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Post by CJ on Feb 9, 2008 4:08:52 GMT -5
Some people lack the fortitude to beat the crap out of someone with a pointy object. We lovingly call these people 'Clerics', and they help their buds out by healing and buffing them with their sin against god magical powers. BURN THE W- Nevermind. Healing moves recover the damage that the target has taken. Buff moves grant them good status. Keep in mind that you can heal and buff someone in the same move, but both factors will be lower than a pure heal or a pure buff. Healing and buffing uses SPwrII, and to a lesser degree, Accuracy. The rules are as follows.
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Post by CJ on Feb 9, 2008 4:09:30 GMT -5
HEALING RULES Healing moves work differently. Rather than having a stat that decreases the healing, which would be dumb, you have a stat that increases it. The caster of the spell contributes 2/3 of his/her SPwr II, and the reciever of the spell contributes 2/3 of his or hers, counting SPwrII Bonus. Spell/Technique "damage" is simply tacked on at the end.
Healing also has a slim but existant chance of missing. This is basically treated as a Dodge with 0 Speed. There's nothing more embarassing than whiffing a healing spell, so make sure to give your cleric some Accuracy. The good news is you can Crit it and really do some good! Critting causes the caster to apply his WHOLE SPwrII and not just 66% of it.
EXAMPLE Joe Somethingorother (30 SPwrII) uses Lifespark (+4 FIRE Healing move) on self! 30*.66 + 30*.66 39 base stat, meaning +3 Bonus. Joe recovers 46 HP!
EXAMPLE II Joe Somethingorother is at it again, this time using Lifespark on the notably slow healing Amazoness, Jill Somethingelse (10 SPwrII) 30 *.66 + 10*.66 26 base stat, meaning +2 Bonus. Note that in this case, healing a loser like Jill actually dragged his power DOWN substantially. This is why even if you don't have any healing moves, you should really consider keeping your SPwrII fairly high anyway. It's not there just so you can dump it into Power! ...Got on a rant there. Sorry. Jill recovers 32 HP! Dat's just what she gets fo bein' a woman. Wit' goirly pahts.
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Post by CJ on Feb 9, 2008 4:19:48 GMT -5
BUFF RULES Buffs work differently than healing moves. Generally, the CASTER of the buff determines how powerful the effect is, and the RECIEVER determines how long it lasts. Not all buffs are so fair minded, and some are downright cruel, but I'm putting them both here since that's where they best fit.
The Caster applies their SPwrII, or Bonus if such is the nature of the buff. If the buff is attack based, they may instead apply their SPwr/Bonus. This is the case in things such as counter auras and weapon enchantments. Generally the move will detail this anyway, but I'm putting it here for posterity.
The Reciever applies their SPwrII Bonus, even to offensive status. This number is how many times the magic will take effect before it runs out. This obviously varies depending on what the status actually DOES, but it should be relatively easy to tell when it has taken effect. Otherwise, ask me.
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