Post by Pumkin on Aug 23, 2018 23:53:48 GMT -5
Basics of Battles
Types of Battles
Here on Dragonball STO, we have a few different variations of the battle system to suit everyone's needs (hopefully), without deriving from the true nature of the show. Remember, you must have a Power Level of 2,500 or higher to enter into a battle unless a rare item/Dragonball is on the line. You may also only battle twice a week unless you are ambushed. Also remember that if you partake in a second battle in the same week, you start with the remaining stats from your previous battle. The following section will explain:
Ambushes
Battle Matches
Normal Battles
Roleplay Battles
Speed Battles
Ambushes
Ambushes are a foundation point in the DBZ Universe. To initiate an ambush on an opponent, you need to meet certain requirements. Keyword is location, location, location. Be in a mountainous terrain, cities, dense forests, or similar locations. If unsuccessful, unable to attempt again within the same battle. In other words, in you fail at an ambush try again in a different thread.
Battle Matches
We understand that there is sometimes no logical means for a one vs one battle to take place if there are others in the general area. Because of this, we have devised a means of various matches that will enable you to keep the realism and fun of battling alive.
One vs. One
This is the typical battle format. A single player will fight against a single opponent until one gives up, dies, or is simply defeated.
One vs. Two - Handicapped Match
If a person chooses to have a tag partner in battle while the other fights alone, certain rules apply. Mainly that if the team ends up being the loser, any rewards gained are halved. Additionally, if they win, the battle rewards will be split between the two.
Two vs. Two- Team Matches
Unless stated by an ability or otherwise, you may only have up to two allies per battle. It goes by Standard Battle rules or Advanced by the person choosing.
Battle Royals
Anyone wishing to partake in a Battle Royal must have three or more people, no more than five. This will be considered an advanced battle whereas word count and creativity will be graded seriously. Additionally, if your team wins the battle royal the winnings will be split as evenly as possible.
Interventions (Work In Progress)
Stat Battles
Stat Battles are matches that require the use of stats, techniques, items, and actions. Each round consists of 1 judgment, 1 offensive stage, and 1 defensive stage(unless there are multiple combatants). Each person has only 48 hours to deliver their actions or they are DQ'd.
Role-play Battles
Role-play battles are matches solely between two fighters that want to base their outcome, not on stats, but Role-playing ability alone. RP Battles basically work differently than normal battles in that the judge does not come in until after each combatant posts three times. Each post must consist of a minimum of 200 words and must be as realistic as possible. Remember, you could RP yourself getting bashed around in the role-plays and still win; RP Battles are based on realism, description, and effort. RP Battles also have 3 rounds, each consisting of 3 turns each. The person that wins 2 of the 3 rounds, wins. If the judge sees a definite winner before round 3 or even during round 2, he/she could stop the battle and declare the winner.
Turns and Actions
The amount of actions per turn is currently set at 3. This means that you are allowed to use any combination of three maneuvers, techniques, combinations, or even pauses in the battle that you want. Every single time you use an action, whether it be to counter, attack, fly, or the like, you use up stamina (1 per action). Turns are your entire offensive and defensive phases combined. This means a default of 6 actions before your turn is completely over.
For example, you have 6 action points (stamina). This means you can perform certain techniques/actions equaling 6 actions points. Anything higher becomes invalid to start. Increasing the level will increase actions points. Anything lower and the remaining points will be transferred to your next turn. If you have 6 and you use 4, you have 2 added to your next turn.
Note: Action points are given on a level by level basis. Meaning if you have 6 at level 1 and you level-up to 3, this means you have 9 action points. You will receive 2 action points per level up to level 20 where the action points given will decrease by 1 giving you 2 per level.
Technique Information
Transformations
All transformations and/or power-ups require you to use 1 full action to complete the change before the effects take place.
Signature Technique
This is the move you're most known for. You've mastered this ability, and have become quite efficient at executing it in nearly any situation. Limit two per Character. The first signature technique can be learned at level 5, second signature technique at level 15.
Special Techniques
Special Techniques are something that your character has mastered.
Determining Damage
Although there is a set amount of damage that each technique/action carries out, there are also other variables that will work either for you or against you. It is in your best interest to know all of these in order to ensure that you get the most, or avoid the most, damage possible.
