█ PVP COMBAT █
Involves 2 humans controlling different characters. That includes someone from the crew throwing out some sort of creatures at you guys.
Combat is turn based, meaning OC1 makes a move, OC2 needs to make a post before OC1 may post again. If more than 2 OCs are involved and there has been an established posting Order, do try to keep it.
Try to be as realistic as possible in terms of time management in battle. One cannot have the time to do the laundry, learn to play piano and build a sandcastle all in one post.
Stats Bound Actions moves that affect stats and whose outcome is also affected by stats.
Unless otherwise specified, post counts or cooldowns do not reset after battle. (e.g.: used 1 melee attack and the battle is over, I then use another melee attack in another battle. 1 SP will be deducted even if there were 10 posts in between.)
█Use a Melee Attack: ► Every 2 melee attacks cost 1 SP
█Cast a Spell or Use a Technique: ► SP and MP consumed accordingly.
█Block an incoming Attack: ► Cut damage received by 25%, roll a 10D, using Dodge Rate + 2 to determine the success. Use 1 SP ever 2 attempts. Failure will be the equivalent of receiving a full clean hit while still having used the 0.5 SP for the attempt to block.
█Evade an incoming Attack: ► Costs 1 SP to attempt to evade whether it is successful or not. See below for more details on success rate calculation.
An attack starts at an accuracy of 100% meaning that it will hit should the target not attempt anything to counter it.
Evasion starts at 50% or 5/10, [5] being one's Dodge Rate at its base. Whenever one attempts to evade an attack, a 10D dice needs to be rolled and should the number obtained be between 1 and the Dodge Rate of the character, it is a successful dodge and the character does not lose any HP.
This Dodge Rate can be affected by the one Dodging and decreased by the one Attacking through various means such as Spells and Race abilities.
The Hit Rate can also be affected in such ways. Should it decrease (no longer be 100%), it is up to the attacker to roll for it.
Ranged Attacks, 10 yards+, increases dodge rate by 1
Attacks coming from behind decreases dodge by 2.
Highest that a dodge rate can be boosted is 9/10
Increasing one's accuracy past 10/10 would decrease your opponents' dodge rate by 1
█Use an Item: ► Unless otherwise specified, an item is gone once it has been used.
█Attempt to Escape ► During PvP, Spend 25% of Max SP to automatically escape pursuer and be teleported to a neighboring thread/location. Only possible if below 25% of max HP. Assailant may decide to pursue and be teleported as well at the price of 50% of their max SP
Each normal attempt will cost 25% of max SP and will need a 10D to be generated. Success Rate is calculated the same way as Evasion Rate. Successful escape will teleport your character to an adjacent map.
█Command Battle Companion ► Only if one is present. See Battle Companion Thread
█Damage Calculation█
Remember, OC's are not aware of all these numbers.
Within each post, one must keep count of the amount of HP/MP/SP lost, healed, or blocked to be able to calculate the damage result.
The resulting number is meant to represent the overall aftermath of an exchange of blows. The content during the exchange matters little so long as they make sense. One can be bearing down on another with a series of furious slashes, but it will only take into the consideration the damage dealt by 1 attack.
Quote:
E.g.:
Sword base damage:8
Enemy shield: 5HP
Math: 8-5=3 Damage to be dealt.
This means, no matter how the attacker describes his attack, so long as it does not involve magic(except for defender's shield) and is done by a sword, it will deal 3 damage even if it is written as 'unleashed a rain of rapid slashes'. Rain of slash=1 slash's damage taken into consideration. Well, if the target does not manage to dodge it successfully that is.
Sword base damage:8
Enemy shield: 5HP
Math: 8-5=3 Damage to be dealt.
This means, no matter how the attacker describes his attack, so long as it does not involve magic(except for defender's shield) and is done by a sword, it will deal 3 damage even if it is written as 'unleashed a rain of rapid slashes'. Rain of slash=1 slash's damage taken into consideration. Well, if the target does not manage to dodge it successfully that is.
Another complication of the above case is the magical shield invoked by the defender. Shields can be fixed, staying at the location it had been cast and unable to be moved around, or mobile, meaning that the caster can carry it with them much like a usual knight's shield. There is actually a very important difference between those two.
Quote:
The fixed shield cannot dodge an attack. It will lose its 5 HP, and be shattered, but the caster of the shield can dodge an attack so the remaining 3 HP may miss if the roll allows it.
Option A: Successful Dodge: Shield is broken, but caster receives no damage
Option B: Unsuccessful Dodge: Shield is broken, Caster receives 3 Damage.
Quote:
The mobile shield is being carried around by its caster, meaning that it can dodge along with the caster so there's a chance that no damage will be dealt to it if the defender successfully rolled a dodging number. However, if it hits, that the target will not be able to dodge a second time, meaning that they will lose 3 HP.
Option A: Successful dodge: No damage taken by caster & shield.
Option B: Unsuccessful dodge: Shield broken & Caster receive 3 Damage.
Creature summons is another story however. Dodging both caster and creature summon will require 2 dice rolls if they attack at the same time!
█Multiple Actions► Always receive the hit from opponent first before retaliation or use of healing/shielding spells/techniques.
█Defeat█
If defeated in pvp battle, the character will receive the following debuffs:
Crippled
-10 Skill Points
- 1 HP, MP or SP bar
Covalescence.
-2 dodge and hit rate for 10 posts.
The loss from being crippled is permanent and the victor of the battle decides were the skill points are lost and which stat is lowered by one bar, stat bars can't be lowered below 1, however. The victor also has the option of imprisoning(if part of a faction) and looting items from the loser.
The defeated player also has the option of killing their character if the owner allows it.
Following a defeat players will need to make another post (without obtaining EXP and Coins) before awakening with 1 HP.
