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Damage, Health and Spiritual Pressure; Dodge and weapon types now included
Topic Started: Jan 5 2009, 12:34 PM (115 Views)
Treizi
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Damage
Damage is pretty easy to figure out, the damage of your standard attacks is the same as your Close Combat(Strength) attribute or in the case of Quincy, Quincy Cross/Bow(Power). Percentage increases to your damage stacks so if you had two perks that increased your damage by 25% it would increase by 50%. Percentage decreases do not stack though, let's say you have two perks that decrease damage done to you by 25% and your opponent attacks with the potential to deal 400 damage it would look like this:

400

-25%

300

-25%

225

This is to prevent people from gaining complete damage immunity. A sort of exception would be when your opponent has perks that grant him/her 75% damage increase and you have two perks that give you a 25% damage decrease. Your opponent would gain only a 25% damage increase while your damage decrease is negated entirely., the same goes if you have a 75% damage decrease and your opponent has a 50% damage increase, you would only decrease the damage by 25% and you opponent would gain no damage increase.

Health
The amount of health you have is the sum of your Primary Fighting Type attributes, except for analyze. If you have Close Combat as your Primary and 250 in both Strength and Dexterity you would have 500 Hit Points. Along with your overall health, which in this case would be 500, the different body parts have Hit Points of their own. The torso (includes the head) is equal to your overall health while the arms and legs have 1/4 of that health each, that would be 125. Any damage done to you be it to the limbs or torso affects your overall health, once your overall health reaches 0 you become incapable to move and only barely able to speak. In this state you opponent can decide to either finish you or leave you there. If the thread ends with him/her leaving you then you may recover just enough so that you can exit the thread. If the thread goes on you must wait for someone to heal you, if no one heals you after three posts you may recover only for the sake of exiting the thread.

Spiritual Pressure
Spiritual Pressure is measured by the sum of all of your Fighting Type attributes cut in half. PERKS THAT INCREASE FIGHTING TYPE STATS DO NOT INCREASE SPIRITUAL PRESSURE. ONLY STATS GAINED THROUGH RPING COUNT TOWARDS YOUR TOTAL SPIRITUAL PRESSURE!!! Spiritual Pressure gives people a good idea about your overall power. For every point of Spiritual Pressure that you have above someone else you take that much less damage from that person. By releasing your Spiritual Pressure you can bring an opponent to his knees if the difference is great enough. The effective range of your Spiritual Pressure is 10 meters, this is not to say that you can't be felt if you're more than 10 meters away but your Spiritual Pressure does not affect those that sense you beyond 10 meters.

200 point difference
The opponent feels the weight of your Spiritual Pressure but is otherwise unaffected.

400 point difference
The opponent is slowed slightly, 10% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes.

600 point difference
The opponent is slowed slightly more, 20% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes.

800 point difference
The opponent is moderately slowed, 30% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes. Breathing becomes slightly more difficult.

1000 point difference
The opponent is slowed, 40% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes. Breathing becomes difficult and his/her body involuntarily trembles.

1200 point difference
The opponent is slowed more, 50% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes. Breathing becomes difficult and his/her body involuntarily trembles.

1400 point difference
The opponent is slowed a lot more, 60% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes. Breathing becomes difficult and his/her body involuntarily trembles fiercely. For the first post that you release your Spiritual Pressure the opponent is unable to move.

1600 point difference
The opponent is slowed considerably, 70% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes. Breathing becomes difficult and erratic and his/her body involuntarily trembles fiercely. For the first post that you release your Spiritual Pressure the opponent is unable to move.

1800 point difference
The opponent is slowed immensely, 80% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes. Breathing becomes difficult and erratic and his/her body involuntarily trembles fiercely and sweats. For the first two posts that you release your Spiritual Pressure the opponent is unable to move.

2000 point difference
The opponent is slowed practically immobile, 90% decrease to his Close Combat(Dexterity)/Quincy Cross/Bow(Speed) and Hohou(Speed) attributes. Breathing becomes almost impossible and his/her body involuntarily trembles fiercely and sweats. For the first two posts that you release your Spiritual Pressure the opponent is unable to move.

Speed
Determining speed is very simple; the speed of your swings is determined by your Close Combat(Dexterity) attribute, your move speed is determined by your Hohou(Speed) attribute. Simple right? You must also remember that to be able to handle you own speed the Analyze attribute of the same type must be the same. So if you had 500 points in Close Combat(Dexterity) you must also have 500 points in Close Combat(Analyze) to be handle that speed. If you speed is greater than you Analyze then you'll have difficulties moving at top speed, at first the difficulty isn't that severe but as the gap widens it becomes increasingly tough not to crash into everything when moving at full speed. Speed is also used for dodging an attack, only applies to Hohou(Speed), more on that below.

Accuracy and dodging
Your accuracy is equal to all of your Analyze attributes combined divided by 3. This not only helps you land your own hits, it also makes it easier for you to dodge incoming attacks. If your accuracy is roughly equal to your opponent’s accuracy (100 points give or take) then there’s no difference. If you accuracy exceeds your opponent’s by more than 100 points then you get a 10% increase to your speed (for the purpose of dodging) when he/she attacks you. If your opponent has higher accuracy by more than 100 points you suffer a 10% decrease to your dodge when he/she attacks you. Whether or not you dodge an attack is determined by your Hohou(Speed), including the accuracy bonus/penalty.
Let’s say you have 500 in Hohou(Speed) and your accuracy is 100 points higher than your opponent’s your dodge would be 550.

Just because you end up with a slightly higher number than your opponent don’t think you’ve completely dodged his/her attack. In fact most of the time you’ll probably just barely escape an attack, reducing the amount of damage it does to you. To determine how much it reduces your received damage first you need to figure out much higher your dodge is compare to your opponent’s, measured in percentage, rounded-to-even (if you are not familiar with what that look here) with the exception that you can never go lower than 1%. If your dodge is 34,6%(rounding to even brings it up to 35%) higher than your opponent’s speed you reduce the damage received by 35%, the number you get from that is rounded to even. This is done after all other modifiers to damage have been calculated.
Also remember that in certain situations dodging may become difficult, this will be judged on a
case-by-case basis and hopefully members will be able to figure this out on their own.

The different types of weapons and how to wield them
To begin with you should know that in order to do normal damage with a regular one handed blade you need actually wield it with BOTH hands. Using only one hand causes the damage to be cut in half. Also, attacking with your non-dominant hand causes your accuracy to suffer a 10% penalty, this also applies to weapons wielded only by the off-hand.
When wielding two-handed weapons, like Claymores, your Close Combat(Dexterity) is cut in half while your damage is doubled.
Weapons such as staffs, whether they have blades on both ends or not, cut your Close Combat(Dexterity) in half like when you wield two-handed weapons. They do not double your damage though, but they do give you twice the number of attacks.
Hand-to-hand does not receive any special penalties but you do full damage with both hands as if your were wielding a one-handed weapon with both hands. The off-hand does suffer the 10% accuracy penalty though.
Edited by Treizi, Feb 16 2009, 10:27 AM.
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