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Post by Sokar468 on Aug 8, 2002 14:06:49 GMT -5
Here are some more Mechanics, covering dodging.[/color]
Dodging = Dodging skills are based on a percentage. Attacking from the front yields the highest chance of dogding, where as attacking from behind yields the least chance.
- The base dodging rate for frontal attacks is 30% - For side attacks, base dodging rate is 15% - For backstabs, the base dodging rate is 0%.
For each level of Agility, the dodging percentage increases. They are as follows:
- For each point of Agility above 1, the dodging rate for frontal attacks is increased by 5%, for a maximum of +50% (80% total dodging rate at level 10 Agility).
- For each point of Agility above 1, the dodging rate for side attacks is increased by 4%, for a maximum of +40% (55% total dodging rate at level 10 Agility).
- For each point of Agility above 1, the dodging rate for back attacks is increased by 2%, for a maximum of +20% (20% total dodging rate at level 10 Agility).
Other factors can affect dodging rates. Kite Shields and Tower Shields can increase the block/dodge rate when equipped. Certain spells can increase or decrease dodging rates.
Characters wading in water will have their dodging rate reduced by half (a severe disadvantage of fighting in water). Valkyries do not suffer from this penalty.
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Post by Sokar468 on Aug 8, 2002 16:30:30 GMT -5
Finally! For those few individuals who were eager to jump for the Mage class... Here are the spells.[/b]
==Light Magic Spells==
The following spells can be used by Soldiers, Ninja, and Clerics:
Heal = Restores HP to a single target. - Cost 600 / Area-effect / Range 5 / Target 1 sq. / PWR 8+INT / 12MP Cleanse = Removes Status Ailments from a single target. - Cost 750 / Area-effect / Range 6 / Target 1 sq. / 10MP Lightning Bow = Missile attack spell. - Cost 600 / Missile / Range 6 / PWR 4+INT / 10MP Protect = Raise a target’s Physical and Magical Defense for 1+INT turns. - Cost 800 / Area-effect / Range 6 / Duration 1+INT / 12MP Dreamless = [40+INT]% chance to affect target with “Sleep” ailment. - Cost 800 / Area-effect / Range 5 / Duration 2+INT / 12MP
The following powerful spells can only be used by Clerics:
Heal Plus = Restores HP to multiple targets. - Cost 1100 / Area-effect / Range 5 / Target 5 sq. / PWR 12+[1.5xINT] / 18MP Purify = Removes status ailments from all allies and self. - Cost 1250 / Global-effect / Targets all squares / 25MP Bolt Storm = Lightning attack that strikes multiple targets. - Cost 1100 / Area-effect / Range 5 / Target 5 sq. / PWR 7+[1.5xINT] / 18MP Diamond Wall = Increases target’s physical defense for 1+[1.5xINT] turns. - Cost 1250 / Area-effect / Range 6 / Duration 1+[1.5xINT] turns / 22MP Liquid Wall = Increases target’s magical defense for 1+[1.5xINT] turns. - Cost 1250 / Area-effect / Range 6 / Duration 1+[1.5xINT] / 22MP Fluid Magic = Once initial MP cost has been paid, all remaining MP is transferred to target. - Cost 1500 / Area-effect / Range 7 / 15MP Blitz = Increases target’s dodging rate by 10/8/4 (front/side/back) percent +INT. - Cost 1500 / Area-effect / Range 5 / Duration 1+INT / 28MP Divine Radiance = [8+INT]% chance of instant death to target. - Cost 2500 / Area-effect / Range 5 / 40MP
==Dark Magic Spells==
The following spells can be used by Soldiers, Ninja, and Mages:
