Post by Taku on Aug 8, 2014 19:07:18 GMT
Taku's Battle/Stat System.
Experience/Power Level: Well this here is a given, it's gained from every PL stat gained during Role Play, Missions, Spars ect.
Health: Now from the old system, this was a big factor, I'd say we keep this the same with it being (PL x 2) and that will give you your Hit Points aka your bread and butter.
Defense: Seeing the races start off with different attributes and what not, it should be a given that everyone start off with 10% defense. Where that comes in at is a big factor also, I'm thinking to only allow defense when being hit with a Super Ki Attack. Because being hit with a fist or normal ki blast shouldn't really account for anything cept the damage it's allowed.
Ki: This is a risky factor too, Your Ki will determine how many tier attacks you can do through out the battle. Once that hits 0 then you are stuck using hand to hand combat, which should make an excellent turn of events. I'll calculate this in as (Current PL divided by 20 = Damage of your Tier Attack). Of course for starting members this will be low as hell. But also taking the defense factor in mind, your total damage with be multiplied by converting the opponent's defense into a decimal number such as 10% will be 0.10 or 5% will become 0.05 and not 0.50.
AP (Attacking Points): Now this is a big focal point in the battle. This is what allows tells you what you can do and how much of it you can do per turn/post in a battle. Hand to hand combat, Normal ki blasts, counters and dodges will be factored in as .5 of a single AP. Bare this in mind, dodges and counters are 90% used when dodging a hand to hand attack or a ki attack, but when concerned with a Super Ki attack, if your opponent doesn't set you up perfectly to be hit with their technique, then by all means, dodge or counter it with something, I dun care what it is, make it interesting. Oh and Normal Ki blast will not stave off a Super Ki attack. Oh and this is critical, Your AP points Regen per turn Happy Fightin
Talent Points: In battle these are not really needed but these points will be gained like experience.
Hand to hand/Countering/Dodging damage = (PL x .50) x The number of times you attack = Damage
Blocking = (1 AP, per use)
Beam Struggles -> Rarely used but if it happens to occur the victor of the colliding attacks will be the one with the higher ki.
SO basically this is a mock battle of my system. In this instance, both guys have a Power Level of 4,000.
Guy 1 makes his entrance: Something flashy, no one cares.
Guy 2 makes his entrance: Something flashy, no one cares.
Power Level = 4,000
Hit Points = 8,000
Ki: 200
Defense on each guy = 10% without items
AP (Able Points, usually start off with 3) = 5
Ok now we got the nitty gritty out the way. On with the semi show.
Both guys get in their fighting poses before launching at each other.
Guy 1 throws 5 random blows at Guy 2. Guy 2 blocks 2 hits and perfectly sets Guy 1 up for either a counter or retaliation. (How you factor this in?)
Guy 1's turn
Power Level: 4,000
HP: 8,000
Defense: 10%
AP: 5
(4,000 X .50) X 5 = 10,000
Guy 2's turn
Power Level: 4,000
HP: 8,000
Defense: 10%
AP: 2
(5 – 1 'Due to blocking and blocking is 0.50 of 1 AP') 4 X (4,000 'Guy 1's PL' X .50) = 8,000
(Instant KO right?) I'm not so good with the Math so pretty much, Yep.
Also, these guys didn't have on any armor or defensive gear that could be bought from the shops.
Experience/Power Level: Well this here is a given, it's gained from every PL stat gained during Role Play, Missions, Spars ect.
Health: Now from the old system, this was a big factor, I'd say we keep this the same with it being (PL x 2) and that will give you your Hit Points aka your bread and butter.
Defense: Seeing the races start off with different attributes and what not, it should be a given that everyone start off with 10% defense. Where that comes in at is a big factor also, I'm thinking to only allow defense when being hit with a Super Ki Attack. Because being hit with a fist or normal ki blast shouldn't really account for anything cept the damage it's allowed.
Ki: This is a risky factor too, Your Ki will determine how many tier attacks you can do through out the battle. Once that hits 0 then you are stuck using hand to hand combat, which should make an excellent turn of events. I'll calculate this in as (Current PL divided by 20 = Damage of your Tier Attack). Of course for starting members this will be low as hell. But also taking the defense factor in mind, your total damage with be multiplied by converting the opponent's defense into a decimal number such as 10% will be 0.10 or 5% will become 0.05 and not 0.50.
AP (Attacking Points): Now this is a big focal point in the battle. This is what allows tells you what you can do and how much of it you can do per turn/post in a battle. Hand to hand combat, Normal ki blasts, counters and dodges will be factored in as .5 of a single AP. Bare this in mind, dodges and counters are 90% used when dodging a hand to hand attack or a ki attack, but when concerned with a Super Ki attack, if your opponent doesn't set you up perfectly to be hit with their technique, then by all means, dodge or counter it with something, I dun care what it is, make it interesting. Oh and Normal Ki blast will not stave off a Super Ki attack. Oh and this is critical, Your AP points Regen per turn Happy Fightin
Talent Points: In battle these are not really needed but these points will be gained like experience.
Hand to hand/Countering/Dodging damage = (PL x .50) x The number of times you attack = Damage
Blocking = (1 AP, per use)
Beam Struggles -> Rarely used but if it happens to occur the victor of the colliding attacks will be the one with the higher ki.
SO basically this is a mock battle of my system. In this instance, both guys have a Power Level of 4,000.
Guy 1 makes his entrance: Something flashy, no one cares.
Guy 2 makes his entrance: Something flashy, no one cares.
Power Level = 4,000
Hit Points = 8,000
Ki: 200
Defense on each guy = 10% without items
AP (Able Points, usually start off with 3) = 5
Ok now we got the nitty gritty out the way. On with the semi show.
Both guys get in their fighting poses before launching at each other.
Guy 1 throws 5 random blows at Guy 2. Guy 2 blocks 2 hits and perfectly sets Guy 1 up for either a counter or retaliation. (How you factor this in?)
Guy 1's turn
Power Level: 4,000
HP: 8,000
Defense: 10%
AP: 5
(4,000 X .50) X 5 = 10,000
Guy 2's turn
Power Level: 4,000
HP: 8,000
Defense: 10%
AP: 2
(5 – 1 'Due to blocking and blocking is 0.50 of 1 AP') 4 X (4,000 'Guy 1's PL' X .50) = 8,000
(Instant KO right?) I'm not so good with the Math so pretty much, Yep.
Also, these guys didn't have on any armor or defensive gear that could be bought from the shops.