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Complete Guide to Battling

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HeebieJeebie Monsters
Captain

PostPosted: Mon Feb 02, 2015 3:06 pm


So you want to battle, eh?
Well, listen up! There's quite a bit of information at first, especially if you're new -- but fear not!
We have it all sorted out for you here in this handy-dandy guide to battling~
And hey, if you have any questions don't be shy about asking in the main thread (you can PM us too!).


Table of Contents
Just search with CTRL + F if you want a specific topic!

Post 1 :: Welcome + TOC
Post 2 :: Introduction to Battling
Post 3 :: Stats & Stat Bonuses (Did I Hit It?!)
Post 4 :: SPECIAL Stats & Special Abilities
Post 5 :: Species Modifiers
Post 6 :: Battle Points & Stat Points (BP and SP)
Post 7 :: Items in Battle & Status Effects
Post 8 :: Types of Battles & Training
Post 9 :: Field Conditions
PostPosted: Tue May 12, 2015 6:32 pm


AN INTRODUCTION TO BATTLING
When owners post in certing they'll roll the RNG to determine their monster's stats. These stats determine the initial starting strength of the Monster in question. There are other factors as well, however, that effect a monster's stats (Species Modifications, Item Modifications, and more) but we'll get into that after the basics!

    1. The more you battle your monsters the more chances you have at winning cool prizes like fertility tokens for breedings, stat boosting items to help in your next battle, and even very rare perm. stat boosting items! Also, it will eventually get stronger over time.
        [[ Owners can post any eligible monsters for perm. stat boosts through items or experience in the [ LEVEL UP ] thread in the guild, which is then updated once every few weeks. ]]


    2. Even if your monster isn't the toughest little terror around you can train it to be stronger by taking advantage of Professional Trainers who can help your monster earn battle points for a fee -- or a special task (events).
        [[ Professional Trainers are available every month, and sometimes for events as well. ]]


    3. Sometimes a wild monster will go rampant and your monsters will need to defeat it to calm it down -- special events like these will often result in the defeated monster being 'tamed' and claimed by a winner. Sometimes wild monsters will drop items, too....
        [[ Most events, such as Flash Battles and regular sales/freebies, will feature "Common" species. Uncommon monsters may also sometimes make an appearance. Rare and Original species will generally only appear in special events, such as Boss Battles. ]]


BATTLE RULES
  1. Once teams/sides have been established a post will be made listing each monster's stats. Copy and paste the "BATTLE INFORMATION" portion in each monster's Profile post, as well as any special abilities they might have.

  2. To determine initiative each side will roll 1d20. The highest number goes first. Initiative in multi-player teams will be decided by the host via RNG.

  3. When the battle begins, players will roll 2d20. The first number determines whether or not you hit, while the second determines how much damage you do. Hit or miss is determined by the opponent's Armor Class (AC). For damage, see the chart below in the relevant section under STR Modifiers.

  4. If you are using an item that requires an additional roll you would add it to your total amount of d20 rolls.

  5. A critical hit deals 1.5x the base damage.

    ** See below under "Did I Hit It?!" for more about how this breaks down.

    TERMINOLOGY

    - A"d20" is a 20-sided dice. Thus "1d20" is one 20-sided die, "2d20" is two 20-sided dice, and so on.

    - "Initiative" simply means who goes first.

    - "Evasion" means how likely you are to dodge an attack. A bonus to evasion means that attacking opponents are less likely to hit you, see example below.
    - A "successful attack" is an attack that hits the target.

    - A Bonus applies to an integer that is added to a stat based on the stat itself. The higher a stat is the more bonuses the Monster will eventually receive from it.

    - A Modifier is an integer applied to a stat that is based off of something innate, like a Species Modifier, or an outside source such as items or status effects.

HeebieJeebie Monsters
Captain


HeebieJeebie Monsters
Captain

PostPosted: Tue May 12, 2015 6:41 pm


STATS & STAT BONUSES

- All Monsters have three basic stats. These are Strength (STR), Dexterity (DEX) and Hit Points (HP).