Fire Shard = Fire-based missile attack. - Cost 600 / Missile / Range 6 / PWR 5+INT / 10MP Ice Javelin = Ice-based missile attack. - Cost 600 / Missile / Range 5 / PWR 6+INT / 10MP Venom = [50+INT]% chance to affect target with “Poison” ailment. - Cost 700 / Area-effect / Range 6 / Duration 2+INT / 12MP Silence = [50+INT]% chance to affect target with “Mute” ailment. - Cost 800 / Area-effect / Range 5 / Duration 2+INT / 12MP Energy Drain = [45+INT]% chance to affect target with “Fatigue” ailment. - Cost 800 / Area-effect / Range 5 / Duration 2+INT / 14MP
The following powerful spells can only be used by Mages:
Trudge = [70+INT]% chance to reduce target’s movement rate by 1. - Cost 800 / Area-effect / Range 6 / Duration 2+INT / 12MP Empower = Increase target’s physical attack damage for 1+INT turns. - Cost 1500 / Area-effect / Range 5 / Duration 1+INT / 20MP Fire Storm = Fire-based attack. - Cost 1200 / Area-effect / Range 6 / Target 5 sq. / PWR 8+[1.5xINT] / 18MP Ice Field = Ice-based attack. - Cost 1200 / Area-effect / Range 5 / Target 5 sq. / PWR 9+[1.5xINT] / 18MP Mind Bomb = Deals MP damage to target. - Cost 1800 / Area-effect / Range 7 / Target 1 sq. / PWR 14+[2xINT] / 25MP Acid Rain = [50+(1.5xINT)]% chance to affect each enemy with “Poison” ailment. - Cost 1500 / Global-effect / Targets all squares / Duration 2+INT / 25MP Teleport = Teleport an ally to any square on the battle field. - Cost 2000 / Direct-effect / Range 1 / 35MP Apocalypse = Strikes ALL characters for massive damage. - Cost 2000 / Global-effect / Targets all squares / PWR 20+[2xINT] / 35MP Life-Cut = [70+INT]% chance to cut a target’s HP in half. - Cost 2500 / Area-effect / Range 5 / Target 1 sq. / 40MP
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Post by Sokar468 on Aug 8, 2002 18:01:53 GMT -5
More equipment to feast on.[/b]
==Armor==
Leather vest = Cost 450 / Pdef 2 / Mdef 0 / SVCM Chain mail = Cost 1000 / Pdef 4 / Mdef 1 / SVCM Plate mail = Cost 2000 / Pdef 7 / Mdef 3 / SV~~
Spell robe = Cost 450 / Pdef 0 / Mdef 2 / SVCM Mystic robe = Cost 1000 / Pdef 1 / Mdef 4 / SVCM Enchanted robe = Cost 2000 / Pdef 3 / Mdef 7 / ~~CM
==Helmets==
Leather cap = Cost 250 / Pdef +1 Iron Helm = Cost 500 / Pdef +2 Dragon Helm = Cost 750 / Pdef +3
Bandana = Cost 250 / Mdef +1 Sage Headband = Cost 500 / Mdef +2 Prism Headband = Cost 750 / Mdef +3
==Shields==
Buckler Shield = Cost 700 / Pdef +1 / Increase dodging rate percent by 5/4/2 (front/side/back). Kite Shield = Cost 1200 / Pdef +2 / Increase dodging rate percent by 10/8/4 (front/side/back). Tower Shield = Cost 1500 / Pdef +3 / Increase dodging rate percent by 10/8/4 (front/side/back).
==Accessories==
Amulet of Power = Cost 2000 / STR +1 Amulet of Speed = Cost 2000 / AGI +1 Amulet of Wisdom = Cost 2000 / INT +1 Amulet of Stamina = Cost 2000 / END +1
Immunity Pin = Cost 500 / Mdef +1 / Prevents “Poison”. Frost Ring = Cost 500 / Mdef +1 / Prevents “Sleep”. Gauntlet of Vigor = Cost 500 / Pdef +1 / Prevents “Fatigue”. Earrings = Cost 500 / Mdef +1 / Prevents “Mute”. Ward of Purity = Cost 1000 / Prevents all status ailments.
Fleet Boots = Cost 650 / Pdef +1 / Increases movement rate by 1. Aqua Sandals = Cost 650 / Pdef +1 / Nulls all defense penalties when in water. Zoom Pin = Cost 800 / Mdef +1 / Increases dodging rate by 5/4/2 (front/side/back) percent. Mirror = Cost 800 / Allows user to counterattack from backstabs. Ring of Resistance = Cost 1400 / User cannot be targeted by spells. Mind Clasps = Cost 1750 / User gains 15MP per round. Gem of Life = Cost 1750 / Grants user HP regeneration (similar to Cleric’s).
