Post by Estrella Divina on Aug 4, 2013 19:53:18 GMT -5
Note: Two people must agree on the same type of battle in order to battle.
The Battles on this site are determined by either role-playing abilities or stats gained in RP. To make things simple, the winners of role-play battle will be chosen by a poll system.
Role Play Battle (How it works:)
Each poster gets 5 posts within the battle. At the end of the battle, the staff and a member will give a score from 1-10. The person with the most points by the end of 3 days will be decided the victor. He/She will get the choice of either killing the member or sparing them.
Also, all posts must consist of an attack sequence and a defense sequence. The only post that shouldn't have it is the first post done by the topic starter.
Important for Role-play Based Battles
The battles will also be determined by "realism." If one dodges all of another person's attacks, they will automatically forfeit the match. This is to keep away god-modding and discrimination.
To keep things moving quickly, a member has 24 hours to respond to a post within a battle. If the challenger or the opponent do not post within 24 hours of their turn, they will be automatically disqualified.
Note: STATS PLAY NO ROLE IN RP BASED BATTLES (This means if you're stronger than your opponent by loads it doesn't mean that you can dodge all their attacks, god mod, or be impossible to defeat. RP battles are creative in their nature.)
Stat Battle System
The battle system is quite complicated, so read carefully and if you have any questions message a staff member.
Attacking:
When attacking, you must roll a die. Your roll will effect how much damage you do onto your opponent. When you roll, you take the rolled number (Ex. 6) and make it a decimal (Ex. 0.6) and multiply it by your Attack stats that are either under your avatar or you customized under your signature. If your Final Attack is higher than your opponent's Final Defense , then you subtract the difference between the Final Attack and Defense from your opponent's HP.
If your Final Attack is lower than your opponent's Final Defense, the attack will miss.
Defending:
When defending, you must roll a die. Your roll will effect the Damage taken. When you roll, if the rolled number is higher than the Attacker's then the attack is a miss, if it is less than the Attacker's roll, the attack will continue. Your rolled number will be the number you use to DIVIDE from your Defensive Stat.
Note: If your Final Defense's roll is higher than your opponent's Final Attack's roll, the attack will miss. If your Final Defense's roll is lower than your opponent's Final Attack's roll, then you subtract the difference of the Final Attack's damage amount and your Defense amount from your HP.
-Thanks to Lelouch for adding this information
Limit Breaks (Overview:) At the start of the RP (after you are done setting your profile,) everyone starts out with 3 limit breaks. The higher the limit break the more damage it does. However, it is a high risk/high reward type of deal.
If the opponent, who is defending your limit break, rolls higher than you do, then the limit break does no damage. If the attacker rolls higher than the defending individual, then the limit break does more damage with a multiplier added to their magic power stat.
After every limit break, the opponent cannot attack for a certain amount of turns depending on the limit break. It does not matter if the attack hits/misses. The individual must regain their strength, hence, the high risk/high reward deal.
Level one limit break- cannot attack for one turn
Level two limit break- cannot attack for two turns
Level three limit break- cannot attack for three turns
Status Effect Limit Breaks:
There are status effect limit breaks. These limit breaks do not do any damage, but cause an opponent to either be stunned or unable to attack for a certain amount of turns. Depending on how you set up your limit breaks, any status limit breaks like freezing an opponent, paralyzing an opponent, etc. lasts depending on what level the limit break is. For instance, if you use a level 3 limit break to paralyze someone, the defending opponent will not be able to attack for 3 turns.
The main difference is Status Effect Limit breaks do not require the attacker to rest the turns after using them. They can attack their opponent with physical attacks.
Status effect limit breaks cannot be used back to back. The attacker cannot use another limit break on a stunned opponent either. In other words, if an attacker used a status effect to stun an opponent the attacker can only use his/her physical/attack abilities. Then, once they are back to normal and after using another damage causing limit break, the attacker will be able to use his/her status effect limit break again (if they have the tokens to do so.)
The healing limit breaks can only be used once per battle.
The Battles on this site are determined by either role-playing abilities or stats gained in RP. To make things simple, the winners of role-play battle will be chosen by a poll system.
Role Play Battle (How it works:)
Each poster gets 5 posts within the battle. At the end of the battle, the staff and a member will give a score from 1-10. The person with the most points by the end of 3 days will be decided the victor. He/She will get the choice of either killing the member or sparing them.
Also, all posts must consist of an attack sequence and a defense sequence. The only post that shouldn't have it is the first post done by the topic starter.
Important for Role-play Based Battles
The battles will also be determined by "realism." If one dodges all of another person's attacks, they will automatically forfeit the match. This is to keep away god-modding and discrimination.
To keep things moving quickly, a member has 24 hours to respond to a post within a battle. If the challenger or the opponent do not post within 24 hours of their turn, they will be automatically disqualified.
Note: STATS PLAY NO ROLE IN RP BASED BATTLES (This means if you're stronger than your opponent by loads it doesn't mean that you can dodge all their attacks, god mod, or be impossible to defeat. RP battles are creative in their nature.)
*****************
Stat Battle System
The battle system is quite complicated, so read carefully and if you have any questions message a staff member.
Attacking:
When attacking, you must roll a die. Your roll will effect how much damage you do onto your opponent. When you roll, you take the rolled number (Ex. 6) and make it a decimal (Ex. 0.6) and multiply it by your Attack stats that are either under your avatar or you customized under your signature. If your Final Attack is higher than your opponent's Final Defense , then you subtract the difference between the Final Attack and Defense from your opponent's HP.