- Strength determines how much damage your monster deals, and its modifiers add additional damage to your attacks, as well as a higher Crit Chance at certain levels.

- Dexterity determines your monster's Armor Class, or how difficult your monster is to hit, and its modifiers determine how well a monster will evade/avoid an attack altogether.

- Hit Points are the life force of your monster, and its modifiers increase its overall HP, as well as how tough its hide is to block a % of damage at certain levels.

- In addition to the three basic stats all Monsters have a Special Stat.

- The Special Stat is used to determine what the maximum level of Special Ability a Monster can use. Please read more in the Special Stats section!

- The amount of starting Stat points your monster has will be determined in the certing thread when your roll the RNG.
- The max base stat points any one stat can have at the time of certing, without battling/items, is 20 (including species modifiers). Therefore you MUST battle and/or use items (which you can only get through battle or trading) to reach the full potential of your Monster.

- HP will be multiplied by 3 after points are distributed.
    This means that if you put 20 points toward HP, your monster will start off with 60 Hit Points (plus any bonuses and modifiers).


BREEDING STATS
Stats for offspring are based off of the parent's stats, and is randomly rolled for by the colorist doing the breeding.

We take both scores and add +1 to the highest, and -1 to the lowest, and roll the stat from there.

For example::
Parent A has (Str: 10), and Parent B has (Str 7).

We would then RNG between 6 and 11 to determine the offspring's final stat in STR.

Thus, generally, you want to try and breed your monster to one that compliments its own strengths and weaknesses, for the possibility of more balanced (and potentially more powerful) offspring.



BASIC STAT EFFECTS AND MODIFIERS

STR Stats:

DAMAGE
Use the chart to determine how much damage you do based on your STR Score and what you roll on your attack roll.

Example: If a monster's STR is 8, they typically deal between 2-5 damage.
If I roll and hit, and get a 10 for my attack roll, they would deal 3 damage.
If I rolled a 12, they would deal 4 damage, and so on.

User Image - Blocked by "Display Image" Settings. Click to show.

MODIFIERS
00-05 :: -1 dmg on each successful attack
06-10 :: No Change
11-15 :: +1 dmg on each successful attack
16-20 :: +2 dmg on each successful attack ; +1 CRIT chance
21-25 :: +3 dmg on each successful attack
26-30 :: +4 dmg on each successful attack ; +2 CRIT chance


DEX Stats:
All monsters begin with an Armor Class (or AC) of 10.
Depending on their Dex score this may go up or down, and wearing items that increase AC will also affect the total AC.

MODIFIERS
00-05 :: -1 Armor Class
06-10 :: No Change
11-15 :: +1 Armor Class
16-20 :: +2 Armor Class
21-25 :: +3 Armor Class
26-30 :: +4 Armor Class


HP Stats:
MODIFIERS
00-05 :: Take +1 damage
06-10 :: No Change
11-15 :: Take -1 damage
16-20 :: Take -2 damage // +2 HP Stat
21-25 :: Take -3 damage
26-30 :: Take -4 damage // +4 HP Stat
* HP Bonuses do stack, and are applied directly to whatever the monster's current HP Stat is at the time.
Thus their total HP goes up by 6 points, and 12 points, respectively.



DID I HIT IT?! aka Dex and AC
When you engage in battle, after intiative is determined, it's time to start dealing damage!

But first, you have to know whether you hit or not, right?

When rolling your 2d20 (remember the first one determines block/miss/hit/critical) you want to look at the FIRST number well.... first.

If the number your roll MEETS or EXCEEDS the opponent's AC, you hit! If your roll is lower, then it misses. If you miss, you do 0 damage.

- Status effects, items, and natural modifiers may raise the AC of an opponent.

** A "status" is an effect on the character which can be anything from Stun, to Poison, or a helpful status like Berserker or Iron Skin.
Read more about these in the "STATUS EFFECTS" section! (Coming Soon!)


