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    Combat Mechanics Patch 1.0

    Bloo
    Bloo
    Admin


    Posts : 121
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    Combat Mechanics Patch 1.0  Empty Combat Mechanics Patch 1.0

    Post by Bloo Mon Sep 09, 2013 10:24 pm

    With this patch, we're introducing a few new aspects of the combat system, to encourage specialization and customization of each individual character. Our hope is that this will make fighting more dynamic, and interesting to everyone involved.

    The first thing is Types. Your type is how your character uses his power, or doesn't use his power for that matter. Your type will adjust certain stat caps specific to your character by up to 20%.

    Here are the available types:

    Magical: These characters specialize in all things magical. They favor stats like Focus and Endurance, don't like to get physical and do heavy lifting, they're much more reliant on their special power than their own body.
    +20% Focus stat cap
    +20% Endurance stat cap
    -20% Strength stat cap
    -20% Defense stat cap

    Physical: These characters are the opposite of magical. It doesn't mean they don't use their special powers, but it means that the prefer to use their own strength. Often times they can use their special power to enhance their own strength. They favor Strength and Defense.
    +20% Strength stat cap
    +20% Defense stat cap
    -20% Focus stat cap
    -20% Endurance stat cap

    Hybrids: Hybrids are somewhere between Physical and Magical. They don't rely on either, but also don't excel in either. It is for a character that would want to use both Magical AND Physical to fight and defend themselves.
    Hybrids get no stat changes.

    ----

    Next on the list of additions is Specializations. Specializations is basically how your character fights. How they respond to attacks, or how they send out their own attacks. These will also adjust your stats, but this time only 10%.

    Here are the available Specializations:

    Offense: These characters like to hit hard, and hit heavy. They deal with their problems head on, but they prefer to make problems for the enemy. They are not very good at taking hits, and tend to be a bit fragile. They focus on Strength and Focus.
    +10% Strength stat cap
    +10% Focus stat cap
    -10% Defense stat cap
    -10% Endurance stat cap

    Defense: These characters are the kings of getting hit and not falling down. They would rather stand there and watch you attack them, than launch an attack of their own. With such a focus on defense, however, their own moves become sluggish and slow. They focus on Defense and Endurance.
    +10% Defense stat cap
    +10% Endurance stat cap
    -10% Accuracy stat cap
    -10% Speed stat cap

    Speed: These characters focus on landing hits quickly, and dodging incoming hits. They're fast, sneaky, and hard to catch. They focus on quantity of quality. They'll hit you a lot of times, but their attacks are not very powerful. They focus on accuracy and speed.
    +10% Accuracy stat cap
    +10% Speed stat cap
    -10% Focus stat cap
    -10% Strength stat cap

    Hybrid: Much like the Type, Hybrid characters have no specific fighting style. Thus they have no real weaknesses, but also no real strength. They don't focus in any stat.
    Hybrids get no stat changes.

    ---

    When you're asked to pick your Type and Specialization, know that these buffs DO stack. As an example, I'll show you the bonuses a Magical Type with a Speed Specialization would look like.

    Magical/Speed
    +10% Focus stat cap
    +20% Endurance stat cap
    +10% Accuracy stat cap
    +10% Speed stat cap
    -30% Strength stat cap
    -20% Defense stat cap
    Not too complicated, right? Notice how the Focus stat is only increased by 10%, because it gets +20% from the Type, then -10% from the Specialization, and the Strength stat is decreased by 30% for the same reason. That's what it means when we say they stack.
    Bloo
    Bloo
    Admin


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    Combat Mechanics Patch 1.0  Empty Re: Combat Mechanics Patch 1.0

    Post by Bloo Mon Sep 09, 2013 10:25 pm

    The next thing we're adding should also be a nice fun change. We're taking out our current leveling system, deciding on the fact that if we let you choose what level you start as it's kind of pointless to have starting level options at all. So to make it less complicated, we took those levels out and changed the whole system.

    Level 1:
    100 stat cap
    400 total cap
    300 base hp
    500 max hp
    6 techs
    1 x1.4 multiplier cap
    1 x1.5 multiplier cap
    2 passives
    Can freely change Power and Type

    Level 2:
    Voluntary promition, must be approved by admin, must have 4 techs minimum, must have Power, must have Type.
    150 stat cap
    600 total cap
    450 base hp
    750 max hp
    8 Techs
    1 x1.4 multiplier cap
    1 x1.5 multiplier cap
    2 passives
    Locks in Power and Type.
    Choose Specialization.

    Level 3:
    200 stat cap
    800 total cap
    600 base hp
    1000 max hp
    Must pass first Promotion
    10 Techs
    2 x1.4 multiplier cap
    1 x1.5 multiplier cap
    3 passives

    Level 4:
    250 stat cap
    1000 total cap
    750 base hp
    1250 max hp
    Must pass second Promotion
    12 techs
    2 x1.4 multiplier cap
    2 x1.5 multiplier cap
    4 passives

    ---

    Now I know what you're thinking. Techs? What the hell are those?

    Techniques (Techs) are abilities that your character has mastered that make him able to do things that he otherwise couldn't. All techs, except for passives, require some form of activation. This activation can be simply hitting the opponent, or using one of your two actions to launch a more powerful attack. Here's what's allowed in them:

    Characters can have techs that make their attacks more powerful.
    -At level 1, you can only have one tech that goes up to x1.5, and another that goes up to x1.4.
    -x1.5 is the highest a tech can go, unless it needs a setup and specific conditions to work.
    -You are allowed any number of x1.3 (or below) techs.
    -These techs are required to have a limited number of uses, and a cooldown period between uses.