Basic Actions:
Punch (.2 x Strength) = (Damage)
Charged Punch (1.5 x Strength) = (Damage)
Kick (.03 x Strength) = (Damage)
Charged Kick (.35 x Strength) = (Damage)
Elbow (.05 x Strength) = (Damage)
Knee (.032 x Strength) = (Damage)
Knee Lift (Jumping Knee attack) (.35 x Strength) = (Damage)
Slams (.04 x Strength) = (Damage to all Limbs)
Air Slam (.35 x Strength) = (Damage to all Limbs)
Environmental Damage (.08 x Strength) = (Damage)
Ki Based Techniques(check tech for multiplier x Ki) = (Damage)
*Note: Environmental damage can include anything from getting hit with a tree, having rocks thrown at you, or getting beaten with any foreign object.
Advanced Multipliers
Direct Damage
The damage that is connected when you break through a block. IE: If I use Zanzoken and the opponent tries to block it.
Deals 25% of damage because of its a dodging type move.
Indirect Damage
The damage that is either blocked, semi-dodged, or otherwise disables the means of the full force of your attack. IE: I punch, you block it with your arm.
Deals 50% damage based on defense.
Critical Damage
The damage that is landed without any block, or if a block fails, or otherwise. Only applicable if the defender would not be able to defend such attack or the defender could not block said attack
Deals 125% of damage
Instant Kill
You can only instant kill people when you are two times their power level. When an attack is successful and there is no counter or means to avoid, there is a chance that you can achieve an instant kill. Only certain techniques can do instant kills. Those will be penetrating, slicing, or just well-aimed attacks. This cannot be done upon the first offensive or defensive phase.
Deals instant kill
Overkill
When you are fighting someone, friend, foe, or otherwise, and you use a technique that is well more than 200% of their remaining Endurance, it is considered overkill. Overkills disable you from choosing their fate, as you have literally just destroyed their body. If you overkill your opponent, they die; it's that simple.
Deals Instant Death (This does not apply to the energy absorbing Androids)
Stamina Drain
Everything in life uses some sort of energy. Whether it be flying high in the sky, or shooting massive energy waves, almost everything will slowly drain your stamina. See the technique breakdown for details on how much drain something has.
Upon running out of Stamina, you will be knocked out due to the severe drain.
Ki Drain
Upon running out of Ki, you will not be able to use transformations and certain techniques (energy based) until your Ki has been fully restored.
Running out of Stamina
Based on the same principle as running out of energy, if you can't continue, you will be knocked out until fully restored.
Running out of Health
Each player has a Health meter attached to their profile. Certain moves require a health sacrifice in order to use. This meter refills itself once per week, so be careful not to use too much. It does not replenish after each fight. If your meter reaches zero, your character will die. (WORK IN PROGRESS)
Choosing Fates
When you have defeated an opponent in battle, you will be allowed to then choose their fate. Depending on your current alignment and the reason for the battle, you could see an alignment shift in any direction based upon your decision. When selecting a fate, you must choose one of the following:
Spare - Allow the opponent to live.
Kill - Send them to the afterlife.
Rewards
Win
+500 Strength
+500 Speed
+500 Endurance
+5,000 Zeni
Loss
+250 Strength
+250 Speed
+250 Endurance
+2,500 Zeni
(Note: For Saiyans/ Half Saiyans x2.5 for Wins or losses for Zenkai boost, not applicable to Zeni)
*Battles offer +5 Shazar Beans per 800 words.*
Basics of Spars
Spar Info
Spars can be done on the message board. Unlike a normal battle, spars do not require a referee. In addition, spars do not keep track of damage. These small training sessions are done until a winner can be determined between the individuals involved. They do not count against your health statistic for the week either.
*Forum Spars offer +5 Shazar Beans per 800 words.*
*The Spar Limit 3 spars if you are under 2,000 pl, and 2 if you are over. This is per week.*
Rewards
Win
+100 Strength
+100 Speed
+100 Endurance
+500 Zeni
Loss
+50 Strength
+50 Speed
+50 Endurance
+250 Zeni
(Note: Saiyans/Half-Saiyans x2.5 battle gains, does not count towards Zeni)
Disclaimer: We do not own this battle system. It's owned by the Rising v2 RPG site, mostly Dana, since he made it. Credits goes to Dana and Rising v2![/b][/color][/u] We just added our own little flair to it
ALSO...
