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defender158
Vice Captain

PostPosted: Tue Sep 21, 2010 12:08 pm


She turned swiftly, gracefully in response to their approach.

"My...You guys look weak. You'd be the new recruits, right?"

One of them opened his mouth to answer.

"Rhetorical question, babe. I know who you are and everything about you. I know that you have what it takes to help our effort, but that you're also in severe need of battle practice." She whistled, and some people appeared from some dark alleys or something.

"So, I took the liberty of finding you some hand-picked volunteers. How's a battle to the death sound? Good? Great. Ready, go!" She clapped her hands together and disappeared in a flash of pink smoke.

"..."
PostPosted: Tue Sep 21, 2010 12:24 pm


CHAPTER 0
Just What it is We're Dealing With

defender158
Vice Captain


Daust Masana
Vice Captain

PostPosted: Tue Sep 21, 2010 1:33 pm


How s**t Will Work


Base Stats
- Use an online dice roller or real dice
- We've got seven stats
--- HP, Strength/Magic, Skill, Speed, Luck, Defense, Resistance
----- Turns into eight stats if the class uses both Strength and Magic (They are separated)
----- You roll two, six sided die for Strength/Magic, Skill, Speed, Defense, and Resistance (Six rolls, highest five are taken and distributed by the roller)
----- You roll three, six sided die for HP and Luck ( Three rolls, highest two are taken and distributed by the roller)

EX: Hasani rolled a 9, 8, 6, 5, 5, and 4 for the first five stats. 4 is taken out. Hasani then rolled 15, 13, and 11. 11 is taken out.
- The points were distributed like such:
Hasani - Hot-Headed Trainee
HP: 15
STR: 9
SKILL: 6
SPD: 5
LCK: 13
DEF: 8
RES: 5

( Strength, Skill, Speed, Defense, and Resistance should be no higher than 12 and no lower than 2. Luck and HP should be no higher than 18 and no lower than 3. )


Growth Rates
Source: This link depicts the base growths of the classes we will be using.

Note: If you absolutely cannot find satisfaction with these stats, run your problem by us and we'll use our secret formulas to help you set it up well. We ourselves have added this in because we realize we will need it on occasion (first instance: Alma and other future Assassin builds).

--- Hasani's base growths, as a Hot-Headed Trainee (Fighter/Warrior Mix), are:
HP: 85%
Str: 60%
Skl: 35%
Spd: 50%
Lck: 30%
Def: 40%
Res: 25%


Rules:
- Every base point above 7 = -3% for that stat's growth rate (For a max penalty of -15%)
- Every base point below 7 = +3% for that stat's growth rate
(For a max bonus of +15%)
- Every HP point above 11 = -3% for that growth rate (For a max penalty of -21%)
- Every HP point below 9 = +3% for that growth rate (For a max bonus of +21%)
- Luck stays the same, unless subtracted rates are given to it. (In other words, Luck can only be raised, not lowered.)

EX: Given the bonuses, Hasani will receive a 12% decrease for HP, a 6% decrease for Str, a 3% increase for Skl, a 6% increase for Spd, a 3% decrease for Def, and a 6% increase for Res

HP: 85% --> 73%
Str: 60% --> 54%
Skl: 35% --> 38%
Spd: 50% --> 56%
Lck: 30%
Def: 40% --> 37%
Res: 25% --> 31%


Now, time to give away the subtracted percentages, HP penalties aside. In total, that comes to 9%, 6% from Strength, 3% from defense. The 6% can be given to any stat but Str, while the 3% can be given to any stat but Def.

HP: 73%
Str: 54%
Skl: 38% --> 41%
Spd: 56%
Lck: 30%
Def: 37% --> 43%
Res: 31%

These are the final growth rates for Hasani as a Hot-Headed Trainee.


-- Leveling Up --

Given your character should now have growth rates, they will be ready for when they will need to level up.

For leveling up, the player of the leveling character takes one, one hundred sided die and rolls it. Say the growth is a 45% in strength. Should the die land on any number from 45 to 1, that stat gains one point that level. Should it land on anything 46 to 100, that stat will remain the same. (This is done for each stat during every single gained level.)

If your stat is 100% percent exactly, no roll is required- it always gains one point per level.

If your stat is 101% - 199%, you roll two, one hundred sided die. If your stat is, say, a 140% growth in Str, a roll for any number from 140 to 2 will give that stat two points for that level. A roll for any number from 141 to 200 will give it one point.
PostPosted: Tue Sep 21, 2010 3:04 pm


Another Example - Baskin

Base Stats for Baskin

Baskin rolled a 10, 9, 8, 7, 5 and 4 for his first five stats. 4 is taken out. Baskin then rolled 15, 13 and 12. 12 is taken out.


Baskin - Mana-Crippled Swordsman
((Ranger/Myrmidon hybrid))

HP: 13
STR: 10
SKILL: 7
SPD: 8
LCK: 15
DEF: 9
RES: 5


Growth Rates

HP: 65%
Str: 50%
Skl: 60%
Spd: 65%
Lck: 40%
Def: 30%
Res: 20%

(I mix-matched certain aspects of the classes Myrmidon and Ranger. To be specific, I took the best of everything except for HP -- as a 90% starting growth would be rather unlikely for a human -- and Resistance, as Baskin's will be low for storyline reasons. Except for special reasons, mix-matching usually won't be happening unless you build very unusual types of storyline characters. You can request it if you pick something that seems awesome yet fair, though, and those not familiar with Fire Emblem and its growth types can ask us for assistance.)

Now, let's add the modifiers.

