Combat system changes.
May 7, 2014 2:53:32 GMT -6
Post by Reid on May 7, 2014 2:53:32 GMT -6
Okay, there's going to be a slight change to the combat rules. We're going to be implementing stats which I will cover here in a few, which will establish what your character can and can't do in combat. I reiterate, stats will be for combat usage only but you can also have it reflect your character's skill level out of combat if you wish. When it comes to PvP it isn't going to be a pure number crunching battle turned into word, in theory somebody with lower stats can still win based on fighting style and what happens during the fight as it is now, like say when Kenshin was fighting Richter, now picture how differently it would have gone if Richter threw sand into Kenshin's eyes. But keep in mind, while stats aren't the true definition of who will win, you do have to try to keep what you do very close to what your stats are. You can't dodge everything and slaughter the other person with much lower stats no matter how well you write it.
Now onto the actual stats part, it will be broken down into four attributes, Str/Mag, Defense, Resistance, and Dexterity. Each class level, Trainiee, Basic, Promoted, Final, will be given a set starting point and/or growth rates. Before I get into that part I will explain each attribute.
Str/Mag: Short for Strength or Magic. It determines how strong your character is, obviously physical based classes uses Strength and casters use Magic. This is where it gets fun for Manaketes, when you tap into your stone for a physical attack like hulking out your arm to punch somebody you go by Strength but if you transform to blast them with a breath attack, you use it as a Magic attack.
Defense: How well you can take a physical attack. Characters that wear armor and/or use a shield would able to take a blow better than everybody else and this should reflect that.
Resistance: This is your character's ability to withstand a magical attack.
Dexterity: This is both an offensive and defensive stat. When used for offensive it shows how skilled you are, how well you handle you weapon, if your aim is as good as you think, and things of that nature. When used for defensive it shows how good your character is at dodging and blocking. Anybody can dodge but the real question is how well can you dodge an attack and stay on your feet at the same time or not break something while blocking a blow.
Now onto the "fun" part with stats. Using the leveling system found here, you will start with a set number of points at level 1 to distribute to each stat then at each level you will gain more points to distribute, once you "save changes" they are official so if we see you with 3 Str and 4 Dex today and notice tomorrow you have 4 Str and 3 Dex we will ask you to change it back. If you choose to keep your stats relevant to your character you don't HAVE to spend all of them at once, you can save points that will roll over to the next level as long as you don't end up with more than you should at that level. Here's the break down of each starting amount, how many points you get each level, and individual stat caps.
Trainiee starting points: 2
Trainiee level stat gains: 1
Trainiee stat cap: 30
+2 to all stats and caps upon promotion
Base class starting points: 10
Base class level stat gain:4
Base class stat cap:30(32 trainiee)
+4 to all stats upon promotion
Pre-Promoted/Manakete class starting points: 102
Promoted class/Manakete level stat gain: 6
Promoted class/Manakete stat cap:75(77 trainiee)
+6 to all stats upon promotion
*Final promotion level stat gain:10
Final promotion stat cap: 100(102 trainiee)
Trainiees are weak and their stats reflect it, before there was nothing outside of the role play factor to start as one. Now they have a slight advantage but it's not game breaking, Manaketes are stronger than a normal human, even though they're a "basic" class they will use the promoted class stat charts. The Final promotion level is Archsage, Champion, and Dragon.
*Something that never really came up before was their level cap. At the time it was a "oh they have nothing to look forward to next, let's not bother with it" type of thing. Now that stats are being used there's a reason to put a level cap on them, which is level 10. So that means at 600 post(700 if started as trainiee) you will be at max level.
One final order of business. Let's say you used a second seal at 250 post, that doesn't mean you're now a level one again, it will be waaaaaaay more difficult for everybody to track all of those things in the long run. What you would do in that case is take the number of points you would have at that level and edit your stat points to reflect the class change. Yes, keeping them the same is a valid option.
Also a late congrats to Richter for his re-promotion.
Now onto the actual stats part, it will be broken down into four attributes, Str/Mag, Defense, Resistance, and Dexterity. Each class level, Trainiee, Basic, Promoted, Final, will be given a set starting point and/or growth rates. Before I get into that part I will explain each attribute.
Str/Mag: Short for Strength or Magic. It determines how strong your character is, obviously physical based classes uses Strength and casters use Magic. This is where it gets fun for Manaketes, when you tap into your stone for a physical attack like hulking out your arm to punch somebody you go by Strength but if you transform to blast them with a breath attack, you use it as a Magic attack.
Defense: How well you can take a physical attack. Characters that wear armor and/or use a shield would able to take a blow better than everybody else and this should reflect that.
Resistance: This is your character's ability to withstand a magical attack.
Dexterity: This is both an offensive and defensive stat. When used for offensive it shows how skilled you are, how well you handle you weapon, if your aim is as good as you think, and things of that nature. When used for defensive it shows how good your character is at dodging and blocking. Anybody can dodge but the real question is how well can you dodge an attack and stay on your feet at the same time or not break something while blocking a blow.
Now onto the "fun" part with stats. Using the leveling system found here, you will start with a set number of points at level 1 to distribute to each stat then at each level you will gain more points to distribute, once you "save changes" they are official so if we see you with 3 Str and 4 Dex today and notice tomorrow you have 4 Str and 3 Dex we will ask you to change it back. If you choose to keep your stats relevant to your character you don't HAVE to spend all of them at once, you can save points that will roll over to the next level as long as you don't end up with more than you should at that level. Here's the break down of each starting amount, how many points you get each level, and individual stat caps.
Trainiee starting points: 2
Trainiee level stat gains: 1
Trainiee stat cap: 30
+2 to all stats and caps upon promotion
Base class starting points: 10
Base class level stat gain:4
Base class stat cap:30(32 trainiee)
+4 to all stats upon promotion
Pre-Promoted/Manakete class starting points: 102
Promoted class/Manakete level stat gain: 6
Promoted class/Manakete stat cap:75(77 trainiee)
+6 to all stats upon promotion
*Final promotion level stat gain:10
Final promotion stat cap: 100(102 trainiee)
Trainiees are weak and their stats reflect it, before there was nothing outside of the role play factor to start as one. Now they have a slight advantage but it's not game breaking, Manaketes are stronger than a normal human, even though they're a "basic" class they will use the promoted class stat charts. The Final promotion level is Archsage, Champion, and Dragon.
*Something that never really came up before was their level cap. At the time it was a "oh they have nothing to look forward to next, let's not bother with it" type of thing. Now that stats are being used there's a reason to put a level cap on them, which is level 10. So that means at 600 post(700 if started as trainiee) you will be at max level.
One final order of business. Let's say you used a second seal at 250 post, that doesn't mean you're now a level one again, it will be waaaaaaay more difficult for everybody to track all of those things in the long run. What you would do in that case is take the number of points you would have at that level and edit your stat points to reflect the class change. Yes, keeping them the same is a valid option.
Also a late congrats to Richter for his re-promotion.