Critical Hits and STR Bonuses

When rolling to hit, normally if you roll a 20, you get a critical hit, which deal 1.5x damage.

To determine how much damage you do after a critical hit, you would add up any damage modifers to your base damage, and then multiply by 1.5x.

STR can also give you a higher chance of landing a CRITICAL hit if it's high enough.

Lets say your strength stat is 18. You get +1 CRIT chance. Now your chances look like this:

19-20 = CRITICAL


HP Bonuses
HP is your Hit Point stat, or your "life" stat. The higher it is the higher your HP is, and the harder you are to kill (usually).

It also determines how tough a monster's hide is, and thus how much damage they may absorb if their HP stat is high enough.
PostPosted: Tue May 12, 2015 6:44 pm


SPECIAL STATS & SPECIAL ABILITIES
The Special Stat is a stat of its own category. Most monsters do not start out with any Stat Points in this category. They must be earned via BP or, in some cases, through items.

Unlike the other stats, Special Stats cannot be gained through breeding - in other words, all monsters from a breeding will always have 0 Special Stat Points.

Depending on how many points a monster has in its Special Ability stat, it may unlock special abilities, determined by "Tiers".

Unlocking Special Abilities is not easy! However, a Monster with a Special Ability is a force to be reckoned with.

**NOTE: The maximum amount of Special Abilities a Monster can have is THREE; i.e one from each tier.
You CAN choose an ability from a lower tier in exchange for one from a higher tier if you like.
You CANNOT exchange a lower tier ability for a higher tier ability.

    SPECIAL Tiers

    Tier 0 :: Technically not a real Tier since there is only one available ability ; Double Attack.

    Stat Points :: Tier Reached

    00 :: No bonus
    05 :: Tier 0
    10 :: Tier 1
    15 :: Tier 1 & Tier 2
    20 :: Tier 1 & Tier 2 & Tier 3
    25 :: ???


    Special Abilities
    While player Monsters can earn these through their Special Stat, Boss Monsters and other Wild Monsters may also sometimes utilize Special Abilities in battle.

    Usually a Monster with a Tier 1 Special Ability will be flagged as more difficult, but not always (it depends on the event and other factors!)
    However, any Boss or Wild Monsters with Tier 2 or Tier 3 abilities will always be flagged.

    To see what Special Abilities are currently available please see the [ Special Abilities & Status Effects Index ].

    Note that you may make an official suggestion for an Ability in the [ SUGGESTIONS ] sub-thread.


HeebieJeebie Monsters
Captain


HeebieJeebie Monsters
Captain

PostPosted: Tue May 12, 2015 7:22 pm


SPECIES MODIFIERS
Depending on the Rarity Rank of your Monster it will have different kinds of Modifiers added to its Stats.
Every Monster has its strengths and weaknesses. Most you can guess by simply looking at them, but not all Monsters are what they appear to be!

GENERAL GUIDE
- The most a single stat may be reduced via a Species Modifier is -4
- The most a single stat may be raised via a Species Modifier is +4
- The maximum end balance (how much is left over when you add the positive and negative together) is +3

    Modifier Basics by Rank
    - Common Monsters always have a balance of +0
    - Uncommon Monsters have a balance of +1
    - Rare Monsters have a balance of +2
    - Legendary Monsters have a balance of +3

    Existing Monsters vs Original Monster Customs
    These Monsters will have pre-determined Species Modifiers. However, if the Monster is an Original Monster Custom the exact stat modifier is up to the one having the commission done. They must still keep the guidelines above in mind.

    Also, though Original Monster Customs are "Rare" by default it is possible to have one be Legendary with a Legendary Token item.

    Example
    The Snark's Species Modifier looks like this:

      HP: -1, STR: +1, DEX: +0
      It is a "COMMON" species, therefore the balance must equal 0. -1, +1 and +0 do equal 0 and so therefore it is correct for its rank.


    Here is another example of a made up Original Species Custom.
    Remember they are considered Rare by default.