Baskin will lose 6% in HP, 9% in strength, 3% in speed, and 6% in defense. He will gain 3% in resistance.

HP: 65% --> 59%
Str: 50% --> 41%
Skl: 60% --> 60%
Spd: 65% --> 62%
Lck: 40%
Def: 30% --> 24%
Res: 20% --> 23%


So, now I need to divvy up the percentages from my penalties, besides the HP one, to new stats. That means 9% from strength, 3% from speed, and 6% from defense, for a total of 18%. I can do it however I want, as long as I can prove that the points I added weren't the ones directly taken out from that stat in the first place.

HP: 59%
Str: 41% +4% = 45%
Skl: 60% +8% = 68%
Spd: 62%
Lck: 40%+ 3% = 43%
Def: 24% + 3% = 27%
Res: 23%


The only stats I added back to that were harmed in the first place are Strength and Defense. Strength was given four back out of what was taken out of speed (and one from defense). Defense was given three out of what was taken from strength. So, it checks out.

It can get rather complicated, but try your best. And if it seems to make sense to you, great. If there's an issue with your divvying that you missed, we'll either catch it and let you know...or miss it. Whatever, betch.

defender158
Vice Captain


defender158
Vice Captain

PostPosted: Wed Sep 22, 2010 10:35 am


Statuses


Initial Notes

- Status Effects are usually inconsistent in which weapons they are given to, with hammers as an exception- they always "Daze" the enemy.

Daze
- Almost always associated with Hammers
- Whoever is dazed is not able to act for one turn, including movement, attacking, trading, defending, etc.
- Daze can only be undone by a connecting attack that comes after the unit is dazed
- In some stages, specific spaces will contain items hanging over the unit character that comes to a stop there. The item will immediately fall and cause the Daze status effect. The fragments of the broken item can be used for synthesis.
--- If a unit is dazed, they cannot avoid attacks. This allows any attacking unit to adopt a 100% chance to hit, plus their skill for a possible second hit.
--- If a unit is dazed, their speed temporarily drops to zero. This, in turn, significantly lowers their overall critical resist.

Sleep
- When sleep is placed on a unit, one, four sided die will be rolled. The number that comes up is the amount of turns that status effect will remain. The afflicted unit cannot move or act-- much like the daze status effect.
--- Items, of course, can remedy this, as can any weapon.
--- If a unit is asleep, they cannot avoid attacks. This allows any attacking unit to adopt a 100% chance to hit, plus their skill for a possible second hit.
--- If a unit is asleep, their speed temporarily drops to zero. This, in turn, significantly lowers their overall critical resist.

Silence
- Keeps the affected unit from using skills or spells, but they can move, physically attack, and use items.
--- If a person is to physically attack, yet the damage goes to 0 or anything below due to an enemy's defense, the damage done is 1. ( For magic class, the Mt of their weapon is their 'strength' )
- Stays indefinitely until the appropriate item is used

Rage
- Raises the attack of the affected unit by 30%, concerning basic and long range attack and physically based skills.
- Lowers magic damage by 30%.
--- Units who utilize both strength and magic suffer a 15% drop in magic damage, but also get a 15% increase in physical damage. These percentages are separate from those for solely physical and magical classes and do not stack with them.
- The character's player loses control of the unit. Physically based units will be compelled to run headfirst into enemy crowds, while magically based units will be compelled to run away. In either case, they attack any opposing units in range.
- If a berserk unit is hit, this adds 5% damage to their next hit only. (Stacks onto the base damage percentage. Number of times hit in the one turn x 5 = Added on Percentage or the next Player turn )
- After enraged, the player of the enraged unit rolls a 100 sided die at the beginning of each turn. For the first turn, the player has a 10% chance of dispelling rage. If the player fails to dispel the ailment, they continue on and the next turn adds 10% to the chance of getting rid of Rage. The 10% addition continues to stack each turn until Rage is finally dispelled or the unit dies.

Poison
- Once inflicted, it takes 10% of the infected unit's max health at the end of each turn
- Can be cured by an Antidote or an appropriate spell
- In some stages, certain spaces will contain the poison affliction. If your unit comes to a stop on top of them, they will be infected at the end of their turn. This will result in an instant 10% loss in HP.

Death
- Effectiveness is determined by the spell or weapon being used
- Instantly kills the targeted unit if the spell or attack connects
--- Characters dying does not lead to a permanent death if they are revived or the battle ends before three turns pass from the time of death
- Can be caused by water spells if the attacked unit "drowns"
--- Chance is dictated by the spell

Blind
- Lowers hit chance by 50%
--- Stacks with certain stage effects that take 25% from every unit's hit chance by being too bright.
- Can be cured by the appropriate item or spell
- Can be caused by light based spells

Paralyze
- If a unit is affected, they can move but not attack (basic, long range, skills, or spells), defend, trade, or use items.
- Stays indefinitely until the appropriate item or spell is used.
- Can be caused by lightning based spells and weapons
--- Chance is dictated by the spell or weapon

Burn/Freeze/Bind
- Burn can be caused by fire based spells and weapons; takes 15% of affected unit's max HP per turn; requires one, six sided dice- rolled number = amount of turns the effect stays
- Freeze can be caused by ice/wind based spells and weapons; takes 5% of the affected unit's max HP per turn and hampers movement by one space; requires one, six sided dice- rolled number = amount of turns the effect stays
- Bind can be cased by earth based spells and weapons; hampers movement by 2 spaces; requires one, six sided dice- rolled number = amount of turns the effect stays
--- Important: Each unit is assigned a specific elemental affinity (Earth, Fire, Water, Thunder, Ice/Wind, Light, and Dark). They are resistant to the status effects associated with that element.