FireCrest = Cost 4300 / Pdef +8 / Mdef +8
==Natural Defense==
For every 3 STR points: Pdef +1 For every 3 INT points: Mdef +1
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Post by siddiddie on Aug 8, 2002 18:09:58 GMT -5
RAINBOW HEADBANDS?!! You mean as in THESE:
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Post by Sokar468 on Aug 8, 2002 18:37:06 GMT -5
RAINBOW HEADBANDS?!! You mean as in THESE: I changed it to a Prism Headband--sounds a little less fruity.
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Post by Sokar468 on Aug 8, 2002 19:11:11 GMT -5
Counter-attacking Rules (most of which you should know from TO:KoL)[/b]
==Counterattacking==
- When a character attacks a target in front, the target counterattacks with full strength. Even if the attacker misses, the target still counterattacks.
- If the attacker strikes on either side of the target, the target still counterattacks but dealing half-damage.
- Targets do not counterattack when attacked from behind. The exception to this is the Mage and characters with the Mirror accessory.
- Note that counter-attackers must also check for a dodging rate when striking back.
- Targets do not counterattack against magic spells unless the caster is adjacent to the target.
- If a character attacks an ally (such as to wake him up from Sleep, etc.), then the ally will NOT counterattack unless the ally specifically wants him to.
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CC
Experienced Knight
RPG Race: Mage
Posts: 711
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Post by CC on Aug 8, 2002 19:25:14 GMT -5
for the battles what will the stages look like? and will there be more than 1?
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Post by Sokar468 on Aug 8, 2002 19:29:20 GMT -5
for the battles what will the stages look like? and will there be more than 1? I plan to work on that. No elevation--no need to make this too complicated. Terrain will consist of two types only: Land and Water. The board will be like 10x10 or something, I don't know yet. It will take a lot of play-testing to determine the best size. I figure I'll make four maps. One team gets to choose the map at the expense of letting the enemy team go first.
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CC
Experienced Knight
RPG Race: Mage
Posts: 711
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Post by CC on Aug 8, 2002 19:48:10 GMT -5
there are 1 team right now right team facerockers?
i would like to form the next team any1 wanna join me?
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Post by Sokar468 on Aug 8, 2002 19:52:26 GMT -5
there are 1 team right now right team facerockers? i would like to form the next team any1 wanna join me? Ok, other than a few rules, my RPG is 70% done. Therefore please feel free to begin forming teams and picking classes. Either post here or in the Official TSE thread. 3 members per team. Thanks!!
Note: I'm the "DM" of this RPG. ;D
Another Note: You do not pick your equipment yet.
[/color][/b]
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Rookie Soldier
Posts: 0
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Post by on Aug 8, 2002 19:54:08 GMT -5
All other teams shall fail since Clan Face-ROCKER has the 1337bot!
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CC
Experienced Knight
RPG Race: Mage
Posts: 711
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Post by CC on Aug 8, 2002 20:16:08 GMT -5
Ok, other than a few rules, my RPG is 70% done. Therefore please feel free to begin forming teams and picking classes. Either post here or in the Official TSE thread. 3 members per team. Thanks!!
Note: I'm the "DM" of this RPG. ;D
Another Note: You do not pick your equipment yet.
[/color][/b][/quote] i was wondering will there be more classes later on?
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Post by Sokar468 on Aug 8, 2002 20:18:24 GMT -5
i was wondering will there be more classes later on? I don't know. I want to test-play the existing classes to balance things out first. Then maybe I might... Also, notice how I actually made the Soldier useful...
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CC
Experienced Knight
RPG Race: Mage
Posts: 711
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Post by CC on Aug 8, 2002 20:19:23 GMT -5
ok heres my profile my character is a moggle that rides chocobo his class is soldier heres is portait and his sprite btw i still need 2 more teammate
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Post by Sokar468 on Aug 8, 2002 20:20:24 GMT -5
Umm, dude, you have to follow the class system. The moogle can be your "chess piece", but you must select an actual class.
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