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Posted: Tue Sep 04, 2007 7:03 pm
Our world has rules, rules that determine everything. While people commonly innovate, it is rare for someone to work outside these rules. It's knowing these rules that allows one to operate at full power.This thread will explain the mechanics determining the game. As alot of the rules are used in different places, they will be separated into posts detailing a set of rules by circumstances. Index Post 1: Character Mechanics
Post 2: Overworld Mechanics
Post 3: Combat Mechanics
Post 4: Ranking Mechanics
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Posted: Tue Sep 04, 2007 7:05 pm
For math freaks like me, you'll probably notice the formula being used to determine the exp to next level. Specifically, you take the exp to next level for the last level, and add (The number added last level+15) If you're not good at math feel free to ask me, or anyone I indicate if needed what your exp to next level is, and we'll provide. Base Levels Lv: 1 Total: 0 Next: 15 Lv: 2 Total: 15 Next: 30 Lv: 3 Total: 45 Next: 65 Lv: 4 Total: 110 Next: 105 Lv: 5 Total: 215 Next: 160 Lv: 6 Total: 375 Next: 230 Lv: 7 Total: 605 Next: 315 Lv: 8 Total: 920 Next: 415 Lv: 9 Total: 1335 Next: 530 Lv: 10 Total: 1865 Next: 675 Lv: 11 Total: 2540 Next: 825 Lv: 12 Total: 3365 Next: 1010 Lv: 13 Total: 4375 Next: 1210 Lv: 14 Total: 5585 Next: 1430 Lv: 15 Total: 7015 Next: 1685 Lv: 16 Total: 8700 Next: 1960 Lv: 17 Total: 10660 Next: 2265 Lv: 18 Total: 12925 Next: 2595 Lv: 19 Total: 15520 Next: 2955 Lv: 20 Total: 18475 Next: 3350 When you gain a level, you will use the following to raise your stats. (0.42 * stat_base) meaning that you're going to need to keep note what your original stats were. The formula for HP is dependent on level. L is the current level: HP_increase = [(0.5 + L / 100) * HP_base] L <= 140 HP_increase = [1.9 * HP_base] L > 140 Next is a list of the weapon EXP needed to reach the next level in a weapon. Weapon Levels Lv: 0 Total Exp: 0 To Next: 100 Lv: 1 Total Exp: 100 To Next: 200 Lv: 2 Total Exp: 300 To Next: 300 Lv: 3 Total Exp: 600 To Next: 400 Lv: 4 Total Exp: 1000 To Next: 500 Lv: 5 Total Exp: 1500 To Next: 600 Lv: 6 Total Exp: 2100 To Next: 700 Lv: 7 Total Exp: 2800 To Next: 800 Lv: 8 Total Exp: 3600 To Next: 900 Lv: 9 Total Exp: 4500 To Next: 1000 Lv: 10 Total Exp: 5500 To Next: 1100 Lv: 11 Total Exp: 6600 To Next: 1200 Lv: 12 Total Exp: 7800 To Next: 1300 Lv: 13 Total Exp: 9100 To Next: 1400 Lv: 14 Total Exp: 10500 To Next: 1500 Lv: 15 Total Exp: 12000 To Next: 1600 Lv: 16 Total Exp: 13600 To Next: 1700 Lv: 17 Total Exp: 15300 To Next: 1800 Lv: 18 Total Exp: 17100 To Next: 1900 Lv: 19 Total Exp: 19000 To Next: 2000 Lv: 20 Total Exp: 21000 To Next: 2000 From here until level 255 it's 2k exp to next. Now then, different classes master weapons at different rates. For instance, a Male Brawler who has a A in fists earns 20 points per punch with a fist. A pugilist who also has a A in fists, earns 21 points. When you look at the class list, you'll see that beneath each rank is a number. This is the number that the rank represents. Thus it's the number you should be paying attention to. Next up is Skill levels. Every time a skill is used it accrues points to a gauge. The number of points gained is determined by the class and whether the ability, is Weapon, Magic, or Character based, these point values are listed in the above class charts under the Weapon Mastery point values. All monsters get 20 points every time their skills are used. Unique abilities also only get 20 points with each use. Each time a skill is levelled up, it's base power and SP cost is increased by 5.5%. If a skill has a base power of 100% then each subsequent level the skill gains would increase the power by 5.5%. If the skill had a base power of 150% then each subsequent level the skill gains would increase the power by 8.25%. Magic spells are unaffected in Power when they gain Skill Levels, they only get increased Ranges and Area of Effects. To calculate the power of a skill, is to take a percentage of the current stat used to inflict damage. The percentages are applied directly to the stat to determine the base damage. Magical skills use the INT stat to determine damage, Bow use both ATK and HIT stats, Guns use only the the HIT stat to determine damage, and all others use the ATK stat to determine damage. You'll notice a formula used to determine the exp needed for every level, and might notice that it remains the same. The formula used all the way up to level 99 to determine exp to next level is: (Current Level*50)+50 Skill Levels Lv: 0 Total Exp: 0 Next: 50 Lv: 1 Total Exp: 50 Next: 100 Lv: 2 Total Exp: 150 Next: 150 Lv: 3 Total Exp: 300 Next: 200 Lv: 4 Total Exp: 500 Next: 250 Lv: 5 Total Exp: 750 Next: 300 Lv: 6 Total Exp: 1050 Next: 350 Lv: 7 Total Exp: 1400 Next: 400 Lv: 8 Total Exp: 1800 Next: 450 Lv: 9 Total Exp: 2250 Next: 500 Lv: 10 Total Exp: 2750 Next: 550
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Posted: Tue Sep 04, 2007 7:10 pm
In all controlled hexes players may feel free to RP as they like, however, please keep in mind that buildings should remain in towns, and that unusual weather, unusual formations, or other player invented plots will not be used. The reason this is important is to make a point that life DOES go on outside of battle and towns, I don't want this to just degenerate to a game where people post 'I rolled a 89, I hit, dealing 560 damage.' That's boring to me. So, as I said, if there's other people in the same hex as you, you should RP with them!
