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All about Battling

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ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 8:59 pm


Battling is a big part of this shop, seeing as how you need to battle in order to make your pet grow. Here is where you'll find all you need to know about how the battle system works.

Table of Contents
1. Starter
2. Stats
3. Exp
4. Fusion
5. How to Battle
6. Humakin Battling
7. Losing and Recovering
PostPosted: Sat May 23, 2009 9:24 pm


Stats


(STR)Strength: Physical attack power
(DEF)Defense: Physical defense
(INT)Intelligence: Magic attack power
(WILL)Willpower: Magic defense power
(SPD)Speed: How fast; also increases defense
(CON)Constitution: Helps determine hp and mp values

To find out hp take ½ strength + constitution + 5
To find out mp, take ½ intelligence + constitution +5
Always round up.

Note: When a skill temporarily increases STR or INT, it does not increase your hp or mp. HP and MP are only increased when CON is buffed.

Figuring out Your Stats

When your Kulgenki first awakens, you will have 23 stat points to distribute to the 6 main stats however you like. Each time you level up, you gain 15 additional stats to use.

There are stat caps however. The max value you can have into any stat at a time is your levelx4+4. So at level 2, the max value is 12. The min value is your level.

Here is the table to see how many total stat points you'd have at each level, as well as what the max stat is.

Table for stat points

Level - Total - Max
1 ------- 23 ---- 8
2 ------- 38 ---- 12
3 ------- 53 ---- 16
4 ------- 68 ---- 20
5 ------- 83 ---- 24
6 ------- 98 ---- 28
7 ------ 113 ---- 32
8 ------ 128 ---- 36
9 ------ 143 ---- 40
10 ----- 158 --- 44
11 ----- 173 --- 48
12 ----- 188 --- 52
13 ----- 203 --- 56
14 ----- 218 --- 60
15 ----- 233 --- 64
16 ----- 248 --- 70
17 ----- 263 --- 74
18 ----- 278 --- 78
19 ----- 308 --- 82
20 ----- 323 --- 86


Modifiers


Here are the tables for modifiers. These determine actual attack. So for attacks, you add this modifier to what damage you roll. You use your current stat value to figure out what bonus you get. It's the same table in the case of defense. However, defense works for yourself, as it subtracts from the opponent's attack.
Table for Attack/Magic Attack/Defense/Magic Defense

0-5 = 0
6-10 = 1
11-15 = 2
16-20 = 3
20-25 = 4
26-30 = 5
31-35 = 6
36-40 = 7
41-45 = 8
46-50 = 9
51-55 = 10
56-60 = 11
61-65 = 12
66-70 = 13
71-75 = 14
76-80 = 15
81-85 = 16
86 = 17


Speed adds to the defense modifiers as well. Here is the table for such
Table for Speed

0-10 = 0
11-20 = +1
21-30 = +2
31-40 = +3
41-50 = +4
51--60 =+5
61-70 = +6
71-80 = +7
81-86 = +8


Now for some stat examples
Examples

Example 1
STR – 10
DEF - 7
INT – 14
WILL – 13
SPD – 16
CON – 10

Your hp would be 20
Your mp would be 22
Physical attacks would get +1 to the damage roll
Magical attacks would get +2 to the damage roll
You get one bonus mod from speed.
You take 1 less damage from physical attacks
You take 2 less damage from magical attacks


Example 2
STR – 27
DEF - 20
INT – 18
WILL – 12
SPD – 20
CON – 14

Your hp would be 33
Your mp would be 28
Physical attacks would get +5 to the damage roll
Magical attacks would get +3 to the damage roll
Speed grants 1 points to def/will mods
You take a total of 3 less damage from physical attacks
You take 2 less damage from magical attacks


ToT Ronin
Vice Captain


ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 9:26 pm


Experience

In order to level up, you must gain experience. Most exp is gained through battle, but there will be a few other ways where exp is rewarded through general roleplaying, missions, games, events and other things. You may battle against other owners, or against npc’s. However, unless the NPC is played by another player and has stats, the NPC battle does not give exp for the time being. NPC’s that don’t have stats do not have to be fought against using the battle system by the way.

To calculate exp gain…
If you win, take the opponent’s level x 10
If you lose, take half of the winning value
If the opponent is currently fused, multiply the winning value by 1.5x
Note that this is per opponent. So if you're fighting against a Humakin as well as their Kulgenki, you would get double the exp essentially.

