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Tangled Puppet rolled 2 10-sided dice: 5, 6 Total: 11 (2-20)

Tangled Puppet
Captain

Sarcastic Demigod

PostPosted: Tue Jun 26, 2012 10:40 pm


HP: 34
Attack: 18
Stamina: 19
Speed: 5
Defense: 8



[Damage: halved = 9 total damage
Block: halved = 4 blocked]
Ichitoko rolled 2 10-sided dice: 6, 4 Total: 10 (2-20)
PostPosted: Tue Jun 26, 2012 10:43 pm


HP: 38
Attack: 19
Stamina: 18
Speed: 5
Defense: 6

Damage: half, 10 inflicted
Block: half, block 3

Ichitoko

Tangled Puppet rolled 2 10-sided dice: 9, 7 Total: 16 (2-20)

Tangled Puppet
Captain

Sarcastic Demigod

PostPosted: Tue Jun 26, 2012 10:47 pm


HP: 28
Attack: 18
Stamina: 14
Speed: 5
Defense: 8



[Damage: normal = 18 total damage
Block: halved = 4 blocked]
Ichitoko rolled 2 10-sided dice: 4, 1 Total: 5 (2-20)
PostPosted: Tue Jun 26, 2012 10:52 pm


HP: 32
Attack: 19
Stamina: 13
Speed: 5
Defense: 6

Damage: half, inflict 10
Block: fail block

Ichitoko

Tangled Puppet rolled 2 10-sided dice: 3, 3 Total: 6 (2-20)

Tangled Puppet
Captain

Sarcastic Demigod

PostPosted: Tue Jun 26, 2012 10:58 pm


HP: 22
Attack: 18
Stamina: 9
Speed: 5
Defense: 8



[Damage: miss
Block: miss]
Ichitoko rolled 2 10-sided dice: 8, 5 Total: 13 (2-20)
PostPosted: Tue Jun 26, 2012 11:00 pm


HP: 16
Attack: 19
Stamina: 8
Speed: 5
Defense: 6

Damage: normal, inflict 19
Block: half, block 3

Ichitoko

Tangled Puppet rolled 2 10-sided dice: 5, 3 Total: 8 (2-20)

Tangled Puppet
Captain

Sarcastic Demigod

PostPosted: Tue Jun 26, 2012 11:05 pm


HP: 7
Attack: 18
Stamina: 4
Speed: 5
Defense: 8



[Damage: halved, = 9 total damage
Block: miss]
Ichitoko rolled 2 10-sided dice: 2, 2 Total: 4 (2-20)
PostPosted: Tue Jun 26, 2012 11:09 pm


HP: 16
Attack: 19
Stamina: 3
Speed: 5
Defense: 6

Damage:
Block:

Ichitoko


Tangled Puppet
Captain

Sarcastic Demigod

PostPosted: Tue Jun 26, 2012 11:19 pm


Uhmm...IT'S A TIE?

OH GOSH.

Some changes we talked about while battling...

Making it a 12 sided dice instead of 10. So that I'd have a crit attack. So the ranges would be changed to this;

1st dice
1-3: Miss
4-7: Half damage
8-11: Normal damage
12: Crit damage (double your base damage)

2nd dice
1-3: Failed block
4-7: Half block (like say your def was 10...you'd only defend 5 instead)
8-11: Normal block
12: Evasion (no damage taken)

Also, we were taking over the stamina and the way I have it makes it hard to finish a battle evenly (like we ran into here...we didn't get completely to 0 stamina so neither of us fainted but yet we can't make attacks. So what Ichi suggested was this...

For the kits, change the stamina to 10-15 and for adults it'd be 20-25. Then each attack/post would only take 1 stamina away. And then I could have a cap on stamina so that people couldn't raise it to like 100+ (I was thinking maybe 50 would be a good cap).
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