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Post by CJ on Feb 9, 2008 3:54:57 GMT -5
RESOLVING ATTACKS For your standard smash and bash weapon attacks and blast and burn magic havoc, things will go relatively smoothly and on a set track. The attacked target has three options; Dodge, Defend, or attempt to take action before they're struck. The action can mean Interrupting or just running the hell away. Either way, it requires Act and a Speed check to gain priority. More on that later.
If you are attacking, make sure you tell the GM your Base Stat, Weapon or Spell damage, Accuracy, and any extra effects of Equipment or technique used.
If you are Defending, tell them your applicable Defense stat (it will almost always be either Defense or SDefense), and your applicable Armor (If you don't know what it is, you probably don't have it. If you have it and still don't know what it is, see below)
If you are Interrupting, tell them your Speed, as well as any details of the action you're taking.
As for the more standard responses, Dodge and Defend, they are calculated as follows.
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Post by CJ on Feb 9, 2008 3:55:49 GMT -5
DEFENDING When you choose to defend, you are taking that extra split second to knuckle down and toughen up. It's a more surefire thing, but in both a negative and positive way. You're certain to take less damage than you would have, but you're also certain to take at least some. You can't be critted, except in the case of exotic weaponry or skills, and the formula works out simply. Attack Stat - Defense Stat = Stat Damage. Weapon/Spell Damage - Armor = Weapon/Spell Damage. Add up those two values, that's the damage you take. Easy peasy.
The 'Attack Stat' will generally either be Power or SPower. Some exotic moves may use others, and if so, the Defense Stat that opposes them will be noted. Keep in mind that no matter what the defense stat is, you're still Defending when you use it.
Weapon Damage (Cutting, Bludgeoning, or Piercing usually) is opposed by Physical Armor. Spell Damage (Any element) is opposed by Special Armor.
Armor protection is noted in the equipment's description by what looks like a fraction (+#/+#). The first number is Physical protection, the second is Special.
Bonuses to either of these values, by other equipment, skills, buffs, or whatever, will simply denote which is being increased and by how much.
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Post by CJ on Feb 9, 2008 3:56:25 GMT -5
DODGING Dodging is a gamble, but it can really pay off if you have quick wits and high Speed. The formula used to gauge this is a little too complicated to put here, so a bot command is used. All you have to do is plug your Speed and the attacker's Accuracy into it, and it will tell you what happened. A Miss means you took no damage. A Hit means you take full damage. A Crit means you take double damage. Try to avoid those.
Basically, Speed and Accuracy stats are mathed out to an 'Unbreakable' dodge or hit/crit chance, on a scale of 1-100%. Then the difference between them is awarded based on the difference between the two stats. It's kinky, but it works like a charm. This formula is used for any Check that is made where one character's stat is pitted against another's, such as the Power check used to maintain a Grapple. So it could be said that Dodging is just a Speed VS Accuracy Check.
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