Affinities

User ImageWater Affinity
Gives the unit an immunity to drowning and the hampering movement effects of water. Water based damage is lowered by 25%.

User Image Fire Affinity
Gives the unit an immunity to being burnt. Fire based damage is lowered by 25%.

User Image Earth Affinity
Gives the unit an immunity to being bound (Bind). Earth based damage is lowered by 25%.

User Image Ice/Wind Affinity
Gives the unit an immunity to being frozen. Ice/Wind based damage is lowered by 25%.

User Image Thunder Affinity
Gives the unit immunity to being paralyzed. Thunder damage is lowered by 25%.

User Image Light Affinity
Gives the unit immunity to being blinded. Light and Dark based damage is lowered by 25%.

User Image Dark Affinity
Gives the unit immunity from instantaneous death (but they can still drown). Light and Dark based damage is lowered by 25%.


Elemental attack bonus damage:
(added chp 3)


25% extra damage and/or +50% extra chance for status effect.

Bonus damage only happens outdoors.

Thunder bonus damage: units in water
Water bonus damage: units in water
Earth bonus damage: units on sand, rock and mud
Ice/Wind bonus damage: airborne units (flying or roofs/trees etc.)
Fire bonus damage: units standing in heavily wooded areas or on shrubs/tall grass. (not trees)

No bonus for Light and Dark. They're great already and it wouldn't make sense as a bonus with any terrain.
PostPosted: Fri Sep 24, 2010 5:41 pm


BITCHES GOT SOME SKILLZ (shiiiiiit)


MP
- Every 2 points of strength for a melee class = One MP point
- Every 1 point of magic for a magic class = Two MP points
--- Hybrid classes get both bonuses

Extra Notes
- Hit Chance: If the hit chance of a skill is not specifically noted, it is taken from the currently equipped weapon + user's hit (a regular attack's hit chance).
- If the multiplier is positive (adds to -your- damage) and results in a number that is not whole, round up. If it is negative (debuffs on any character), round down.

Hasani
Cultivation 1 Skills

~~ Overwhelming Rage (Cultivation 1) - Hasani's hot-headed nature leads him to anger quickly, but grow in power immensely.
--- Adds 15% more damage when berserk.
--- Innate, Passive Skill.

~~ Item Carrier (Cultivation 1) - Allows the unit to carry a maximum of five items via a Small Scrapped Linen Backpack.
--- Carry a maximum of five items.
--- Can use items on self or from a range of 1-3 spaces. (Throwing is exclusive to Hasani.)
--- Can trade items with others.
--- Innate, Passive Skill.

~ Boot of the King's Son - "KICKIN' YER a**" in the most literal sense.
--- Kickda[aaaamn]mage Multiplier = Strength x 1.2
--- Active Skill / MP Cost: 2
--- Requisite Level: Cultivation 1, Level 1

~ Super Face-Side Smash (Cultivation 1) - It's like you're showing off at the carnival and something good happens.
--- Damage Multiplier = (Strength + Mt) x 1.2
--- Active Skill / MP Cost: 3
--- Requisite Level: Cultivation 1, Level 4

~ Penetrate Armor (Cultivation 1) - Apply pelvic thrust to the forearm. Rinse (ohohoho), repeat.
--- Adds 25% activation chance to Hammer side effects
--- Passive Skill / No Mp Cost
--- Requisite Level: Cultivation 1, Level 8

~ Arcane Fur (Cultivation 1) - Prompts the user to wash the oil out of their fur (fire), then dry off (thunder), touch the nearest person to get rid of the static (water), then apply a safety blanket for warmth (ice/wind), and sit on the bed (earth).
--- 15% off Elemental Magic Damage (fire, water, earth, thunder, ice/wind) when HP goes below 50%
--- Active, Automatic Skill / Mp Cost: 6
--- Requisite Level: Cultivation 1, Level 13

~ Provocative Bite - He really didn't mean it that way, but if it sways your passion, whatever.
--- Damage Multiplier: Strength x 1.5, Side Effect: Draws 100% enemy attention if Hasani is in range of the enemy after a successful strike
--- Active Skill / MP Cost: 5
--- Requisite Level: Cultivation 1, Level 19


Baskin
Cultivation 1 Skills

~~ Mana Cripple - Baskin's condition makes him very sensitive to magic.
--- The damaging HP effect of magic is multiplied by 1.5x, but the positive HP effect of healing spells is multiplied by 1.3x.
--- Innate, Passive Skill.

~~ Flame of Determination - Baskin's hopes burn bright, carrying over into his intensive training.
--- Baskin's skill and speed are multiplied by x1.2 in all calculations.
--- Innate, Passive Skill.

~~ Pressure Swift (Cultivation 1) - When the tides of battle begin to turn unfavorably, the unit compensates by intensifying focus and more easily avoiding the enemy.
--- When HP drops to 50% or below, the unit gains an additional 10% evasion.
--- Innate, Passive Skill.

