALWAYS be one. For battle, the highest will ALWAYS be 100.
The Format option for the site isn't really needed, but for simplicity's sake you should usually just go with 1.

So, let's use the RNG! *Uses it* (Remember, if the numbers generated are LOWER or EQUAL to the character's percents, then it's a hit, or critical)

Soldier...Hits! 13 damage is done to Stephen. Time for Stephen's double counter attack! (When dealing with double counter attacks, generate 4 numbers. Treat the first two as one attack, and the next two as the second)

Stephen....hits! 8 Damage is done to the Soldier.
Stephen....hits! Another 8 damage is done to the soldier, for a total of 16 damage. 3nodding

Stephen's turn!

Stephen...hits, killing the soldier! 4laugh

And THAT is how the game is played, bitches. Hope I gave an accurate explanation. I know the RP's going to be lengthy and tough, but remember, it's a FUN math class! 3nodding

Now, onto the Stat-gaining system I invented...

Since our game uses Letter grades (A, B, C, D, E, F) instead of actual percents, it's sort of hard to tell what the hell to do when you level up. I've created a nice little solution to this problem 3nodding

Basically, when you level up, have our RNG generate 7 numbers, in accordance to HP, STR, SKL, SPD, LUC, DEF, and RES.

A= 6
B=5
C=4
D=3
E=2
F=1

Make sure that the limits on the RNG are from 1 to 7.

Now, for this system to work, you have to compare your actual growth rates to the RNs. Again, let's use our beloved Stephen

HP: B = 5
STR: C = 4
SKL: A = 6
SPD: A = 6
LUC: B = 5
DEF: D = 3
RES: F = 1

I will now use the RNG....*Uses it*

I got:

5
6
2
3
7
6
1

Since 5 = 5, I gain a point in HP
Since 6 > 4, I do not gain a point in STR
Since 2 < 6, I gain a point in SKL
Since 3 < 6, I gain a point in SPD
Since 7 > 5, I do not gain a point in LUC
Since 6 > 3, I do not gain a point in DEF
Since 1 = 1, I gain a point in RES

Make sense? It better. I spent a hell of a lot of time writing all of this 3nodding

Please post or PM me if you have any concerns, guys.
PostPosted: Tue Dec 07, 2004 9:38 am


Good one Yoshi. That's the way it should be 3nodding .

But there is something that you seem to have mixed up and that is the Attack Speed. Attack Speed -does- have something to do with your speed indeed but its not your actual SPD stat.

Attack speed is the result of SPD - Weapon weight. That gives you your attack speed (Lightness in Japanese). If you have equal to 4 or more Attack speed than your opponent, THEN you will attack twice.

SO! SPD of Soldier is 2 - his lance weight which means... He's gonna have 0 AS whatever the lance is.

Stephen SPD is 10 - Iron sword weight (5) which gives him an AS of 5.

Stephen has 5 more AS then Soldier, He WILL attack twice.

For those players that don't understands everything above... Don't panic. Only mods will calculate those, you don't need to learn them by heart. But its good to know the procedures.

March Mutsuyama
Crew


Kamdas
Crew

PostPosted: Tue Dec 07, 2004 1:46 pm


Actually, the full official formula for Attack Speed (gotten from the page Yoshi linked to) is (SPD - weight) + min(weight,CON). A character's CON offsets the weight of his/her weapon. For example, the Soldier in Yoshi's example had a listed speed of two, but a listed AS of one; this is because the soldier's weight 8 lance was mostly offset by his 7 CON.

For those who don't speak computer-math, the min() function chooses the lowest of the numbers inside the parentheses.
PostPosted: Wed Dec 08, 2004 3:42 pm


Dude! Powah! *having too much fun*

So which calculations would we minstrels use? Would we use the one in the Ancient Library sticky or the new battle stat gain sticky?

Fumei


Kamdas
Crew

PostPosted: Wed Dec 08, 2004 3:58 pm


Fumei
Dude! Powah! *having too much fun*

So which calculations would we minstrels use? Would we use the one in the Ancient Library sticky or the new battle stat gain sticky?
I don't speak for those higher than ourselves, but I CAN say that the only difference between the formulas in Yoshi's link and the ones in the Library itself is that the Library doesn't factor CON into calculating battle speed. Judging by March's response, we're probably supposed to use the Library version (SPD - weight).

Once again, I do NOT speak for March, or Yoshi, or any of the other High Minstrels.
PostPosted: Sat Dec 11, 2004 10:46 am


March Mutsuyama
Good one Yoshi. That's the way it should be 3nodding .

But there is something that you seem to have mixed up and that is the Attack Speed. Attack Speed -does- have something to do with your speed indeed but its not your actual SPD stat.

Attack speed is the result of SPD - Weapon weight. That gives you your attack speed (Lightness in Japanese). If you have equal to 4 or more Attack speed than your opponent, THEN you will attack twice.

SO! SPD of Soldier is 2 - his lance weight which means... He's gonna have 0 AS whatever the lance is.

Stephen SPD is 10 - Iron sword weight (5) which gives him an AS of 5.

Stephen has 5 more AS then Soldier, He WILL attack twice.

For those players that don't understands everything above... Don't panic. Only mods will calculate those, you don't need to learn them by heart. But its good to know the procedures.


I find just about everybody just starting off will have SPD=0 if con is not factored in. DUnno if my vote counts, but I stand for including CON.

(After all, we calculate ourselves now)

tipzntrix
Crew


Takako-sama
Captain

PostPosted: Thu Dec 16, 2004 5:56 pm


Takako: After much debate, we have decided that it is better to let anyone who was legitimately allowed to participate in a Chapter attempt to calculate their own fights only. 3nodding
Mods and mini-mods are only there to help others. Everyone is free to try and work out their own -- but we expect you all to BE HONEST!! I for one can tell the difference between a troll and a lucky person. Don't make the mistake of being the former. Any proof of cheating by a user results in INSTANT BANNINATION!!

If there are too many cheaters, we WILL go back to mods and mini-mods only.


HIGH MINISTRELS

-May Add Main Quest Chapters
-May kill your character
-May ban the player
-May calculate fights
-May organize events and missions

-March Mutsuyama
-Yoshi King
-JDI
-Takako No Kaori
-Lyndis

Ministrels
-May calculate fights (for anyone)
-May organize events and missions

-Fumei
-Kamdas
-Dairun Cates
-Hatsui
-Quint Blitzbane (Takako decided this too 'cuz she's cool.)
-Colnel_2001 for PMing Takako a flawless sample battle calculation, and also included the numbers gotten in the RNG as proof. 3nodding
-More will be added later.


(All of these mini-mods were nominated by Takako last night. So... get on my good side everyone.)

!!IMPORTANT!!
Only MINISTRELS may calculate battles.

They must NOT cheat! Not at all. Be honnest!

From now on, you will NOT complain about the battle system or calculations faults, simply PM the Mission's storyteller and POST right away. The whole project is being slowed down because of confusion created by many battle systems. The ONLY battle system we use is the one given by Yoshi King, the AS system is given in March's post at the bottom. NOTHING ELSE FOR THE REST OF THE TUTORIAL RUN! No buts: That is the system. We will change stuff that went wrong after the beta, for now we need you guys to try the thing for the duration of the 10 chapters (a month or two) Then all the ministrels will get into a reunion and make the game better.

If there is confusion or mistakes in a mission, notice the person that did the mistake AND the storyteller.
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~Flaming Emblem~

 
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