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PostPosted: Fri Aug 22, 2014 4:11 pm


Roleplay (Damage) Aspect.


Depending on the circumstances combat can be completely settled through quality roleplay without the need to rely on the number aspect. This should be the main form of combat.
For example, a higher level character can be out-performed by a lower level player to an extent.
This is done by typing out what your character does in response to what is happening around him or her.




Numbers (Damage) Aspect

This is a reference of what your character is actually capable of doing.
A Character with low strength isn't going to be able to chop straight through a heavily armored enemy.
Sword Art Online is a numbered based game, the higher your skills are the more powerful you are.
A level 100 Character wouldn't realistically be able to lose to a level 65 character in head to head combat.
This type of combat requires admin authorization.



The combat system is split between the roleplay aspect and the actual numbers
PostPosted: Fri Aug 22, 2014 4:13 pm


Alright everyone, this is the new, current combat system that we are going to try out soon. Pay attention to everything in here. It's all important.


Hit Points: Anyone who has ever played videogames before knows what this is. In terms of the guild, a player's hit points is based on their Constitution. The formula for calculating your HP is this. CON x 50. It's that simple. If your constitution is 20, 20 x 50=1000 HP. This is only for players. Bosses, mobs, and other things will have their own system.





Attacking:
Attacking your opponent is how you lower their HP, obviously. The formula for attack strength is x+x(.y)+.z[x+x(.y)]. X is the base power of your weapon, Y is your stength, and Z is your dexterity. Once you input your information, you should come out with a number. In terms of the decimals, always round up. This number is called your maximum damage output, or MDO. This is your attack stat. So, let's say you have a weapon base damage of 8, a strength of 25, and a dexterity of 22. Your total MDO would be 13. This is the number you work with when generating damage. What we do in combat situations is do a random number generation action when we post. It will be to the right of your text screen. The number of your MDO is the top number that your generate. So in this case, you would do 1 to 13. Whatever number you get when you post, is the possible damage you will deal to your opponent in that turn.
((Note: This calculation is for a single attack. Unless you use a sword skill in your attacking phase, you can only attack once. IE, you cannot slash at your opponent twice in one post. If you use a sword skill that has a combo, example: a five hit combo; then you generate this number 5 times.))





Defending:
Defending in the guild works one of two ways. You either try to dodge, or try to block. Both of these have their own systems, and you need to pay close attention to them to understand which you wish to try to do.

Dodge: Dodging essentially allows the player to completely negate all damage from an oncoming attack. If the sword misses you, it doesn't do any damage, right? This system for dodging an oncoming attack is this. DEX/2. Or, Dexterity divided by two. This is your number. If you have a dexterity of 40, that means your dodge number will be 20. When attempting to dodge an attack, you generate a number 1 to 100, or a 100 sided dice, it doesn't matter in this case. If the number you generate is equal to, or lower than your dodge number, you successfully dodge the attack, and take no damage. If it is greater, then you take full damage.
((Note: If the attack is a combo attack, IE a five combo slash; then you must roll this five times. One roll for every oncoming attack.))

Block: Blocking is a bit more technical than dodging, but it is more reliable in some cases. Blocking, in terms of the guild, happens one of two ways. With a shield, and without a shield. Both have their own system, but are fundamentally the same. Both rely on the player's strength. After explaining the systems, we will talk about when players have a significant difference between their strength attributes. But first, the systems. We'll begin with not using a shield to block.

Blocking without a shield: This technique requires the use of your dexterity and strength. You roll your DMO twice per hit. The first number is whether or not you block the attack. The second, is how much damage is reduced by blocking. So, your enemy does a simple slash at your shoulder, rolling a 9. Your roll will look like this. X, X. Example one. 9, 7. You successfully blocked the attack, and reduced the damage taken by 7, leaving your character with 2 HP of damage. Example 2) 7, 10. This is a failed block. This means that you failed at blocking the attack and it hits for full damage.

Blocking with a shield: This is more simple and effective than blocking without a shield. If the player has a shield equipped before the battle starts, then they will automatically block the oncoming hit. However, in blocking, you can still take damage even if you successfully block an attack. The character will roll their total DMO. Let's say that the total attack coming your way is 12 points of damage. That means, you need to roll at least a 12 to completely nullify the damage. If you get less than 12, that's how much damage you nullify. So, if the attack is 12 again, and you roll a 9; then you would take 3 points of damage. This is the basis of blocking. Now, while using a shield, you have the possibility of staggering your opponent.

Staggering your opponent: Staggering your opponent would be something only shields could do. Basically, this negates the opponent's ability to defend themselves for the next turn. Meaning, you get a free hit. You stagger your opponent by rolling a higher block number than their attack number. So if the oncoming attack is a 7, and your character rolls an 8 or better, you stagger your opponent. In the case of a combo attack, this only works for the last hit in the combo. Everything else works the same. So, let's say that your opponent attacks you with a five slash combo. They roll a 3, 7, 10, 5, 8. You use a shield to block and roll 2, 8, 7, 6, 9. That means that the total damage you take is 4 HP. It's the 8vs9 on that last hit that tells you if you stagger your opponent or not. In this case, you did, meaning that your opponent cannot defend themselves on their turn. If your blocking number is lower, then you do not stagger your opponent.

When your strength attributes are significantly different: When your strength is significantly higher than your opponent's you get an automatic damage reduction for each hit. It works like this. If your STR is +5 that of your opponent, after you calculate how much damage you will receive from a player's attack phase, reduce the damage by 1. If it is +10, reduce it by 2. +15, damage is reduced by 3. Etc. This reduction does not stack with each hit. For example, if they use a five slash combo, you do not reduce the damage by 1 for each hit in the combo. It is done after everything is calculated. You reduce your damage by 1 point after you defend.





Battle Order:
This system makes things fair for everyone, but it does not allow a player to attack and defend in the same post. That is why, in the guild, it goes a bit differently. The terms to be used is turns and phases. Remember that, turns and phases. A player's turn, is everything they do, both attacking and defending, a turn is split up between two phases. First, is your defense phase. In this phase, you are defending against your opponent's attack, and can only do that. This makes up one post in the RP. After your defense phase, you move on to your attack phase. Basically, you attack your opponent in this phase. This requires a second post. So, in battles in the guild, one person will post twice in a row before their opponent does. Then, their opponent will post twice in a row. So on, and so forth. The first attack in a battle is determined by the player's dexterity. The player with the higher dexterity gets to attack first, unless they willingly give the first move to their opponent. Staggering your opponent completely disrupts their defense phase, meaning they take all damage done by your attack. So if you are staggered by your opponent, you skip your defense phase and move straight to your attack phase. Just say somewhere in your post that you got hit, and couldn't avoid it.




Fighting monsters and bosses will be different, but fundamentally the same. For now, just focus on this. This is the basic combat system for now. It will be changed as need be, but rest assured; you will be informed if it changes. So, everyone grab a partner and test it out as soon as possible. If you have any questions, don't be afraid to ask. This is a lot of information all at once. Confusion is normal. For now, we won't use sword skills of any kind. We need to test this basic system out first.

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