~ Headbutt of the General's Brother - Hasani uses his feet. Baskin uses his head.
--- Dam[n]age Multiplier = Strength x 1.2
--- Active Skill / MP Cost: 2
--- Requisite Level: Cultivation 1, Level 1

~ Streamline Slash - With a swift motion of the sword, he outsmarts and fells a foe. Or something.
--- Damage Multiplier = (Strength + Mt) x 1.2
--- Active Skill / MP Cost: 3
--- Requisite Level: Cultivation 1, Level 4

~ Special Leap - Surprises the enemy with an OLYMPIC GODDAMN JUMP.
--- Damage Multiplier = (Strength + Mt) x 1.2, Baskin leaps pretty far forward (up to 1.5x movement range) to get the edge on one enemy. Commits a close range attack that never misses.
--- Active Skill: MP Cost = 5
--- Requisite Level: Cultivation 1, Level 8

~ Reverse Leap - Another jump for strategic folks. Only, it's in reverse.
--- Baskin leaps back far enough to be well out of the melee (close-range) attacking range of an enemy. When used strategically, can be great for moving to areas of cover. Baskin can move up to x 1.5 his movement range on his movement phase if he is in attacking range of an enemy, so long as he lands outside of the attacking range of all enemies. (Entire-field AOEs nowithstanding.)
--- Active Skill: MP Cost = 6
--- Requisite Level: Cultivation 1, Level 13

~ Aeolian Sword Smash (Cultivation 1) - Leaps rather high into the air, and then brings down a mighty blow with the blunt side of a sword.
--- Damage Multiplier = (Strength + Mt) x 1.3. Adds 10 critical chance to this one strike, on top of Baskin's base critical + weapon critical. Has a 40% chance to Daze the enemy.
--- Active Skill: MP Cost = 8
--- Requisite Level: Cultivation 1, Level 19

Daust Masana
Vice Captain


Daust Masana
Vice Captain

PostPosted: Sat Sep 25, 2010 9:03 am


WEAPONS!


Soooo, who here's ready to kill stuff?!?!

*Backs away slowly to the overwhelming response* Ahem. This post will include a database of all the weapons we've implemented into the D2B RP thus far. I also intend to create and update a Microsoft Word document for the sake of having this list in a more readable format, so if you're interested in receiving that, let us know.

Before I get on with the database, allow me to outline all the different types of weapon paths we will be including.

Close-Range Physical Weapons:


Swords: Swords will have lower attack power (otherwise known as "Might", Mt) than most melee weapons in exchange for high hit and critical.

Hand Weapons: Fists/Claws will have lower Mt than swords, but often involve bonuses that grant higher speed to their users. Compared to one another, fists will have greater Crit and slightly higher Hit than claws, while claws will have greater Mt.

Polearms: Poles will have well-rounded stats in general.

Hammers/Axes: Hammers/Axes will have the highest close-range Mt in exchange for much lower Crit/Hit. Compared with one another, Axes will have higher MT than Hammers, but Hammers will have better Crit and slightly better Hit.

Daggers: Weapons used by the Tideborn Assassins. Their Mt is only slightly higher than that of hand weapons, but in return they have great Hit and superb Critical. Great for quick kills...and they better be, considering how easy it is to kill their users.

Long-Range Physical Weapons:


Bows: Standard long-range equipment. Bows will have slightly below average Mt in exchange for for slightly above average Hit and Crit. (Range of 2 - Shoots over objects)

Crossbows: Weapons used by the Winged Elven Archers. Crossbows will have higher Mt and Hit than bows, but lower Crit. (Range of 2-3 - Shoots straight towards objects)

Slingshots: "Weapons" most often used by the Winged Elven Archers. Slingshots will have very high Mt and Crit, but very low Hit. ( Range of 1-2 - Shoots over objects )

On outdoor maps, long-range weapons gain an extra 1 point of attack range. (Added in chapter 3)

Magical Weapons:


Wands: Wands (also known as "Patakas") will have the highest Mt available for magical weapons, in exchange for average Hit and below average Crit.

Magic Wheels: Wheels (also known as "Glaives") will have WELL-ROUNDED stats. AHAHAHAHA.

Staves: Staff weapons will have the lowest MT available for magical weapons, in exchange for high Hit and Crit.

Soulspheres: Weapons used by the Tideborn Psychics. They will have average MT, high Hit, and low Crit.

"Hey, you forgot something."


No, we didn't.

Our RPG battle system has its obvious differences from Perfect World's, and so we had to slightly modify the weapon path choices to suit our needs.

There are no "dual swords," etc. available at the beginning of the roleplay. At higher levels, characters may unlock the ability to dual-wield with appropriate advantages/disadvantages, or to use a one-handed weapon in a two-handed fashion with its own advantages/disadvantages. (If you prefer that the character use both hands anyway, that's fine-- but the bonuses won't take affect until the appropriate level.) Word?

Magic Swords: They exist, but look up. Note how most characters only have a Strength stat OR a Magic stat, not both. For the most part, magical swords will be rare, and limited to special characters that have a storyline reason for possessing both strength and magic.

However, you never know what might happen in this Perfect World of ours. There always is some possibility of new potentials being unlocked as certain characters reach higher levels...

--------------------


Dwn2Bsnss: Perfect Weapon Database


Swords


Cherry Sword: Req Lvl = 1, Mt = 3, Hit = 95, Crit = 2
---What a cool looking wooden sword. Too bad it's a piece of-
~ Has a 5% chance of poisoning the target if it hits.

Peasant's Worn Toy Sword of Imagination: Req Lvl = 4 , Mt = 5, Hit = 90, Crit = 15
---Memories of a scrappy childhood become a valuable training tool!

**Sera's Tutorial Baseball Bat of Ultimate Death: Req Lvl = N/A, Mt = 20, Hit = 100, Crit = 0
---General Sera's personal b***h stick. She only owns it in alternate dimensions, though. Thank GOD.
~ User's stats/skills are replaced by a specific set of stats/skills.
~ User cannot critical.
~ User cannot be affected by status ailments.