Examples

Example 1

Opponent is level 5
Winning value: 50 exp
Losing value: 25exp

Example 2

Opponent is level 15 and is fused
Winning value: 225exp
Losing value: 113exp

Example 3

Opponent is level 15
Winning value: 150exp
Losing value: 75exp



Another way to gain exp is by roleplaying in the general roleplay subforum. For each FULL page of roleplay (15 posts on that page), your character will receive 10 x their level. Each post should be of decent length over all. In the case of an ORP, the character must have at least one post on the page in order to get exp for that page.

Journal entries (that aren't profile/stat stuffs) that are 300 words or more will now give your character 5 x character level exp. Journal entries over 500 words will give 10 x character level exp.


Table for amount of exp needed to achieve next level. When you level, exp amount is reset to zero. Though, extra exp from previous level will roll over.
Exp Table

Level – amount needed to reach it
2-30
3-60
4-90
5-120
6-150
7-180
8-210
9-240
10-270
11-400
12-440
13-480
14-520
15-560
16-750
17-800
18-850
19-900
20-950

Currently, there is a max level of 20 for players. However! NPC's may be of a higher level depending on the situation. It adds a bit of challenge to things after all.

Also as a sidenote, you should never fight someone more or less than 5 levels of your own by yourself. It will be pretty onesided, and as a result, you will not gain exp from the fight.
PostPosted: Sat May 23, 2009 9:27 pm


Fusion


Starting at level 15, Humakins and their Kulgenki may fuse together to gain more power temporarily.

Fusion lasts for 5 rounds.
It gives +2 to str, int, def, and will mods
When they break apart, they must take a turn each to recover.

--need to figure out hp and mp stuff
--or going to rework completely

ToT Ronin
Vice Captain


ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 9:28 pm


How to Battle


Battles are split up into rounds and turns. Turns are individual turns a character makes. While a round would be a cycle of turns.

At the beginning of battle, all players participating must first post their stats, modifiers, and current skill list. For now, only 4 characters may participate in the same battle.

To determine the battle order, look at the characters’ speed. The one with the most speed goes first, and it goes from there. In the case of the characters sharing the exact same speed, have one person roll 1d20 to figure out who goes first (based on odds or evens). However, if in a normal roleplay, the aggressor will always go first. Then from there you go by speed.

Non Colosseum cases

This is for when character is being aggressive against another in rp, where it isn't a sparring type situation.

The aggressor will post their stats when they make their attack against their target. It will be up to the aggressor to look up the stats of their target, to find out what modifiers to use for the target's defenses. After the first attack, any other characters involved will post up their stats.

Speed will then determine the attack order, though the aggressor will always be on the top.


From there, rp your character fighting the other, basically. And list off which attack you’re using. This can be shown either oocly or within the actual rp somewhere. Do not assume that you already hit. Also if there are more than one character fighting, please clearly state who you are attacking.

Once you finish writing up the post, go into the rolling thread and roll 1d100 (this is for attacks that have some sort of accuracy rating). This is to determine whether or not you hit. All the attacks have a set accuracy that is the minimum number you must reach in order to successfully land your blow.

If you roll between a 1-5, you land a critical hit, which deals 1.5x damage. (criticals and elemental effectiveness stacks so if you crit while strong against something, you do 3x damage, while if you crit with an attack weak to something, you do… normal damage)
Also, if an attack has a chance to do some sort of status, it causes said status if you land between 4 and whatever chance it is.

So if there is a 10% chance to stun, you stun the opponent with your attack if you roll between 4-14.
If there’s a 25% chance of burn, you burn them on numbers 4-29. And so on.
For these, if you roll a 4 or a 5, you land a critical hit, and afflict them with a status effect.

If the attack can target multiple foes, make separate checks for each additional target. You also need to roll the damage multiple times for each opponent hit.

Anyway, if the attack hits, go ahead and roll out the damage. Each of the damaging attacks has a set number range that you need to roll. For example, burning coal does 1-3 damage. So you would randomize a number between 1 and 3. Once you see your result, add your modifiers to it, and subtract whatever defense the opponent has.

So if the stats are +2 for magic attacks, and your opponent has 1 defense..
If you rolled a 2, you would do 2+2-1 damage, or 3 damage to the target.

If the attack were strong against the opponent or you had landed a critical, you would do 1.5x damage (round up), so you would end up doing 5 damage instead.

