Post by Chaoweng on Jul 20, 2016 8:54:22 GMT -8
-RP Combat Revised-
Okay, so I have been thinking of ways to make the combat even more simple and a little more fair/fun. I don’t want there to be unbalance in the Guild classes or during the battles. So I revised the classes and the combat a bit. I will be giving several examples of how an RP battle should go. Now I will break down everything as simple as possible.
-Rounds-
*There are 6 rounds in every 1v1 battle. There are 7 rounds in 3v3 Squad battle.
*In the beginning of each round there will be a /roll (1-100) to determine who attacks first.
*After the 6th round is over, the person with the lowest HP is defeated. Unless someone is defeated before then.
-Regular /roll damage and how it works-
*During each round the players can only decide to do a "special move" or a regular /roll attack.
*You can only attack, heal or defend (depends on your specials) once during each round.
*If you choose to do a /roll attack then you will /roll (1-10).
*This is how the /roll damage works. If you roll a 1 then that equals 10 damage.
-/Roll 1-10 damage chart-
1 = 10 Damage
2 = 20 Damage
3 = 30 Damage
4 = 40 Damage
5 = 50 Damage
6 = 60 Damage
7 = 70 Damage
8 = 80 Damage
9 = 90 Damage
10 = 100 Damage
(It's easier to keep track of your HP. So I simplified how /roll damage is dealt. Feedback is encouraged.)
-Special Moves-
I wanted to make this as easy to understand as possible. So I revised it slightly. In the beginning of each round both participants will do a /roll 1-100. Whoever wins the roll gets to do an "Enhanced Special Move" if they so choose. "Enhanced Special Moves" have stronger effects. If on rare occasion both players /roll the same number then their "Special Moves" will not be enhanced. Here is a breakdown. (feedback is encouraged)
-Special Move Abbreviations, Definitions and Mechanics:
*Everyone only gets 3 special moves per fight. (Boss Characters get 4 instead of 3). *
During each round you can choose to do a /roll 1-10 attack or a special move. Once a special move is used during a Round it is depleted. You will then have 2 special moves remaining.
-(DMG)- A special move that deals an instant 200-300 damage. Once this special is used it is depleted.
*Note: (DMG) will only do 300 damage if you win your /roll in the beginning of the round. This happens because it will be considered an "Enhanced" (DMG). ((This comes off as getting the jump on your enemy or that they were not prepared for your attack. Like a Critical hit.))
-(HLR)- A special move that heals you or an ally for 200-300HP. Once this special is used it is depleted.
*Note: (HLR) Can only heal one person, not an entire Squad. ((In the beginning of each round there is a /roll 1-100 that must be done to determine who attacks first. If you lose the roll in the beginning of the round then your (HLR) will only heal you or an ally for 200HP instead of 300HP. This comes off as if you lost your focus in battle.))
-(DFD)- A special move that defends you or an ally from damage and deflects it back to the attacker. Once this special is used it is depleted.
*Note: In 1v1 combat (DFD) can only be used if you win your /roll in the beginning of the Round. When (DFD) is used /roll attacks cannot be used and the attacker receives 200 damage. (DFD) can be broken if the attacker uses a (DMG) "Special Move" as a counter. The damage from the (DMG) will then be split between them evenly. The attackers (DMG) will be split from 200, because they lost the roll in the beginning of the round. So then the 2 players will receive 100 damage for that round.
*Note: In 3v3 combat, (DFD) works very similar to 1v1 combat. You can choose to defend yourself or an ally. The one being defended will do 200 damage to the one they are fighting, their attacker will not be able to do anything for that turn, unless they use a (DMG) to counter the effects of (DFD). Remember (DFD) only works if you you’re the one attacking first in the beginning of the round. (DFD) can be used to deal damage by causing guaranteed 200 damage and disabling your foes turn.
Okay, so I have been thinking of ways to make the combat even more simple and a little more fair/fun. I don’t want there to be unbalance in the Guild classes or during the battles. So I revised the classes and the combat a bit. I will be giving several examples of how an RP battle should go. Now I will break down everything as simple as possible.
-Rounds-
*There are 6 rounds in every 1v1 battle. There are 7 rounds in 3v3 Squad battle.
*In the beginning of each round there will be a /roll (1-100) to determine who attacks first.
*After the 6th round is over, the person with the lowest HP is defeated. Unless someone is defeated before then.
-Regular /roll damage and how it works-
*During each round the players can only decide to do a "special move" or a regular /roll attack.
*You can only attack, heal or defend (depends on your specials) once during each round.
*If you choose to do a /roll attack then you will /roll (1-10).
*This is how the /roll damage works. If you roll a 1 then that equals 10 damage.
-/Roll 1-10 damage chart-
1 = 10 Damage
2 = 20 Damage
3 = 30 Damage
4 = 40 Damage
5 = 50 Damage
6 = 60 Damage
7 = 70 Damage
8 = 80 Damage
9 = 90 Damage
10 = 100 Damage
(It's easier to keep track of your HP. So I simplified how /roll damage is dealt. Feedback is encouraged.)
-Special Moves-
I wanted to make this as easy to understand as possible. So I revised it slightly. In the beginning of each round both participants will do a /roll 1-100. Whoever wins the roll gets to do an "Enhanced Special Move" if they so choose. "Enhanced Special Moves" have stronger effects. If on rare occasion both players /roll the same number then their "Special Moves" will not be enhanced. Here is a breakdown. (feedback is encouraged)
-Special Move Abbreviations, Definitions and Mechanics:
*Everyone only gets 3 special moves per fight. (Boss Characters get 4 instead of 3). *
During each round you can choose to do a /roll 1-10 attack or a special move. Once a special move is used during a Round it is depleted. You will then have 2 special moves remaining.
-(DMG)- A special move that deals an instant 200-300 damage. Once this special is used it is depleted.
*Note: (DMG) will only do 300 damage if you win your /roll in the beginning of the round. This happens because it will be considered an "Enhanced" (DMG). ((This comes off as getting the jump on your enemy or that they were not prepared for your attack. Like a Critical hit.))
-(HLR)- A special move that heals you or an ally for 200-300HP. Once this special is used it is depleted.
*Note: (HLR) Can only heal one person, not an entire Squad. ((In the beginning of each round there is a /roll 1-100 that must be done to determine who attacks first. If you lose the roll in the beginning of the round then your (HLR) will only heal you or an ally for 200HP instead of 300HP. This comes off as if you lost your focus in battle.))
-(DFD)- A special move that defends you or an ally from damage and deflects it back to the attacker. Once this special is used it is depleted.
*Note: In 1v1 combat (DFD) can only be used if you win your /roll in the beginning of the Round. When (DFD) is used /roll attacks cannot be used and the attacker receives 200 damage. (DFD) can be broken if the attacker uses a (DMG) "Special Move" as a counter. The damage from the (DMG) will then be split between them evenly. The attackers (DMG) will be split from 200, because they lost the roll in the beginning of the round. So then the 2 players will receive 100 damage for that round.
*Note: In 3v3 combat, (DFD) works very similar to 1v1 combat. You can choose to defend yourself or an ally. The one being defended will do 200 damage to the one they are fighting, their attacker will not be able to do anything for that turn, unless they use a (DMG) to counter the effects of (DFD). Remember (DFD) only works if you you’re the one attacking first in the beginning of the round. (DFD) can be used to deal damage by causing guaranteed 200 damage and disabling your foes turn.