Welcome to Gaia! ::

𝗒𝗻𝗲 𝗣𝗢𝗲𝗰𝗲 || π—šπ—₯𝗔𝗑𝗗 𝗦𝗔𝗑𝗗𝗕𝗒𝗫 || 2020

Back to Guilds

An Open One Piece Adventure! 

Tags: One Piece, Pirates, Anime, Role Playing, Luffy 

Reply Information Area [Start Here~!]
Combat System

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

BIG GUCCI EDO
Captain

Friendly Friend

PostPosted: Sat Dec 09, 2017 3:48 pm


______________________π•Šπ•₯𝕒π•₯ π•Šπ•ͺ𝕀π•₯π•–π•ž
_________________________________________________


  • Stat's are the bread and butter that define the strength and abilities of an RPC in comparison to another. Stats are given based on experience earned, but not all stats are able to be added too, most can be decided by an RPer. Other's can be gained through different means whether it be naturally gained via growth or gained by completing tasks designated by mod's and such. Here is where stat's are defined.


    xxxxοΌ£ο½ˆο½ο½Žο½‡ο½…ο½ο½‚ο½Œο½… Statsxxxxxxxxxxxxx


  • Strength; the natural power of an RPC that defines most physical attacks.

      • A changeable stat that is a straight forward power vs power stat. Most physical character's such as Swordsman and Berserker's tend to have high amounts in this stat. It tends to define the power of most physical techniques as well. This stat is able to be added too.



  • Speed; the stat that defines how fast a character is, this does not include how fast they react. Decides priority in movements in most cases.

      • Speed is a changeable stat that allows for quick movement's, however speed does not equal power and doesn't define the strength stat in any technique. It's an important stat that can quickly turn the tides of battle when it comes to who may land a hit first however. Many Assassin's prefer to have this stat prioritized, though it's useful for all.



  • Accuracy; the stat that governs hand eye coordination.

      • The accuracy stat is just as important, with a high accuracy stat one can hit someone from twenty feet away with a small knife if they have the power behind it to move fast. Accuracy defines how well one is able to hit a target from far distances. Every 10 Accuracy a character has can hit a target 1 foot further ( I.E. an RPC with 100 Accuracy can hit a target from 10 feet away without trouble. Rpc with 0 can only hit what's in arm's length without issue ), however that does not mean one can auto target. A lot of Marksman, Assassin's and Doctor's tend to take this stat.




  • Intelligence; the stat that defines wit and the ability of creation based on class. A great Inventor, Doctor, Shipwright and so forth can create many great items by having this as a high stat.

      • Intelligence, the bread and butter of all custom item creation, most characters that wish to make any form of custom must have a decent amount of Intelligence. For every 100 Intelligence a character can create a higher tier item, it caps out at 500, it's also a unique stat for performing lies, a lot of Musicians, Inventors, Doctor's really adore this stat.


  • Dexterity; the stat that allow's fluidity of movements and persist body control, This stat can be used to govern technique damage when [STRENGTH] is not a factor. This stat is sometimes referred to as the passive damage stat for classes that don't specialize in combat.

      • This stat upon creation is always [ 25 ] and grows every 200,000 exp by [ 25 ]. Characters are now allowed to add in additional point to DEX as they see fit as it factors into the Reaction Stat.





    xxxxοΌ§ο½’ο½ο½—ο½”ο½ˆ Statsxxxxxxxxxxxxx



  • Stamina; a base stat that is defined by your race choices. This stat can not be upped by anything that isn't from character creation, no technique may increase the stat. It's how long one can last in a single battle.

      • Stamina is a stat that increases based on EXP points or based on a racial bonus. All RPC's gain [ 10 ] Stamina per 100,000 exp they earn, whether the EXP was earned from battle or various other tasks. Otherwise it is a static stat that can't be added too.



  • Defense; the stat that defines how hard you can get hit before you start taking damage, armor add's into your defense, wither it be cloth, leather, iron, or other RPC's will be granted boosts in defense from armor purchasable in shops.