    Characters can have one buff and one nerf only.
    -They can only buff and nerf stats of their Type, or Specialization respectively.
    -Stat nerfs can only be applied with damage.
    -Stat buffs require an action to activate.
    -Stat buffs and nerfs have a maximum alteration of 10% and -10% respectively.
    -Buffs and nerfs only get 2 Uses, and have a 5 turn Cooldown.
    -Buffs and nerfs have a five turn duration maximum.

    Characters are privy to setup techniques.
    -These techs require an activation, and can empower a different tech.
    -These techs need a limited number of uses, and a cooldown.

    Characters are allowed to have two passives at level 1 and 2, three at level 3, and four at level 4.
    -Passives require no actions to use, they just happen, passively.
    -Passives don't need a limited number of uses, or cooldowns.

    Characters can have one split multiplier. It will take the place of another multiplier technique that the separate multipliers add up to.
    -Split multipliers can not be empowered by a setup tech.
    -Split multipliers have 2 uses, 5 turn cooldown.
    -The max your split multiplier can add up to is x1.5.

    ---

    That covers what you can have for a tech, now how do you USE a tech, you ask? Well I'll explain it to you with a simple multiplier tech.

    Imagine my character uses Fire as a power. A tech would be something he's trained in, and it can push his powers passed his usual limits. Here's an example of a tech for a Fire user:

    Tech Name: Firebreath
    Description: The character takes a deep breath, gathering flames in his mouth and charging them up for a big release, burning everything in front of him.
    Multiplier: x1.5 Focus
    Uses: 2
    Cooldown: 5 turns
    That's a rather simple multiplier. This means that when he uses this tech, the damage would be equal to his Focus stat multiplied by 1.5. It goes passed the usual limits that he would have, and makes his attack stronger.

    After using this Tech, he's have to wait 5 turns before he could use it again. The turn it is used, of course, is not counted in the cooldown; there must be five posts in between the first use and the second. The second time he uses it would be his last time being able to use it, because it only has 2 uses. Simple, right?
    Bloo
    Bloo
    Admin


    Posts : 121
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    Combat Mechanics Patch 1.0  Empty Re: Combat Mechanics Patch 1.0

    Post by Bloo Mon Sep 09, 2013 10:25 pm

    The next, and final addition for this patch is the new Deflection Mechanic! Deflection is a lot like an Overpower or a Counter, but at the same time very different.

    First off, to be able to deflect an attack, your defensive stat must be equal to, or greater than the incoming attacks power. For example, if someone launches an attack with 100 Focus as the power, you'd need 100 Endurance to be able to deflect that attack. You must use an action, much like you have to use an action to counter or overpower.

    Now what is a deflect? It is pretty much exactly how it sounds. If you deflect an attack, you take no damage from it and send the attack at a different player of your choice, excluding the character who launched the attack in the first place.

    When you deflect an attack, it goes towards your choice target at the same speed that it came towards you with, but it is a little weaker. The strength of the deflected attack is 75% of the strength it had when it was coming towards the deflector.

    Meaning, if you deflected an attack that had 100 Focus, it'd have 75 Focus when it goes towards it's next target. A deflected attack can not be deflected again, and it can not be overpowered. It can only be taken, dodged, or countered.

    ---

    That about sums everything up for this patch! Stay tuned for the next one, that should be coming sometime in the next few weeks and will introduce a few more new things to spice up our combat system and make the game more fun:

    Spoiler:

    As always, have fun!

    ~Bloo and the Friendly Admin and the kind of Mean-Spirited Admin
    RoyLancaster
    RoyLancaster
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    Combat Mechanics Patch 1.0  Empty Re: Combat Mechanics Patch 1.0

    Post by RoyLancaster Wed Sep 11, 2013 4:23 pm

    PATCH ADDENDUM

    So it turns out we forgot something. Just gonna let you guys know. Health is now a stat. It starts off at 75% of the total stat cap for your level, but just like other stats, you can put points into it to a cap. The difference between this and the other stats is that each point put into it counts for 2 Health.

    For example, say the total stat cap is 1000, and the individual stat cap is 250. Health starts at 750. Putting 50 points into Health will bring it up to 850, because each point is worth 2. If we put a total of 100 points in, that's 200 extra Health, so it goes up to 950. Putting all 250 points in, to hit the individual stat cap, grants 500 extra Health to a maximum of 1250 Health.

    Base and maximum Health totals are listed in the Level bonuses in the second post of this thread.

    Hope this helps, guys.

    ~The kind of Mean-Spirited Admin
    RoyLancaster
    RoyLancaster
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    Posts : 82
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    Combat Mechanics Patch 1.0  Empty Re: Combat Mechanics Patch 1.0

    Post by RoyLancaster Thu Sep 19, 2013 5:02 pm

    Clarifying something about Types, Specializations, and Stats.

    If the adjustment to the stat caps means that filling up all your stats to full puts it at more than the total stat cap for your level (example, 400 at level 1) then you can't fill them all up. The cap is 400. You can't have more than 400 unless you get rewards from random events. The cap adjustments are there just as that, adjustments to the individual stat caps. It allows you to put more into that stat than usual. It doesn't mean that those stats are automatically that high. You still have to pay for it with your total amount of stats.

    I saw a case or two of people getting this confused in their stats, so I wanted to clarify.

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    Combat Mechanics Patch 1.0  Empty Re: Combat Mechanics Patch 1.0

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