      HP: +4, STR: +2, DEX: -4
      As you can see the HP is +4 which is the maximum, STR is +2. That puts the balance at +6.
      DEX is -4 which is the most a stat can be reduced, and brings the balance to +2.

      If the STR stat had been +3 or +4 it would have been impossible to balance out.
      Always keep this in mind!
PostPosted: Tue May 12, 2015 7:23 pm


BATTLE POINTS & STAT POINTS (BP & SP)
Battle Points are the currency, so to speak, for earning Stat Points. The more Stat Points a monster has the stronger it is.

    Battle Points
    Abbreviated as "BP". These are points awarded for every official battle a Monster is engaged in; Flash Battles, Boss Battles, PvP Battles, Professional Training, and from the Training Grounds. You can expect to earn at least 1 BP if you engage in any Flash or Boss Battle as long as you survive 3 or more rounds.

    BP is tracked in your Monster's Profile Post for each monster you're training.

    It takes 50 BP to earn 1 SP.

    Stat Points
    All Monsters start off with a base number of Stat Points (SP) when they are certed in the Registration thread. For Monsters Gen 2+ (breedings) the amount is determined by the parents stats.

    Additional SP, can be earned by adding up BP, or awarded through Special Training and the use of Items.

    SP can be applied to any of a monsters four stats, HP, STR, DEX, or SPECIAL.

    If you have Stat Points to add to your monster you simply go to the [ LEVEL UP ] thread and post the correct form and we'll do the rest!

HeebieJeebie Monsters
Captain


HeebieJeebie Monsters
Captain

PostPosted: Wed May 13, 2015 4:36 pm


ITEMS IN BATTLE & STATUS EFFECTS
Items and Status Effects often go hand in hand, and so they are listed here together.

Items
If you have an Item in your inventory you may be able to use in Battles to help turn the tables on an opponent.
For a list of items currently available and their effects please see the [ Complete Item Guide ].

General Rules
    - Players may use a maximum of 2 items per round, and 4 items overall in a single battle.
    - You can spread item usage out however you like.
    - You must use the Item Usage form provided at the start of a battle to use it.
    - Items are not permitted to be used during any sort of Training.
    - Items may be used during PvP battles if both parties agree to it.


Choosing Targets
    - In some Battles you may have more than one opponent or ally.
    - In these cases items that target more than one ally or opponent must be specified as to WHO the item will target.


Status Effects
For these we will direct you to the [ Special Abilities & Status Effects Index ].
PostPosted: Wed May 13, 2015 9:20 pm


TYPES OF BATTLES & TRAINING
In order to get stronger Monsters must battle in order to earn BP, SP and items. This shop features a total of five different battle categories for your Monster to engage in. There are three basic types of battles : Shop Hosted Events, Challenges and Training.

You will almost always gain some sort of prize from participating even if you don't win.

Shop Hosted Events
These are events hosted by the shop itself, i.e one of the Monster Wranglers or Owlsomniac. Typically these events will feature an NPC monster and/or enemy which must be defeated in a battle. The most common types of these events are Flash Battles, while other types include Boss Battles that feature more powerful, and sometimes rare, Monsters.

While you can earn BP and SP from all types of battles and training listed here, Shop Events are the only types of battles where you can earn items as well.


    Flash Battle
    This is a random battle that will appear in the main thread. It is not announced, and usually the first person, or group of people (depending on the rules), to engage will have a chance to fight the monster. Typically Monsters in Flash Battles are of a Common variety, but it's not unheard of to see Uncommon or even Rare species from time to time.

    Players may only win a max of two Flash Battles per month, but can participate in as many as they want to until that point. If they have won twice they cannot participate in another Flash Battle until the new month begins.

    Boss Battle
    These will always be announced ahead of time, and feature much stronger monsters. You're more likely to see uniquely lined pets (existing species) or Original Monsters (new species) in Boss Battles. There is usually a sign-up period. Winners are determined by those left standing at the end of the battle.