If the opponent was resistant to your attack, you would do .5x damage, so 2 damage instead.

Criticals, weaknesses, and resistances are applied after modifiers have been applied.

Whether or not the attack hits, edit the results into your rp post.

Not attacking

In battles, you have the option of not attacking for a turn or more. If you decide to do this, your defense and will mods temporarily increase by 1, and you regenerate 40% (round up) of your mp.

Also please note this at the bottom of your post by saying "not attacking" or "defense", as well as the will/defense mod bonus you get as a reminder for your opponent.


When it’s your turn and you have been hit with an attack, roleplay it out as such. The same goes for if an attack coming towards you misses. How your character attacks or reacts to attacks is up to you. The skills provide a basic idea of how each attack is done so try to stick to that, and don’t do anything insane. But overall, it’s really up to you how its done… just keep to the dice to decide whether things hit or miss.

There is a minimum amount of damage that can be dealt, so there shouldn’t be times where an attack will be completely nullified (unless it was a miss). To determine the minimum amount of damage that you can do, take 1/5 of your level (round up). So at level 1 and 2, the minimum damage you can deal is 1. At level ten, the minimum damage you can deal is 2. At 15, 3. And at 20, 4.

Status effects last a certain amount of turns depending on the move it was dealt by. You may have up to two status effects at the same time. Also if you are afflicted with a certain status, you may not be afflicted with that particular status again until you recover from it.

Status Effects

Bleeding: You take damage equal to 1/10 of your max hp at the beginning of your turns.
Poison: You take damage equal to 1/10 of your max hp at the beginning of your turns.
Sleep: No damage taken. You are unable to use any skills. Or move. However, you regain 1/10th of your max hp (round up) and mp at the end of each turn until you wake up.
Stun: No damage taken. All your attacks deal half damage.
Burn: You take damage equal half your level (round up), and take -1 to str and int mods


Strengths and Weakness Chart

Arrow points to what that element is good against. So fire is good against earth and so on.

Fire -> earth-> wind -> water -> fire.
Dark <=> light
PostPosted: Sat May 23, 2009 9:29 pm


Humankin Battling


Humakins may fight along side their Kulgenki if they so please. Or be the one doing the fighting. In any case, Humakins and Kulgenki share the same amount of exp, so they level at the same time. However, Humakin have a separate set of stats.

When fighting, a Humakin may use any of the skills his or her Kulgenki knows. Or he/she may attack normally with a weapon or not. Each weapon type has a set damage and accuracy just as the skills do. Only use the weapon stats if you’re not using a skill, but this does not mean that you can’t rp out your character using the weapon as they use the skill.

As a note, please go with the weapon that best suits your character… not the weapon that has the highest damage roll.

ToT Ronin
Vice Captain


ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 9:47 pm


Losing and Recovering


After the battle is over, both parties should be rather worn down/beaten up, and such. What happens and how they recover varies.

Kulgenki - When they reach 0 hp, their bodies fade away and they return to the artifact to recover. Note that the only way to kill a Kulgenki is to destroy the artifact beyond repair.

Kulgenki will slowly recover hp after the battle is over. How long it takes to fully recover will depend on how badly they were hurt. With exception of Colosseum battles (where you always start at full health), a Kulgenki will recover 1/4 of its health per rp-day. So if one were to lose all its hp, it would be at full health 4 days later in terms of rp.

Humakin - It's a bit different when it comes to Humakin, since they tend to not recover as quickly as the Kulgenki. Not to mention it's relatively easier for one to die. Generally speaking, a Humakin will fall unconscious upon reaching zero hp. Sometimes they may remain conscious but unable to continue fighting. A Humakin character may die if his or her hp reaches negative 1/2th their max health. So if a Humakin has 20 total hp, he or she will die if he or she is at -10hp.

As with the Kulgenki, a Humakin will recover slowly over the passage of rp-time. However, they only recover 1/15 of their hp each day. So after a two weeks and a day in terms of rp time, they will have fully recovered from 0.

Also as a note, once the battle is over and the Humakin has awaken from unconsciousness, they will have hp equal to their level (so 1 at level 1, 2 at level 2 and so on).


With these in mind, please keep time skips reasonable. Also, attempting to kill someone's character without the player's consent is HIGHLY frowned down upon. Yes this is a warlike setting, but if all fights ended up with someone dying, the pets here would generally have a -very- short lifespan. This is not the case with NPC's.
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Kulgenki

 
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