-you can't attack an opponent unless he is online, you must wait until he defends himself (72 hours). If an attack is attempted, if after 72 hours and there is no defense/no response, said attack becomes null and void-
Types of Battles
Here on Dragonball STO, we have a few different variations of the battle system to suit everyone's needs (hopefully), without deriving from the true nature of the show. Remember, you must have a Power Level of 2,500 or higher to enter into a battle unless a rare item/Dragonball is on the line. You may also only battle twice a week unless you are ambushed. Also remember that if you partake in a second battle in the same week, you start with the remaining stats from your previous battle. The following section will explain:
Ambushes
Battle Matches
Normal Battles
Roleplay Battles
Speed Battles
Ambushes
Ambushes are a foundation point in the DBZ Universe. To initiate an ambush on an opponent, you need to meet certain requirements. Keyword is location, location, location. Be in a mountainous terrain, cities, dense forests, or similar locations. If unsuccessful, unable to attempt again within the same battle. In other words, in you fail at an ambush try again in a different thread.
Battle Matches
We understand that there is sometimes no logical means for a one vs one battle to take place if there are others in the general area. Because of this, we have devised a means of various matches that will enable you to keep the realism and fun of battling alive.
One vs. One
This is the typical battle format. A single player will fight against a single opponent until one gives up, dies, or is simply defeated.
One vs. Two - Handicapped Match
If a person chooses to have a tag partner in battle while the other fights alone, certain rules apply. Mainly that if the team ends up being the loser, any rewards gained are halved. Additionally, if they win, the battle rewards will be split between the two.
Two vs. Two- Team Matches
Unless stated by an ability or otherwise, you may only have up to two allies per battle. It goes by Standard Battle rules or Advanced by the person choosing.
Battle Royals
Anyone wishing to partake in a Battle Royal must have three or more people, no more than five. This will be considered an advanced battle whereas word count and creativity will be graded seriously. Additionally, if your team wins the battle royal the winnings will be split as evenly as possible.
Interventions (Work In Progress)
Stat Battles
Stat Battles are matches that require the use of stats, techniques, items, and actions. Each round consists of 1 judgment, 1 offensive stage, and 1 defensive stage(unless there are multiple combatants). Each person has only 48 hours to deliver their actions or they are DQ'd.
Role-play Battles
Role-play battles are matches solely between two fighters that want to base their outcome, not on stats, but Role-playing ability alone. RP Battles basically work differently than normal battles in that the judge does not come in until after each combatant posts three times. Each post must consist of a minimum of 200 words and must be as realistic as possible. Remember, you could RP yourself getting bashed around in the role-plays and still win; RP Battles are based on realism, description, and effort. RP Battles also have 3 rounds, each consisting of 3 turns each. The person that wins 2 of the 3 rounds, wins. If the judge sees a definite winner before round 3 or even during round 2, he/she could stop the battle and declare the winner.
Turns and Actions
The amount of actions per turn is currently set at 3. This means that you are allowed to use any combination of three maneuvers, techniques, combinations, or even pauses in the battle that you want. Every single time you use an action, whether it be to counter, attack, fly, or the like, you use up stamina (1 per action). Turns are your entire offensive and defensive phases combined. This means a default of 6 actions before your turn is completely over.
For example, you have 6 action points (stamina). This means you can perform certain techniques/actions equaling 6 actions points. Anything higher becomes invalid to start. Increasing the level will increase actions points. Anything lower and the remaining points will be transferred to your next turn. If you have 6 and you use 4, you have 2 added to your next turn.
Note: Action points are given on a level by level basis. Meaning if you have 6 at level 1 and you level-up to 3, this means you have 9 action points. You will receive 2 action points per level up to level 20 where the action points given will decrease by 1 giving you 2 per level.
Technique Information
Transformations
All transformations and/or power-ups require you to use 1 full action to complete the change before the effects take place.
Signature Technique
This is the move you're most known for. You've mastered this ability, and have become quite efficient at executing it in nearly any situation. Limit two per Character. The first signature technique can be learned at level 5, second signature technique at level 15.
Special Techniques
Special Techniques are something that your character has mastered.
Determining Damage
Although there is a set amount of damage that each technique/action carries out, there are also other variables that will work either for you or against you. It is in your best interest to know all of these in order to ensure that you get the most, or avoid the most, damage possible.