(**Sera's Sword): Req Lvl = N/A, Mt = ???, Hit = ???, Crit = ???
---General Sera's personal weapon. When close by, you can occasionally feel an intense power emanating from its holster...and its owner.

Hand Weapons


Boxwood Punching Glove: Req Lvl = 1, Mt = 1, Hit = 100, Crit = 4
---OW. Who the hell thought that a wooden glove would be a good idea?!

Tigerwood Claw: Req Lvl = 1, Mt = 2, Hit = 95, Crit = 0
---Like a tiger's claws, the wood requires frequent sharpening. Compare it to something powerful to make yourself feel better.

Polearms

Spanish Cedar Spear: Req Lvl = 1, Mt = 4, Hit = 90, Crit = 1
---It doesn't actually pierce a lot of things, besides my hand. Stupid splinters.

Jumbo Amateur's Spear of Pointy Damage: Req Lvl = 4, Mt = 6, Hit = 80, Crit = 10
---Is this thing even practical?

Axes/Hammers


Walnut Axe: Req Lvl = 1, Mt = 6, Hit = 80, Crit = 0
---This wooden axe is so inefficient, it gives me a SPLITTING headache.

Chestnut Hammer: Req Lvl = 1, Mt = 5, Hit = 85, Crit = 1
---M.C. Hammer donated this after going broke. He was promptly arrested for tree poaching. Poor fella.

King's Royal Toy Hammer of Thunk: Req Lvl = 4, Mt = 7, Hit = 80, Crit = 10
---Apply directly to their forehead.
~ Effect - Daze: 5%

Daggers


Black Ash Dagger: Req Lvl = 1, Mt = 2, Hit = 105, Crit = 5
---Stupid thing isn't even black. Black Ash wood is pink colored...

Kitty Shank Dagger of Suspicion: Req Lvl = 4, Mt = 4, Hit = 91, Crit = 22
---A dagger given to Alma by Hasani via the Untamed King's care package. It's thought to be an ordinary dagger, but it's actually slightly less than ordinary. Thanks, dad.
~ User: +2 skill while equipped.
~For Alma only.

Bows


Bamboo Bow: Req Lvl = 1, Mt = 2, Hit = 95, Crit = 2
---Pandas think it's yummy, but not very useful otherwise.

Forest Trial's Toy Branch Bow of Tree Climbing: Req Lvl = 3, Mt = 3, Hit = 90, Crit = 15
---Elven war games always were the most fun.

Crossbows


Cypress Crossbow: Req Lvl = 1, Mt = 3, Hit = 100, Crit = 0
---It's made of wood and the maker used no oils or lubricants on the parts. It malfunctions a lot. Sexy.

Weighted Bronze Crossbow of Flawless Accuracy: Req Tier = 1, Req Lvl = 5, Mt = 5, Hit = 95 (100 at Tier 2 Lvl.1 (lvl.21)), Crit = 5
---This Crossbow's Accuracy is legendary among recruits, who are both the only ones who use it and can't lift it properly.

Slingshots


Loblolly Pine Slingshot: Req Lvl = 1, Mt = 4, Hit = 65, Crit = 7
---A cheap wooden slingshot made by some pesky kids and an Elder. It's a long story.
~ Has a 5% chance of inflicting Death upon the target if the attack hits.

Wands


Ironbark Wand: Req Lvl = 1, Mt = 4, Hit = 90, Crit = 0
---A wand made from one of the most durable woods in existence. Too bad it's not a melee weapon, huh?

Rodent's Toy Wand of Magical Days: Req Lvl = 3, Mt = 6, Hit = 86, Crit = 8
---It's pretty rubbery. Toys seem harmless till someone's eye gets casted out.
~ Deals 1 extra damage if attacking from a range of 1.

Magic Wheels


Cocobolo Glaive: Req Lvl = 1, Mt = 3, Hit = 90, Crit = 1
---A sturdy, consistently bad, wooden weapon. It won't let you down-- and by won't, I mean will.

Staves


White Oak Staff: Req Lvl = 1, Mt = 1, Hit = 105, Crit = 4
---YES, it's a staff made of wood. NO, you cannot do kung-fu with it. Sorry.

Idealist's Plain Toy Staff of Intent: Req Lvl = 4, Mt = 2, Hit = 100, Crit = 20
---The classic preteen argument: A staff is a staff is a staff.

Soulspheres


Hoop Pine Soulsphere: Req Lvl = 1, Mt = 3, Hit = 100, Crit = 1
---More wooden starter junk. Yeah, whatever.

Rare Special Exception: Amorros' Guns
(Note: The might of a gun is fixed damage regardless of enemy def & res, as well as user str & mag.)


Jurassic Period's Stone Age Gun of Science!: Req Lvl = 5 , Mt = 5 , Hit = 75 , Crit = 19
---"I Sir... am a man... OF SCIENCE!"
PostPosted: Sun Sep 26, 2010 2:21 pm


Items

HP Restoratives

Herb: Heals 10 HP. (Can only be thrown by Hasani.) Usage: gain 5 Exp (Price: 10 gold)
Potion: Heals 10 HP. Usage: gain 10 Exp (Price: 30 gold)
Power Potion: Heals 20 HP and increases strength by 1 for the next 3 turns. Usage: gain 11 Exp (Price: 55 gold)

MP Restoratives

Pixie Vial: Heals 10 MP. Usage: gain 5 Exp (Price: 15 gold)
Genie Vial: Heals 20 MP. Usage: gain 10 Exp (Price: 45 gold)

Other Consumables

Revive: Heals 50% HP and 30% MP. Usage: gain 20 Exp (Price: 115 gold)

Calculations/Formulas

Map Coordinates
If there is a space in the bottom-left corner of the map, that space is known as space [1, 1]. Obviously, some spaces won't actually exist on certain maps, as most maps will not be perfect squares/rectangles.

