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Battle Rules
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Battle Rules
Chapter 01: Rolling Initiative
Chapter 02: Understanding your stats
Chapter 03: Hit/Miss
Chapter 04: Crit/Counter
Chapter 05: Using Shields
Chapter 06: Difference between Standard Weapons and Energy Weapons
Chapter 07: Controlling Funnels
Chapter 08: Using Magic
Chapter 09: Using Magic Shields
Chapter 10: Using Dual/Triple Spells
Chapter 11: Spells with Invisibility
Chapter 12: Spells with Clones
Chapter 13: Using Energy
Chapter 14: Using your Vernier Thrusters
Chapter 15: Transformable Sentries
Chapter 16: Sentry Status Ailments
Chapter 17: Called Shots
Chapter 18: Duration and Maintains
Chapter 19: AoEs
Chapter 20: Binds
Chapter 21: Reactionary Skills
Chapter 22: Fleeing Battle
Chapter 23: The End of Battle
Chapter 02: Understanding your stats
Chapter 03: Hit/Miss
Chapter 04: Crit/Counter
Chapter 05: Using Shields
Chapter 06: Difference between Standard Weapons and Energy Weapons
Chapter 07: Controlling Funnels
Chapter 08: Using Magic
Chapter 09: Using Magic Shields
Chapter 10: Using Dual/Triple Spells
Chapter 11: Spells with Invisibility
Chapter 12: Spells with Clones
Chapter 13: Using Energy
Chapter 14: Using your Vernier Thrusters
Chapter 15: Transformable Sentries
Chapter 16: Sentry Status Ailments
Chapter 17: Called Shots
Chapter 18: Duration and Maintains
Chapter 19: AoEs
Chapter 20: Binds
Chapter 21: Reactionary Skills
Chapter 22: Fleeing Battle
Chapter 23: The End of Battle
Re: Battle Rules
Chapter 1
Rolling Initiative
Rolling Initiative
- Spoiler:
- Initiative is used in a lot of battle systems to determine turn order. This site doesn't have a speed system (as most are either convoluted/doesn't make sense/too difficult to make) so using Initiative is the next viable option.
Unlike rolling initiative at the beginning of every round, you must roll initiative before every action.
This site's battle system has 3 actions per round and each action will require the use of the Initiative Roll. Before you submit actions, you must roll your initiative for all three actions. Yes, your initiative will be shown to everyone, but you will also be able to see the initiative of your opponents too; so you will be able to formulate your actions based on when they will go as well. Read Here on how to perform an initiative roll.
The higher the roll you obtain, the faster your movements will take place. So a natural roll of 10 means you will most likely go first while an initiative roll of 1 means you will most likely go last. There are things that can either increase or lower your initiative roll such as activating your Vernier Engines or a spell to reduce/lower your initiative.
Example:
You rolled a 5, 7, and a 2 on your initiative rolls.
So for your first action: You will go faster than anyone who rolled 1-4 on their first action, but slower than anyone who rolled 6-10 on their action.
But let's say, you use this action to increase your initiative by +2 with a spell. So your next action, while you rolled a 7, will be treated as a 9. And your 2 roll will be treated as a 4 instead.
Initiative Ties
In the event that you and your target rolled the exact same roll on the initiative, this can become a pickle and would require a decision on who goes first. In the event that this happens, the BM will perform another set of rolls (remains hidden) to see who goes first. The winner of the second/third/fourth/etc roll will be who goes first. The person to get the first roll is the person who posted their actions first.
Negative Initiative
One can get lowered initiative, but never can their rolls go below 1.
Chapter 2
Understanding Your Stats
Understanding Your Stats
- Spoiler:
- The following are ALL of the stats one can obtain on their Sentry:
HP - Determines how many hits you can take
MP - Magic Points used as a "currency" for magic spells
Energy - Energy is used as "currency" for Sentry related abilities and energy weapons.
Melee Weapon Accuracy - Your ability to hit with a melee weapon
Melee Weapon Dodge - Your ability to dodge melee weapons
Melee Weapon Damage - Your damage dealt with Melee weapons (this can go +/- depending on buffs/debuffs)
Medium Ranged Weapon Accuracy - Your ability to hit with a medium ranged weapon
Medium Ranged Weapon Dodge - Your ability to dodge medium ranged weapons
Medium Ranged Weapon Damage - Your damage dealt with medium ranged weapons (this can go +/- depending on buffs/debuffs)
Long Ranged Weapon Accuracy - Your ability to hit with a long ranged weapon
Long Ranged Weapon Dodge - Your ability to dodge long ranged weapons
Long Ranged Weapon Damage - Your damage dealt with long ranged weapons (this can go +/- depending on buffs/debuffs)
Magic Accuracy - Your ability to hit with a magic spell
Magic Dodge - Your ability to dodge a magic spell
Magic Damage - Your damage dealt with magic (this can go +/- depending on buffs/debuffs)
Auto-Hit Chance - Your ability to automatically hit. Based off percentage. Rolled BEFORE your attack.
Auto-Dodge Chance - Your ability to automatically dodge an attack. Based off percentage. Rolled BEFORE your dodge.
Critical Hit Chance - Determines your Crit Range and your chance at landing a crit.
Critical Damage Boost - Determines how much damage is dealt when landing a crit hit.
Counter Attack Chance - Determines your Counter Attack chance.
To learn how to increase these stats, please see:
Here for the Training Rules
Here for the Tune-Up section
These are the stats that the BM will use to determine what stats will do what. For a Magic Attack, it will always use Magic Accuracy and to save against that, you will ALWAYS save against Magic with Magic Dodge. These numbers are always subject to change depending on buffs/debuffs/Vernier Activation/Weapon Equipped/Armor Equipped/etc etc.
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