Basic Actions:
Punch (.2 x Strength) = (Damage)
Charged Punch (1.5 x Strength) = (Damage)
Kick (.03 x Strength) = (Damage)
Charged Kick (.35 x Strength) = (Damage)
Elbow (.05 x Strength) = (Damage)
Knee (.032 x Strength) = (Damage)
Knee Lift (Jumping Knee attack) (.35 x Strength) = (Damage)
Slams (.04 x Strength) = (Damage to all Limbs)
Air Slam (.35 x Strength) = (Damage to all Limbs)
Environmental Damage (.08 x Strength) = (Damage)
Ki Based Techniques(check tech for multiplier x Ki) = (Damage)
*Note: Environmental damage can include anything from getting hit with a tree, having rocks thrown at you, or getting beaten with any foreign object.
Advanced Multipliers
Direct Damage
The damage that is connected when you break through a block. IE: If I use Zanzoken and the opponent tries to block it.
Deals 25% of damage because of its a dodging type move.
Indirect Damage
The damage that is either blocked, semi-dodged, or otherwise disables the means of the full force of your attack. IE: I punch, you block it with your arm.
Deals 50% damage based on defense.
Critical Damage
The damage that is landed without any block, or if a block fails, or otherwise. Only applicable if the defender would not be able to defend such attack or the defender could not block said attack
Deals 125% of damage
Instant Kill
You can only instant kill people when you are two times their power level. When an attack is successful and there is no counter or means to avoid, there is a chance that you can achieve an instant kill. Only certain techniques can do instant kills. Those will be penetrating, slicing, or just well-aimed attacks. This cannot be done upon the first offensive or defensive phase.
Deals instant kill
Overkill
When you are fighting someone, friend, foe, or otherwise, and you use a technique that is well more than 200% of their remaining Endurance, it is considered overkill. Overkills disable you from choosing their fate, as you have literally just destroyed their body. If you overkill your opponent, they die; it's that simple.
Deals Instant Death (This does not apply to the energy absorbing Androids)
Stamina Drain
Everything in life uses some sort of energy. Whether it be flying high in the sky, or shooting massive energy waves, almost everything will slowly drain your stamina. See the technique breakdown for details on how much drain something has.
Upon running out of Stamina, you will be knocked out due to the severe drain.
Ki Drain
Upon running out of Ki, you will not be able to use transformations and certain techniques (energy based) until your Ki has been fully restored.
Running out of Stamina
Based on the same principle as running out of energy, if you can't continue, you will be knocked out until fully restored.
Running out of Health
Each player has a Health meter attached to their profile. Certain moves require a health sacrifice in order to use. This meter refills itself once per week, so be careful not to use too much. It does not replenish after each fight. If your meter reaches zero, your character will die. (WORK IN PROGRESS)
Choosing Fates
When you have defeated an opponent in battle, you will be allowed to then choose their fate. Depending on your current alignment and the reason for the battle, you could see an alignment shift in any direction based upon your decision. When selecting a fate, you must choose one of the following:
Spare - Allow the opponent to live.
Kill - Send them to the afterlife.
Rewards
Win
+500 Strength
+500 Speed
+500 Endurance
+5,000 Zeni
Loss
+250 Strength
+250 Speed
+250 Endurance
+2,500 Zeni
(Note: For Saiyans/ Half Saiyans x2.5 for Wins or losses for Zenkai boost, not applicable to Zeni)
*Battles offer +5 Shazar Beans per 800 words.*
Basics of Spars
Spar Info
Spars can be done on the message board. Unlike a normal battle, spars do not require a referee. In addition, spars do not keep track of damage. These small training sessions are done until a winner can be determined between the individuals involved. They do not count against your health statistic for the week either.
*Forum Spars offer +5 Shazar Beans per 800 words.*
*The Spar Limit 3 spars if you are under 2,000 pl, and 2 if you are over. This is per week.*
Rewards
Win
+100 Strength
+100 Speed
+100 Endurance
+500 Zeni
Loss
+50 Strength
+50 Speed
+50 Endurance
+250 Zeni
(Note: Saiyans/Half-Saiyans x2.5 battle gains, does not count towards Zeni)
Disclaimer: We do not own this battle system. It's owned by the Rising v2 RPG site, mostly Dana, since he made it. Credits goes to Dana and Rising v2![/b][/color][/u] We just added our own little flair to it
ALSO...
-you can't attack an opponent unless he is online, you must wait until he defends himself (72 hours). If an attack is attempted, if after 72 hours and there is no defense/no response, said attack becomes null and void-