Coordinates are marked according to [column #, row #]. So say you moved to the right one space from the top-left corner of a map. Your new coordinates would be [2, 1.] Moving up instead of right would make them [1, 2]. Like all other relevant formulas, coordinate changes are important to note in posts so everyone knows what's going on.


-----

Hit Chance (Physical AND Magical)
(Unit's Skill + Weapon's hit) - Enemy's Luck

Hit Chance (Close-Range, without the use of a weapon)
(Unit's Skill + 50) - Enemy's Luck

Hit Chance (When an enemy is Dazed)
Close Range Weapons: 100* + Unit's Skill
*This stays in place, unless the equipped weapon's hit exceeds 100.

Long Range/Magic Attacks: Weapon Hit + Skill


-----

Critical Chance (Physical AND Magical)
(Unit Cultivation Bonus + Luck + Weapon Crit) - ((Enemy Speed x 2) + Enemy Luck)

---Critical hits are merely a multiplier to final damage output. The multiplier is Damage x 2.5
---The "Weapon Crit" value when no weapon is equipped = 0. Thus, weaponless criticals will be rare.


-----

Exp Gain (per Heal with a Staff/arcane weapon)
10 +/- (Difference in Priest/Friendly Unit Level x 4)

Exp Gain (Per Kill)
30 +/- (Difference in Unit/Enemy Level x 4)

---Obviously, if the player unit is a higher level, less Exp than thirty would be awarded. The opposite is true if the unit is a lower level.---
---The minimum award of Exp per enemy is 1, and the maximum is 100. (100 Exp = 1 full level.)---
---Ex: Player Unit is level 1 and Enemy is level 2. The difference between the two units' levels is 1, and the player units' level is lower, meaning a positive modifier to the base of 30. So: 30 + (1 x 4) = 30 + 4 = 34 Exp gained.


Exp Gain (Per Successful Attack)
10 +/- (Difference in Unit/Enemy Level x 2)

---Ex: Player Unit is level 2 and Enemy is level 1. The difference between the two units' levels is 1, and the player units' level is higher, meaning a negative modifier to the base of 10. So: 10 - (1 x 2) = 10 - 2 = 8 Exp gained.
---Same min/max as above. If your attack misses, you gain 1 Exp always. You gain 2 Exp per successful enemy hit, and 5 Exp if you evade the enemy.---


Exp Gain (Per use of potion)
10 Exp

---Note: Exp is only gained if the potion/other healing item is used on someone who has less than their maximum HP. So in other words, spamming potions when they're not needed will accomplish nothing but wasting turns and items.


Exp Gain (Per use of herb)
5 Exp

-----

Movement Range
Class Base Move Number + Speed Bonus Number

---Class Bonus Number will be given, and is usually 3 or 4.---
---Speed Bonus will increase by 1 for every 25 speed a unit acquires.---



Physically Based Attacks

Regular Attack; No Physical Weapon:
Unit's Strength - Enemy Defense = Damage Dealt

Regular Attack; Armed with a Physical Weapon:
(Unit's Strength + Weapon Mt) - Enemy Defense = Damage Dealt


Magically Based Attacks

Regular Spell; No Magic Weapon
((Unit's Magic + Spell Mt) - Enemy Resistance) x Affinity Reduction

Regular Spell; Armed With a Magic Weapon
(((Unit's Magic + Weapon Mt) x Spell's Damage Multiplier) - Enemy Resistance) x Affinity Reduction

Curative Might
(Base curative effect of skill + User's Mg)

Crossing ******** Class Lines

Attacking Physically with a Magical Weapon
(Weapon Mt / 2) - Enemy Def = Damage (minimum of 1 YAAAAAAY)
--- On the bright side: critical chance works the same as physically attacking with a physical weapon ---


Attacking Magically with a Physical Weapon
IMPOSSIBLE

Daust Masana
Vice Captain


Daust Masana
Vice Captain

PostPosted: Mon Sep 27, 2010 8:45 pm


TUTORIAAAAALLLL...
START


User Image

Baskin [coordinate 5, 4]
Hasani [coordinate 6, 4]

Enemy Weapons:

Grunt 1 (Lvl 0) holds a Spanish Cedar Spear. [coordinate 1, 3]
Grunt 2 (Lvl 2) holds a Cherry Sword. [coordinate 5, 1]
Grunt 3 (Lvl 1) holds a Loblolly Slingshot. [coordinate 6, 2]
Grunt 4 (Lvl 4) holds a Chestnut Hammer. [coordinate 8, 4]

-----

Hasani assesses the situation with his trusty Chestnut Hammer firmly in hand. A growl is released at the nearby opponents, but they do not sway- except for maybe the third. The slight show of weakness is spied, prompting the Lion Prince to draw close (he takes one step forward) [coordinate 6, 3] and attack.

Hit Chance = (6 + 85) - 19 = 72% (( Dice Roll: 44 ))
Potential Damage = (9 + 5) - 0 = 14

The attack connects, dealing 14 damage to Grunt 3! (HP Remaining = 8 ) The Grunt cannot retaliate.
Hasani gains 10 EXP.
PostPosted: Mon Sep 27, 2010 9:53 pm


Now it's Baskin's turn, because the player phase always comes before the enemy phase. Speed does not affect turn order-- only maximum movement range and critical chances.