Either way, movement through hexes is made at a speed dependent on the character's move.
1-4 Move = 1/8 Hex per turn 5-7 Move = 1/4 Hex per turn 8-16 Move = 1/2 Hex per turn 17-36 Move = 1 Hex per turn 37-56 Move = 2 Hex per turn From then on just increase the numbers by twenty at a time. (Yes, those are some RIDICULOUSLY high moves, but I expect people to slowly but surely be approaching at least the two hex per turn number.)
These numbers are very important for what it's worth. Remember that most players have at highest, a 9 in move. This means that anyone capable of gaining a 8 in move can operate as a rushing force, designed to rapidly move in, and capture weak hexes. Although it might not seem all that important, it's something that Overlords need to keep in mind. So, if you've got a high move, and your overlord gives you an odd command, understand that it might be because he's got some plan in mind.
On the opposite end of the scale, there's the Galactic demon. The Galactic demon never gets out of the 1/8th hex per turn category, which might seem poor, until you realize that the Galactic Demon's stats provide it more purpose in defending territory, rather than seizing it. Similiar things can be applied to certain classes, separating classes into purposes: Artillery, Defensive Units, Basic Infantry, and Mobile Units.
These things your overlord will be thinking about all the time.
Other things to note about Overworld Mechanics are: The Overlord can only address the Dark Assembly from a town or advance base.
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Posted: Tue Sep 04, 2007 7:12 pm
Combat operates as follows: Game Posts First, each player types in their RP, this is simply fluff, and if you don't want to post a lengthy RP, you can post short lines to describe what you're doing, but please don't just post what your roll is and the ensuing result. Next, at the bottom of the RP post, one types in what they're doing as they RP. This can have a variety of features, however normally it should look like this; HP 14/14 SP 20/28>12/28 Move 4>5 Spd 13>18 Instant Action: Equip Shoes in Slot 4(An infinite number of equips can be performed in a turn as long as they occur before your action); Move: 12,8>12,9>12,10>13,10>14,10(Only one move may be performed per turn); Action: Ice SP cost for 2 targets 8; 100% Int * 120% Ice Weakness - 100% Res = Damage Result at 14, 13; 100% Int * 100% Ice Neutral - 100% Res = Damage Result at 14, 13; The order in which these are performed is determined by the order they are in the post. At the top of the mechanics section one's current HP and SP should be declared, and, if any other stats are changed they should be updated as shown. When a target is declared, if the target moves prior to the post declaring a targetted position, and no one is currently in the targetted position the person declaring the action may choose to change the target of their action. If someone else moves into the square before they are able to do so, that person becomes the new target for the action. If the target moves after the post, they are still hit by the attack, which has it's damage dealt prior to their post. The same applies to movement, if someone moves into a square you are moving through this turn before you post, and they aren't an ally, you may choose to change your movement pattern else you simply stay where you are. This is the basic rule on how combat is resolved. A player who dies prior to their action during a turn may still move that turn, as well as perform standard RPing before their character "dies". If one makes a post during this time, one can also declare they are "holding on" this essentially means their corpse sits at the square they died at, instead of disappearing, and acts as a terrain feature. Corpses do not block movement. At any time in the future, they may choose to return to the nearest temple or capitol and be revived for a nominal fee. If they do not choose to "hold on" they immediately return to the nearest temple or capital as soon as they next post and pay the same nominal fee to be revived. If someone cannot pay the fee, instead all of their money is taken and they are revived. Resolving Damage Damage is gotten by applying a percentage of one's stats, against a percentage of the relevant defensive stat. For instance, using Fire against an opponent uses 100% of one's Int stat multiplied by the opponent's resistance to the element, then subtracting 100% of the opponent's defense stat. Normal Attacks operate the same, dealing 100% of the relevant damage stats (Usually Atk) against 100% of the relevant defense stat (Usually Def) Skills are where you begin gaining higher percentages. Blade Rush deals 150% of one's Atk stat minus 100% of the Opponents Def against an opponent. Impaler deals 125% of one's Atk stat against an opponent subtracting 100% of the Opponent's Def stat. Status Effects (Resist / 10) / Power * 100 = h;ance to resist a status each turn. Someone's Resist stat is somewhat obvious, being a hard stat that starts at 1 and is increased primarily through equipment. Status Effect skills have a Power of 1+the level of the skill+any other effects affecting the caused status effect's Power, such as an Alchemist for Poison effects. The person inflicting the status effect rolls the first roll, each roll after that is rolled by the person with the status effect. At minimum the chance to resist a status effect can be 1%, and at maximum 99%. The status effect will last no longer than the number of turns equal to its power. The turn in which the status is inflicted is counted as Turn 0. Poison: Characters under this status take 1/10th of their maximum HP each turn. Heavy Poison: Characters under this status take 1/5th of their maximum HP each turn. Degenerate: Characters under this status take 1/5th of their current HP each turn. Sleep: Characters under this status effect cannot take any actions each turn, and recover automatically if they take any damage. Paralyze: Characters under this status effect cannot take any actions each turn other than using items or equipping items. If a character with this status effect uses Faerie Dust they cannot take any action that turn. Depraved: Characters under this status effect do not gain any form of EXP. Forget: Characters under this status effect cannot use special techniques. Karma: Characters under this status effect are automatically targeted by all neutrals. Hold: Character under this status effect cannot move, but may still attack and use special techniques. More information may be added to answer questions for clarity.
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Posted: Tue Sep 04, 2007 7:18 pm
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