      • Defense is defined by one's Strength + Stamina / 2 ( I.e. 50 [ Str ] + 50 [ Sta ] = 100 [ Total ] / 2 = 50 [ Def ] ), if someone's physical attack or weaponry is higher than the user's defense, they take hefty damage, cutting weapons and such have a different system to go off of, but blunt attack's are easily defined in defense by this stat.



  • Spirit; the stat that decides how often you can use Haki, this stat can only be added to by Musicians. Ever.

      • This stat has a base of [ 0 ] at creation unless you are a race that get's it at the start. This defines how many time's one can use Haki and at what level the user is capable of using it. This stat is comprise out of all [4] core stat STR + SPD + ACC + INT/ 4 = TOTAL SPR STAT. Once a character reaches [25 SPR] he/she can choose between Busoshoku or Kenbunshoku. This stat can be further defined in the Haki System. Musician's use this stat specifically to decide the power of their attack's since they are spirit based. A mod can also give bonuses in this stat based on how closely a character stick's to ideal's, it is entirely up to mod digression whether or not they give you a bonus.



  • Reaction; the ability to react to another character's attack, this stat allows for split second moves if the user's speed matches with the reaction time.

      • A stat defined by a character's Dexterity + Accuracy / 2 ( I.e. 30 [ Dex ] + 100 [ Acc ] = 130 / 2 = 65 [ Rea ] ), this allows a character to react to attack's that have speed behind them. As an example a character with 100 speed but only 25 reaction time can't react accurately to stop an attack fully. Attack's defined by this stat are decided by how fast both user's are and then forced into a mid point. Dodging is also a big factor with this, a character who beat's the speed and reaction time of another character by 26 or more can dodge an attack as long as their speed also beats the enemy's as well. Example of battle below:

        Winning and Losing a Reaction Battle:
        Character A's Stats
        Speed: 100
        Reaction: 60

        Character B's Stats
        Speed: 60
        Reaction: 30

        If Character B attacked Character A, A would be able to block Character B's attack completely ( can still possibly take damage based on defense stat), or dodge it completely. While if it was the reverse Character B would not be able to completely block or dodge Character A's attack since it's at least half of Character B's reaction and speed.

        Tying:
        Character A's Stats
        Speed: 85
        Reaction: 75

        Character B's Stats
        Speed: 60
        Reaction: 60

        In the event of a tie ( defined by being within 10 difference in stats ) both characters will be hit with half attack force, though the higher speed will define who got hit first and who got hit second. Neither character can fully dodge or fully block the attack, so they would both take damage or both avoid part of the damage based on the choices they make.


    -------------------------------
  • PostPosted: Mon Apr 09, 2018 9:57 pm


    __________________π•Šπ•₯𝕒π•₯ π•Šπ•¦π•‘π•–π•£π•šπ• π•£π•šπ•₯π•ͺ π•Šπ•ͺ𝕀π•₯π•–π•ž
    _________________________________________________



  • To expand on the brief description of combat given above. A more in depth evaluation of stats stall be dedicated here to inform RPC's on exactly where they stand in terms of power.

    What is a clash?


    A clash refers to when 2 RPC's are comparing one and others attack stat within a post sequence. Clashes are common occurrences within combat, for example. Zoro and Mr.1 both leap high into the air, and attack each other. The winner of the clash isn't always the person with higher strength or dexterity stat.

    Attack Stat vs. Defense Stat


    Probably the simplest form of clash, the opposition attacks, you the user defend. As mentioned above the [Defense Stat] is comprised of the RPC's: Base Attack Stat + Defense related Technique or Item buffs.

    So when..

    Zoro with a base Strength stat of 100, and his 3 sword combination which gives him +25 strength each. and a spirit stat of 100.

    Clashes with

    Daz Bones with a base Dexterity attack stat of 100, his devil fruit which give him [Tier 2] defense passively. and a spirit stat of 100.

    Zoro's strength stat rises to 175, without the use of haki.

    and he strikes Mr. 1

    Daz bones has a base attack stat of 100, which in turn means he has [100 defense]. And because he's eaten the Supa Supa no Mi, Daz Bones is granted [Tier 2: Defense] passively. Meaning that only RPC's whom can reach above 200 damage can harm him.