Baskin recovers from the shock of the sudden confrontation upon hearing the growl of his new friend, and his surprise is instantly replaced with a look of heavy-set determination. He draws his Cherry Sword from its holster and takes two steps forward [coordinate 5, 2] to swing at the second enemy.


Innate Skill Activation: Flame of Determination
((7 x 1.2) + 95) - 2
(9 + 95) -2
Hit Chance = 102% (No dice roll needed, as hit is guaranteed.)

Damage = (10 + 3) - 6 = 7

Critical Potential = (0 + 15 + 2) - ((9 x 2) + 2) = -3 (No Critical Chance.)

The attack connects, dealing 7 damage to Grunt 2! (HP Remaining = 12) Same deal, no counterattacks.

Baskin gains 12 EXP, As grunt 2 is actually Lvl 2 (one Level higher than Baskin, whom is Lvl 1).

defender158
Vice Captain


Team_Farleyambient158
Captain

PostPosted: Wed Sep 29, 2010 6:59 am


Grunt 1 starts to step forward, but suddenly a large pink frying pan falls from the sky and drops upon his head, dealing nine damage (1 HP remaining!) and causing the Daze effect. Player cannot move for this turn. Bummer.

-----

Grunt 2 attacks Baskin, as he is standing right in front of him.

Hit Chance = (6 + 95) - 15 = 86% ((Dice roll: 24))

Potential Damage = (8 + 3) - 9 = 2

Crit Chance = (0 + 15 + 2) - ((8 x 2) + 15) = 17 - 31 = no Crit chance.

The attack connects, dealing 2 damage to Baskin! (HP remaining = 11)

Baskin gains 2 Exp for taking an enemy hit. (Total = 14)

-----

Grunt 4 wishes he could show off by moving FIVE spaces, but moving five spaces wouldn't put him in range of anyone. So, he decides to move four spaces and attack Baskin from behind [coordinate 5, 3].

Hit Chance = (4 + 85) - 15 = 74% (Dice roll: 97)

Oh, WHAT A SHAME. The show-off missed. He'd have only done 2 damage anyway.

Baskin gains 5 Exp for dodging! (Total = 19)

-----

Grunt 3 decides his only hope with these idiots on his team is to break enemy lines, and his best bet for that is to attack Baskin as well. He moves up one space [to coordinate 6, 1], attacking him from two spaces away.

Hit Chance = (20 + 65) - 15 = 70% (Dice roll: 21)

Crit Chance = (0 + 19 + 7) - ((8 x 2) + 15) = 26 - 31 = no critical chance

Damage = (3 + 6) - 9 = 0 (counted as a minimum damage of 1)

*DINK* The enemy's crossbow stone hits Baskin in the forehead and leaves a small bruise. He rubs the spot of pain. 1 damage was dealt. (HP remaining = 10)

Baskin gains 2 Exp for enduring that attack. (Total = 21)

---

A large pink Tiger Pack drops from the sky and bonks Baskin on the head, dealing 9 damage. (HP remaining = 1) Fifteen perfect tokens fly out. Daze does not take effect. HOW LUCKY.

...OH NO! Baskin is in a critical HP state. Maybe Hasani should use a POTION to heal TEN HP. Sincehehasabackpackandall--
PostPosted: Thu Sep 30, 2010 9:04 am


Current Coordinates:
Hasani: (6, 3)
Baskin: (5, 2)
Grunt 1: (1, 3)
Grunt 2: (5, 1)
Grunt 3: (6, 1)
Grunt 4: (5, 3)
Sera: (???, ???)


Hasani immediately becomes aware of Baskin's compromising state. The gentle giant takes one step forward (6, 2) and pats the shoulder of his comrade. "Here, comrade," The smooth words flow with the wind just before the sound of a cork being pried from the top of a bottle.

The human's head is gently tilted back. Hasani leans in nice and slow... then glances at the fluid in the bottle, shrugs, and splashes it onto Baskin's face. Baskin feels rejuvenated!

HP Gain: +10 (( 1 --> 11 ))

Hasani gains 10 EXP! (( EXP: 10 --> 20 ))

Daust Masana
Vice Captain


defender158
Vice Captain

PostPosted: Thu Sep 30, 2010 11:11 am


Baskin coughs and blinks his eyes furiously to get the fluid out. The liquid smells faintly of strawberries. "...Thank you."

He gains his bearings once more, and notes the dazed, weak-looking grunt 1. "...A frying pan?"

He decides to put him out of his misery, and moves to [2, 3] to attack him.

...Or he would, but he CAN'T! Grunt 4 sneers at him and shoves him back as he tries to move past him to get to his dazed comrade.

Grunt 4 blocks his path, and player characters are not allowed to pass through enemy occupied squares unless they have the appropriate class skill. (The same goes for enemies and player occupied spaces, naturally.)

However, Baskin CAN get out from the space he is in, because he is not entirely surrounded by enemies; Hasani stands to his right, and with the proper "excuse me," Baskin should have no trouble passing through his square (just so long as he does not STOP on that square, as that would just be awkward).

So, he moves 1 square to the right (onto Hasani's square), two squares down, and then 1 to the left, thus completing his maximum movement range of four. This puts him behind the same Grunt 4 whom had been blocking his path. [coordinate 5, 4]

Baskin frowns at the fact that even he could not manage to rush past that jerk, numbuh four. He considers just using his time to attack HIM instead, as Grunt 1 appears to be recovering from his daze.