If your Final Attack is lower than your opponent's Final Defense, the attack will miss.
Example:
Attack = 600 Roll: 5 Final Attack: (600x0.5) 300
Defense = 525 Roll: 3 Final Defense: (525/3) 125
(Final Attack) 300 - (Final Defense) 125 = (Damage Dealt) 175
Attack = 600 Roll: 5 Final Attack: (600x0.5) 300
Defense = 525 Roll: 3 Final Defense: (525/3) 125
(Final Attack) 300 - (Final Defense) 125 = (Damage Dealt) 175
Defending:
When defending, you must roll a die. Your roll will effect the Damage taken. When you roll, if the rolled number is higher than the Attacker's then the attack is a miss, if it is less than the Attacker's roll, the attack will continue. Your rolled number will be the number you use to DIVIDE from your Defensive Stat.
Note: If your Final Defense's roll is higher than your opponent's Final Attack's roll, the attack will miss. If your Final Defense's roll is lower than your opponent's Final Attack's roll, then you subtract the difference of the Final Attack's damage amount and your Defense amount from your HP.
Example:
Attack = 600 Roll: 5 Final Attack: (600x0.5) 300
Defense = 525 Roll: 3 Final Defense: (525/3) 125
(Final Attack) 300 - (Final Defense) 125 = (Damage Dealt) 175
Limit Breaks:
Limit Breaks use tokens, your level one Limit Break takes 100 tokens, level two takes 200 tokens and your level three takes 300 tokens. You still need to make the requirements to unlock your Limit Breaks. Your roll will effect your Damage dealt. When you roll, you take the rolled number (Ex. 8) and make it a decimal (Ex. 0.8) and multiply it by your Magic stat. If your Final Magic is higher than your opponent's Final Defense , then you take the difference between the Final Magic and Defense and multiply it by two (First Limit Break), three (Second Limit Break) or three (Third Limit Break) before inflicting the damage to your opponent's HP.
If your Final Magic is lower than your opponent's Final Defense, the attack will miss.
Example with (LVL 1 limit break:)
Magic: 750 Roll: 9 Final Magic: (750x0.9) 675
Defense: 450 Roll: 7 Final Defense: (450/0.7) 315
(Final Magic) 675 - (Final Defense) 315 = 360 (Limit Break Multiplier) x 2 = (Damage Dealt) 720
Attack = 600 Roll: 5 Final Attack: (600x0.5) 300
Defense = 525 Roll: 3 Final Defense: (525/3) 125
(Final Attack) 300 - (Final Defense) 125 = (Damage Dealt) 175
Limit Breaks:
Limit Breaks use tokens, your level one Limit Break takes 100 tokens, level two takes 200 tokens and your level three takes 300 tokens. You still need to make the requirements to unlock your Limit Breaks. Your roll will effect your Damage dealt. When you roll, you take the rolled number (Ex. 8) and make it a decimal (Ex. 0.8) and multiply it by your Magic stat. If your Final Magic is higher than your opponent's Final Defense , then you take the difference between the Final Magic and Defense and multiply it by two (First Limit Break), three (Second Limit Break) or three (Third Limit Break) before inflicting the damage to your opponent's HP.
If your Final Magic is lower than your opponent's Final Defense, the attack will miss.
Example with (LVL 1 limit break:)
Magic: 750 Roll: 9 Final Magic: (750x0.9) 675
Defense: 450 Roll: 7 Final Defense: (450/0.7) 315
(Final Magic) 675 - (Final Defense) 315 = 360 (Limit Break Multiplier) x 2 = (Damage Dealt) 720
-Thanks to Lelouch for adding this information
Limit Breaks (Overview:) At the start of the RP (after you are done setting your profile,) everyone starts out with 3 limit breaks. The higher the limit break the more damage it does. However, it is a high risk/high reward type of deal.
If the opponent, who is defending your limit break, rolls higher than you do, then the limit break does no damage. If the attacker rolls higher than the defending individual, then the limit break does more damage with a multiplier added to their magic power stat.
After every limit break, the opponent cannot attack for a certain amount of turns depending on the limit break. It does not matter if the attack hits/misses. The individual must regain their strength, hence, the high risk/high reward deal.
Level one limit break- cannot attack for one turn
Level two limit break- cannot attack for two turns
Level three limit break- cannot attack for three turns
Status Effect Limit Breaks:
There are status effect limit breaks. These limit breaks do not do any damage, but cause an opponent to either be stunned or unable to attack for a certain amount of turns. Depending on how you set up your limit breaks, any status limit breaks like freezing an opponent, paralyzing an opponent, etc. lasts depending on what level the limit break is. For instance, if you use a level 3 limit break to paralyze someone, the defending opponent will not be able to attack for 3 turns.
The main difference is Status Effect Limit breaks do not require the attacker to rest the turns after using them. They can attack their opponent with physical attacks.
Status effect limit breaks cannot be used back to back. The attacker cannot use another limit break on a stunned opponent either. In other words, if an attacker used a status effect to stun an opponent the attacker can only use his/her physical/attack abilities. Then, once they are back to normal and after using another damage causing limit break, the attacker will be able to use his/her status effect limit break again (if they have the tokens to do so.)
The healing limit breaks can only be used once per battle.