    Boss Battles are somewhat rare to begin with, taking place generally only once or twice per month. Because of this all players are encouraged to play and no one is exempt from participating unless otherwise stated.


Challenge Battles
These types of battles are initiated by you, the player, against someone else's Monster. If the challenge is accepted -- you have a match!

Challenges reward players with BP and SP, but not items.
You need no permission to engage other than an acceptance from the one you have challenged.

    PvP
    Also known as PvP or Player vs. Player. These types of battles are set up one-on-one between you and another player and their monster. They are held in the [ Battle Arena ] thread.
    It is up to the players to decide for themselves whether they want to make, or accept, a challenge.
    Once a challenge is accepted the two Monsters duel it out until a winner is decided.

    Cheating in PvP matches, by breaking the stated rules or by other means of unfair play, will result in all BP from that week being forfeit -- along with an official warning. Repeated offenses may lead to grey listing or even black listing.

    1. Players may only Vs. each other once per week.
    2. A Monster will stop earning BP in PvP battles after the first 10 matches, regardless of the win/loss ratio, for that week.
    3. However, a player may train as many of their monsters in a week as they want, and have time for, keeping in mind the first rule.


Training
Players may train their monsters themselves to help boost up their BP and SP over time. Since you don't have to wait on anyone else for PvP battles, or for the next Flash or Boss battle, it could be considered the most reliable way to earn BP.

You need no permission to engage in Training.
Training will result in the award of BP points, but not items.

    Training Grounds
    Perhaps the slowest way to earn BP -- but it's always there for you. Using the Training Grounds is a guaranteed way to earn BP and might be especially useful for giving your Monster a slight edge or simply to help bulk it up.
    You can find ways to train in the [ Training Grounds ].

    You do not need permission to engage in the use of the Training Grounds.
    Training this way earns you BP only -- no items.
    Players may train an individual Monster a maximum of 20 times per week (though you can train as many as you like in that same week).

    Professional Trainer
    These guys really know what they're doing and how to properly train a Monster! Professional Trainers, or PTs, are individual NPC characters played by the Monster Wranglers and shop Owner, Owlsomniac. From time to time, usually at least once a month, they make themselves available for Monsters in need of toughening up -- for a price.
    Openings for PT training can be found in the [ Professional Training ] forum.

    The type of training they do will depend on various factors, but it's a quick way to earn a good chunk of BP if you're willing to spend for it. There's also a little bit of luck that plays into it as well....

    Sometimes, though, the Wranglers feel generous, especially during Holidays, and might just offer their services at a reduced rate -- or even for free!

    Each Player may win a PT slot a maximum of twice per month.

HeebieJeebie Monsters
Captain


HeebieJeebie Monsters
Captain

PostPosted: Sat May 23, 2015 12:03 am


FIELD CONDITIONS
Sometimes during a Battle, or other event, the host may make a note that there is a Field Condition. This means that the battle/event is taking place in an environment that will effect the Monsters directly, generally by damaging them or inducing a Status Effect. These can be "Hazardous" or "Beneficial".

Typically, the effect isn't automatic but is one that each player must roll for to try and avoid -- but that isn't always the case.

HOW IT WORKS
When the Host begins the battle or event they will announce what kind of Field Condition (FC) is in play. This can be anything they come up with.

    For Example ::
    - A Flash Battle is held in the main thread and takes place over a field of poisonous flowers. The FC is "Hazardous".
    The host announces that you must roll an additional 1d20 with each round to determine whether or not your Monster is poisoned.

    - Another Event takes place and the host announces that there is a permanent field of "Negate Poison" in effect. The FC is "Beneficial".
    No Monsters can be poisoned during the event; either yours or an opponent.
    The effect is automatic and you do not need to roll for it.


Note
- Some FC's may be automatic, meaning there is no roll and it happens automatically whether it is Beneficial or Hazardous.
- We won't be making an index of Field Conditions since they can be totally made up by the host and can vary with each battle or event if in play.
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