    Zoro's 175 strength isn't enough to harm Mr. 1, there for he loses the clash.

    However if Zoro were to utilize his 100 spirit in order to use [Basic Busoshouko Haki] he would get a buff of 1.5 to his overall damage stat. Boosting his original 175 strength to 262 strength.

    In this case Zoro would cut Daz Bones, inflicting 62 points of damage from his slashing attack.

    *In the event that Daz Bones where to use his Basic Haki in order to boost his defensive stat by x 1.5 his defense would have gone from 100 to 150.


  • Attack Stat vs. Attack Stat


    Another common clash this happens when 2 RPC's directly attack each other. So say Luffy attacks using Gum Gum Pistol, and Rob Lucci responds by simultaneously attacking with Finger Pistol.

    The 2 gentlemen are caught in what I like to describe as a proficiency clash In which the person with the higher Attack stat, or higher Attack stat + Haki (If haki was used) wins. Carry over damage is then done to Defense then subsequently Stamina.


    Attack Stat vs. Projectile


    When attempting to deflect projectiles it's important to first remember the type of projectile you are attempting to clash with. Some kind of throwing weapons just aren't meant to be tampered with such as bombs, missiles, or lasers. Next you need to know the overall Dexterity of the incoming projectile. If the user has an overall higher [Attack Stat] then the oppositions [Dexterity Stat] then the user is capable of deflecting the incoming projectile.

    However, the RPC must have enough Tracking in order to gauge the speed of the incoming projectile in order to successfully deflect an cannonball for example.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    xxxxStat Superiorityxxxxxxxxxxxxx

    Stat superiority refers to the minute measurements in which an RPC's stats are considered superior or another RPC's whom may be in the same tier of power. So with stats capping at 500 per stat, the generally rule of thumb is 100 per tier of power. Meaning within every 100 stats the RPC reaches another threshold of physical prowess. But what about 2 RPC's whom are merely 10 points of speed away from each other?

    So if RPC's are within [5 Stat Points] gap in ability, they are considered equal. One combatant must reach another plateau of Stat Superiority in order to be handed the advantage in a fight.

    Below lies a list of stat superiority plateaus spanning from 10 - 100.

    ~ Upperhand
    Stat Difference: 10 <-----------------> 15+
    Your RPC is 10 -15 points higher then another RPC within the same ability tier as you. Naturally you gain a slight upperhand in combat. You are either barely faster, or barely stronger, or barely more tenacious then your foe, until they reach the same level or higher.

    ~ Advantage
    Stat Difference: 20 <-----------------> 25+
    Your RPC is 20 - 25 points higher then another RPC within the same ability tier as you. Naturally you gain a slight advantage in combat. You are either slightly faster, or slightly stronger, or slightly more tenacious then your foe, until they reach the same level or higher.

    ~ Control
    Stat Difference: 25 <-----------------> 30+
    Your RPC is 25-30 points higher then another RPC within the same ability tier as you. Naturally you gain a slight advantage in combat. You are either modestly faster, or modestly stronger, or modestly more tenacious then your foe, until they reach the same level or higher.

    ~ Overbearing
    Stat Difference: 30 <-----------------> 40+
    Your RPC is 30-40 points higher then another RPC within the same ability tier as you. Naturally you gain a slight advantage in combat. You are either clearly faster, or clearly stronger, or clearly more tenacious then your foe, until they reach the same level or higher.

    ~ Dominance
    Stat Difference: 50 <-----------------> 60+
    Your RPC is 50-60 points higher then another RPC within the same ability tier as you. Naturally you gain a slight advantage in combat. You are either beyond faster, or beyond stronger, or beyond more tenacious then your foe, until they reach the same level or higher.

    BIG GUCCI EDO
    Captain

    Friendly Friend

    Reply
    Information Area [Start Here~!]

     
    Manage Your Items
    Other Stuff
    Get GCash
    Offers
    Get Items
    More Items
    Where Everyone Hangs Out
    Other Community Areas
    Virtual Spaces
    Fun Stuff
    Gaia's Games
    Mini-Games
    Play with GCash
    Play with Platinum