Post by Enigma on Jun 3, 2012 21:38:59 GMT -6
Attack execution is a rather simple process. Actions are normally simple attacks, however if certain inputs are used, techniques can be unleashed. Most techniques inflict higher Damage compared to normal attacks. Easy to do, but probably need to explain it to you AND show you an example of it in an actual fight. Basically, here's the explanation.
A character has High, Low, Right, and Left options. Techniques require these to put in a specific order to invoke them. An example would be an attack needing Low/Low/Low to be used. If you input them in that order, the third Low in the chain becomes the more powerful Technique.
For each input required, the attack gains damage.
Example: if the character does 100 Damage with normal attack. Low/Low/Low would be this: 100/100/300. Based on the effect of the technique, the damage of the technique is reduced.
The damage for Attacks is # of inputs * base damage. Regarding effects, for each effect added, the damage of an attack drops by base damage. In the above example, if the 300 damage attack had one effect, its damage would drop by 100 (base damage) to make it 200 damage.
Players each normally have three actions. But, if the opponent's speed is higher than your speed at 1.5x, they get an additional action. (Example: 20 Speed vs. 30 Speed=1 Action due to 20x1.5=30. 20 vs. 60 Speed=5 Actions.)
For those of you confused: Basically, an extra slot is added if at your speed being 1.5x, 3x, 4.5x, etc higher than your opponent.
You roll a dice to determine whether or not you hit the enemy. If the dice roll is 1-5 numbers higher than their hit chance, they nick the opponent instead of it completely missing, inflicting 80% Damage. If it's 6+ Higher than their roll, then they miss the enemy. If it's lower than their roll, they strike the enemy. Pretty simple to do in the end really.
A final factor to this all, is the Critical Hit chance. Each weapon has it's own set critical hit rate. Based on the number, the weapon will inflict more damage if a critical hit is landed on the enemy. The numbers are 0-10. A weapon with a 0 Critical Rate can inflict no critical hits.
1-2=x1.25 Damage.
3-5=x1.5 Damage.
6-8=x1.75 Damage.
9-10=x2 Damage.
In order to inflict a critical hit, one must roll the exact numbers on their weapon with a dice roll of 10. If it's any of the numbers listed on the weapon, it inflicts a critical hit of it's value. If it's any number other than that, then it fails to inflict a critical hit.
A character has High, Low, Right, and Left options. Techniques require these to put in a specific order to invoke them. An example would be an attack needing Low/Low/Low to be used. If you input them in that order, the third Low in the chain becomes the more powerful Technique.
For each input required, the attack gains damage.
Example: if the character does 100 Damage with normal attack. Low/Low/Low would be this: 100/100/300. Based on the effect of the technique, the damage of the technique is reduced.
The damage for Attacks is # of inputs * base damage. Regarding effects, for each effect added, the damage of an attack drops by base damage. In the above example, if the 300 damage attack had one effect, its damage would drop by 100 (base damage) to make it 200 damage.
Players each normally have three actions. But, if the opponent's speed is higher than your speed at 1.5x, they get an additional action. (Example: 20 Speed vs. 30 Speed=1 Action due to 20x1.5=30. 20 vs. 60 Speed=5 Actions.)
For those of you confused: Basically, an extra slot is added if at your speed being 1.5x, 3x, 4.5x, etc higher than your opponent.
You roll a dice to determine whether or not you hit the enemy. If the dice roll is 1-5 numbers higher than their hit chance, they nick the opponent instead of it completely missing, inflicting 80% Damage. If it's 6+ Higher than their roll, then they miss the enemy. If it's lower than their roll, they strike the enemy. Pretty simple to do in the end really.
A final factor to this all, is the Critical Hit chance. Each weapon has it's own set critical hit rate. Based on the number, the weapon will inflict more damage if a critical hit is landed on the enemy. The numbers are 0-10. A weapon with a 0 Critical Rate can inflict no critical hits.
1-2=x1.25 Damage.
3-5=x1.5 Damage.
6-8=x1.75 Damage.
9-10=x2 Damage.
In order to inflict a critical hit, one must roll the exact numbers on their weapon with a dice roll of 10. If it's any of the numbers listed on the weapon, it inflicts a critical hit of it's value. If it's any number other than that, then it fails to inflict a critical hit.