Game Mechanics

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    This guide covers the technical aspects of the game. While learning formulas is not required you should at least inform yourself about the role of the various stats so that you can best build your character.

    Quick links
    Primary Stats
    Secondary Stats
    Damage Formula
    Accuracy vs Evasion
    Critical Hits
    Interpretive Damage
    Healing Formula
    Buffs Formula
    Speed
    Magic Resistances
    Status Ailments
    Weapon Ranks


    PRIMARY STATS

    Primary stats depend both on race and class(tp being an exception).

    HP: life points. When reaching 0 the character passes out.

    MP: mana points. These are necessary to use magic.

    TP: tactical points. The max value for this stat is 300 for every character regardless of race or class. They are used to execute a myriad of abilities.

    STR: strength modifies attack power and critical hits damage.

    VIT: vitality modifies max HP and physical defense.

    DEX: dexterity modifies physical accuracy, range attack power and critical hit chance.

    AGI: agility modifies physical evasion and speed.

    INT: intelligence modifies magic power and magic accuracy.

    SPR: spirit modifies max MP, elemental resistances and power of curing abilities.

    MND: mind modifies resilience to status ailments, magic evasion and potency of cures received.

    CHR: charisma modifies the potency of buffs used.

    SECONDARY STATS

    These stats are derived from the primary ones and their base value is influenced by the race but not by the class.

    ATT: attack is the power of physical damage, modified by STR.

    DEF: defense is the resistance to physical hits, modified by VIT.

    ACC: physical accuracy defines the ability to inflict full or partial damage, modified by DEX.

    MAG: magic power is the amount of damage dealt with magic attacks, modified by INT.

    RES: resistance is the magic defense, modified by SPR. This stat is further divided in 8 individual elemental resistances and their average gives the non elemental res.

    MAC: accuracy for magic attacks, modified by INT.

    SPD: speed is modified by AGI and defines the ability to anticipate an enemy's move or the difference of speeds at which everyone on the battlefield moves.

    EVA: evasion is the ability to dodge an attack reducing damage received, modified by AGI.

    MEV: same as above but for magic attacks, this is modified by MND.

    CRC: critical hit chance, modified by DEX.

    CRD: critical hit damage, modified by STR.

    DAMAGE FORMULA

    (D/100)*[ATT-(DIF/2)]*R *M

    where:

    D = the damage value of the weapon used.
    R = randomizer. A value that fluctuates between 0.2 and 0.4.
    M = modifier applied with many abilities.

    For magic damage formula changes like this:

    (MAG-RES)*R *M

    ACCURACY vs EVASION

    As this is a play by forum and not a videogame obviously the ability to hit your enemy highly depends on how well you describe your actions. However these two stats are not useless: in fact, everytime an attack is executed there is a check between the attacker's accuracy and the adversary's evasion, and based on them the attack can hit for full damage or be reduced.

    For example: if A has an ACC of 100 attacks B who has EVA 200 then even if A hits B successfully based on the roleplay action, the damage will be reduced by 50% because B dodged part of it.

    MAC and MEV function exactly the same way but for magic attacks.

    CRITICAL HITS

    Everyone regardless of class or race has a base CRC of 5%, which can be increased by improving DEX.

    Base critical damage(CRD)is 2% more than a standard attack, but its intensity can be increased as well with the STR stat.

    Both physical and magical attacks can crit.
    A reduced hits(due to the acc-eva check)can crit as well.

    INTERPRETIVE DAMAGE

    Let's not forget this is a role playing game. This implies certain limitation to certain types of damage. For example if someone shoots an arrow to your throat it's unlikely that you're going to survive...

    Because of this, there is a possibility to inflict fatal damage regardless of remaining HP, this happens if a vital point is struck with enough power.

    On the same not we have impairment: for example if you take too many hits to your arm that arm is going to become unusable until some HP are recovered through potions or healing abilities(a small amount is enough to fix an impairment).

    HEALING FORMULA

    (uSPR+1/2rMND)*M

    where:

    uSPR: the spirit of the user of the healing ability.
    rMND: the mind of the receiver of the ability.
    M: the usual technique modifier.

    BUFFS FORMULA

    Base Potency*[1+(CHR/100)]

    SPEED

    This stat is a bit complex, mostly because unlike the others it's not so cut and dry, but it requires a certain degree of interpretation and elasticity.

    As the game functions in turns where each poster acts once the actual influence of speed is somewhat limited compared to a videogame.
    This stat gives an idea of the difference in the movements of the adversaries, both when running, dodging, attacking and parrying. So in general this stat influences the ability to anticipate an action and the agility in general.

    MAGIC RESISTANCES

    As mentioned previously a character's magic RES is divided in 8 parts, each representing an element:

    Fire
    Ice
    Wind
    Earth
    Thunder
    Water
    Light
    Darkness

    When an attack is non elemental the RES results very simply from the average of the 8 elemental parts.

    STATUS AILMENTS

    A status is a temporary detrimental effect afflicting a character. The ability to inflict them with full potency, or resist them partially is due to a check between MAC and MEV.

    If the difference between the two is positive then the status is going to land in full potency. As the values move in favour of the resistance instead the status will become weaker.

    When a status has a fixed potency each time it is cast the receiver's MEV will increase by 50% until a critical point is reached where the status will become completely ineffective.

    WEAPON RANKS

    The rank of a weapon indicates the mastery of a class when using that type of weapon. In game this affects base ATT and ACC.

    S: max rank, no malus.

    A: ATT and ACC are lowered by 5%.

    B: ATT and ACC are lowered by 15%.

    C: ATT and ACC are lowered by 30%.

    Edited by Seha - 30/5/2016, 13:02
     
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0 replies since 30/5/2015, 22:20   119 views
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