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Post by Alexander Ward on Jun 23, 2010 4:29:08 GMT -8
Player vs. Player (PvP)
These are the different kind of PvP fights you can compete in.
Skill Battle
You don’t keep track of Hp or Sp, you just fight until one of you thinks it’s a reasonable time to pass out or die. You can use skills, but not items.
Technical Battle
You keep track of Hp and Sp, and you fight until your Hp reaches zero, depending on whether it's to the death or not when reaching zero you either pass out or die. You can use skills, but not items. Note: In this kind of battle, you cannot use healing skills unless you are using the Titanium Celesti's passive.
All-Out Battle
Everything is allowed. Keeping track of Hp and Sp is optional, and you can use skills(including healing skills) and items. In this kind of battle, you fight until the opposing team has no one left standing, whether they be dead or passed out.
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Post by Alexander Ward on Jun 23, 2010 4:33:21 GMT -8
Whether you're fighting in a quest or in a PVP, the principles are generally the same. For each turn/post:
-You get one basic action, which is something that consumes no Psy or the likes. Generally, you're only allowed to do one thing (such as moving an object or throwing something). These attacks are weaker than ones which use Psy.
-You get to use one ability. This is either using an item or using a spell/skill which consumes Psy, which can be dramatized in your post(such as uttering an incantation or describing the moves). You may also sacrifice this move for a regular attack.
Those are the guidelines of what you can have in a post. You can choose to use only one of the two, or both. It's totally up to you.
Also, please note that you can only post once per turn while on a quest or in a battle. I.E. once you have posted a reply everyone else must post a reply before you may make another. This helps keep flow and takes away some confusion.
You can post whenever you like in a regular role play.
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Post by Alexander Ward on Sept 26, 2010 18:32:43 GMT -8
The stat layouts:
Physical Power- Strength, and damage delt with physical attacks.
Resistance- How well your character can weather a blow, and how often you can resist status ailments
Psy Power- Damage delt with psy based attacks, and how often status ailments succeed
Psy Resistance- The ability to absorb psy based attacks, and how often psy based status ailments
Agility- This effects dodge rate, accuracy, critical chance.
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Post by Alexander Ward on Jun 21, 2011 0:43:18 GMT -8
Cover based bonuses:
- Mounting - Chest high walls and ledges can be used used as pintal mounts for any form of ranged weaponry increasing damage and shot success rate.
- Cover - Chest high walls, pillars, doors anything you can fit behind can function as cover increasing resistance and miss chance for all ranged weaponry aimed at you.
Cover based disadvantages:
- Basic - While in cover
- Mounting - While it will increase your damage and chance to hit, it will also negate the cover effect.
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