SUDDENLY, an amber/pink beam of light shoots down from the heavens and engulfs Baskin's body. He feels strangely energized and determined to reach Grunt 1. (Baskin has been affected by a special spell called Move Again, by an UNKNOWN CASTER. As the name implies, Baskin may now move again.)

[[...It's the tutorial fight and I got pissed that Baskin couldn't legally reach Grunt 1. Especially since I didn't REALIZE it until after I did the calculations below and got well into working on the enemy post. Cut me some slack. XD (we'll be using double brackets to indicate writing that is Out of Character ("OOC"), as shown here. Granted, the line between roleplaying and OOC is blurry because this is a tutorial fight, but I'd say this portion of my post is the most blatantly OOC thing I've written so far in this fight. I'll shut up now and get back to my BS.)]]

Baskin moves another four spaces (three left and one upwards) to reach his previously noted target space of [2, 3]. He attacks Grunt 1!!

Hit chance to a dazed unit (close-range) = 100 + 7 = 107 (technically 109 due to Flame of Determination, but whatever.)

Oh, wait. The hit is above 100%. We mustn't forget that, whenever that is the case, the carry-over is the chance that the unit may attack twice. Baskin has a 7% chance to hit twice. So: (roll = 38 ), that's a no-go. But wouldn't it have been nice?

Oh, Baskin has a 5% chance to poison with a Cherry Sword as well. I must remember that from now on. (Roll = 44), nevermind that as well.

If we forget to calculate stuff and fail to notice it for several posts, it's possibly just our loss. We'll deal with that on a case by case basis.

But I digress. The enemy has 1 HP and Baskin will hit once without a doubt. So I won't calculate the damage this time.

Baskin walks up to him and stares, before taking a deep breath and swinging at him with the intent of a swift death. The lifeless body falls over.

Baskin gains 26 Exp! (21 --> 47)
PostPosted: Wed Oct 06, 2010 6:31 pm


Grunt 1 has three turns to be revived.

---

Grunt 2 moves down one space (5, 2) and attacks Hasani.

Hit Chance = (6 + 95) - 13 = 88% ((Roll = 64))

Potential Damage = (8 + 3) - 8 = 3

Critical Chance = (0 + 2 + 2) - ((5 x 2) + 13) = 4 - 23 = NOT HAPPENING

Chance to Poison = 5% ((Dice Roll: 16)) NOPE

The attack connects, drawing a minor amount of blood from Hasani's shoulder. Hasani loses 3 HP. ((Remaining: 15 ---> 12))

Hasani gains 2 Exp. ((20 ---> 22))

---

Grunt 3 cannot actually get to any space that would let him use his slingshot from two range. Thus, he cannot act, except to run away like a p***y. He moves one space left and three down, putting him right behind Grunt 4, at [5, 4].

---

Grunt 4 is still a douchebag. He moves two spaces right, one space down, one left, and one up, to [6, 3], when he could have reached that space by simply moving one to the right instead. Yes, he used his full movement range just because he could. And then, he attacked Hasani.

Hit Chance: (4 + 85) - 13 = 76 ((Roll: 68 ))

Potential Damage: (6 + 6) - 8 = 4

Critical Chance: (0 + 0 + 1) - do I even need to calculate the rest? = NOT FREAKING HAPPENING

Grunt 4 leaves a rather large bruise on Hasani's other shoulder. He'll be extremely sore tomorrow.

4 damage dealt. ((HP: 12 ---> 8))

Hasani gains 2 Exp. ((22 ---> 24))

---

A red aura suddenly surrounds Hasani. An unknown caster has used the Omega Critical spell. Hasani's class cultivation value for critical chance has increased from 0 to 80 temporarily.

Team_Farleyambient158
Captain


Daust Masana
Vice Captain

PostPosted: Thu Oct 07, 2010 11:18 am


Current Coordinates:
Hasani: (6, 2)
Baskin: (2, 3)
Grunt 1: (1, 3) BECAUSE HE'S DEAD
Grunt 2: (5, 2)
Grunt 3: (5, 4)
Grunt 4: (6, 3)
Sera: (???, ???)


Is lightly dazed at the fascination the enemies seemed to develop for smacking his shoulder, but shakes his head a bit and moves on. His spectacular mane is given a significant boost in the aesthetically pleasing way, leading grunt 4 to make some comment about his hindquarters. The feiry Lion prince casts the grunt a glare, then growls as he prepares to attack!

Hit Chance = (6 + 85) - 0 = 91% (( Dice Roll: 8 ))
Potential Damage = (9 + 5) - 4 = 10
(80 (temp) + 13 + 1) - ((25 x 2) + 0) = 94 - 50 = 44% to Crit (( Dice Roll: 39 ))
Critical Modifier: 10 DMG x 2.5 = 25 DMG


A fierce roar surges through the air as Hasani swings the hammer away from the enemy, in an approaching stance. Grunt 4 has all of two seconds to utter something about not being enough of a douchebag before the untamed trainee lunges through the air and brings his chestnut hammer down across the enemy's head. The enemy unit's body convulses appropriately as it falls back and lays still.

EXP Gain: 30 + (3 x 4) = 42 EXP gained!
(( 24 --> 66 ))


Hasani takes a moment to swing the hammer and place a hand on his hip. "There can only be one Master Cat who has mastered hammering," He claims proudly. Grunt 2 feels completely ignored.

A moment is taken so that Hasani make walk down one space, to (6,3), then three left, to (3,3). A wave and encouraging smile is dispensed to Baskin. Nothing else.
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