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Important: New Damage System

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Would you like to see vitality implemented?

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Important: New Damage System Empty Important: New Damage System

Post by Goku 8/15/2012, 12:30 pm

Vitality - Represents your character's physical state of being. The lower your vitality score, the more damaged your body is overall. All character start with 32 vitality (we might do 25 + 1 for every 1,000 combat endurance you have, instead.) If vitality reaches zero, you are considered knocked out. Your opponent gets a chance to finish you off after that point.

Wounds - Each type of wound lowers your vitality by a set number.

Scathe (-1 vitality)
Minor Wound (-2 vitality)
Moderate Wound (-4 vitality)
Major Wound (-8 vitality)
Mortal Wound (-16 vitality)

Debilitating Wounds [Replacing Debilitating Blows]

Some wounds will not only reduce your vitality, but will also cripple you.

Moderate Wounds - Only certain Attack Rating 3 abilities will cause a debilitating moderate wound. For head and torso wounds, you will lose 5% ki and endurance. For wounds to your limbs you will lose 5% agility and strength.

Major Wounds - For head and torso wounds, you will lose 10% ki and endurance. For wounds to your limbs, you will lose 10% agility and strength.

Mortal Wounds - For head and torso wounds, you will lose 20% ki and endurance. For wounds to your limbs, you will lose 20% agility and strength.

Blocking

So long as your block is well written, detailed, and plausible, you may lower the wound level from an attack by one (for example a moderate wound becomes a minor wound.)

So long as your block is well written, detailed, and plausible, and your endurance is at least 75% of the attack score, you may lower the wound level from an attack by two (for example a moderate wound becomes a scathe.)

Note: You can never go unharmed by an attack that lands on you. The very least damage that an attack can cause is a scathe.



I've been working on this system for a week or so now, talking it over with staff as well. But, in the end I want you all to see it first and put it to the vote. It is a drastic change from what we have now, which is a bit more loose and free form.

Benefits:

- Defense and health are clearly measured. So, you'll know when a battle is truly over when your vitality reaches zero.
- Roleplaying skill still matters, as without a well written roleplay you take full damage.
- It gives endurance specific importance, as with the other attributes.

Detriments

- More tracking and math.
- It might lead to people asking for rulings more often from referees.
- Stats become slightly more important than they are now.

Please vote!


Last edited by Goku on 8/29/2012, 10:39 am; edited 2 times in total
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Post by Sigea 8/15/2012, 12:38 pm

I vote in favor of. I like it.
"Aye"

Edit Alpha:

My reasons for liking this is that it is proper for battles. When you rp a quest, spar, or whatever you can loosely go off stats but death battles should be a serious and strict thing. One character dies the the other loses.

There have been battles here with problems due to things being able to be done in t he old battl system. Im not gonna name some of them but certain attacks were blocked knowing full well they should not be blocked when a weaker person is blocking them. RP helps but the damage should not be nullified and this battle system makes those blockers take responsibility for thinking they can level the playing field with superior or good role playing.

I actually can vibe and understand this system alot more. The Wound system opens the doors for more things. I have a custom in the works that fits well with this system and i can see it being implemented.

On the flip side i see room for staffers to not be staffers no more. You will have people crying to you more now. Your gonna have a better influence on battles since they will be more strict. Some staffers may not want to care that much for another's battle. I say make sure you pick some people to be battle mods. An that's there only role. It will even the tasks certain staffers have. Just an opinion.

Epic Idea IDBZ Staff.


Last edited by Sigea on 8/15/2012, 12:51 pm; edited 1 time in total
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Post by Broly 8/15/2012, 12:48 pm

I personally like the idea. I ran a mock battle with another player who shall remain anonymous, using actions only, and he came out only slightly underneath me. Had I not transformed, I'd have lost. It was assuming deflection nullified damage to 0 (though I assume now it helps with the chance for a proper damage reduction). I also personally fail to see how this would cause dispute. It seems pretty clear cut to me; if you get touched, you get at least scathed. With a good enough defense, you can lower damage rating by 2. With a solid defense, by 1.

Scores:
Starting at 29-31 (favor of Broly), Broly won the battle with a transformation to come out 11-3 (opponent forfeit). Without transformation, this would have been 7-3 against a very low leveled opponent (Level 1-30). The opponent's damage was achieved by skill and cunning, as well as forethought. This means stats, while not unimportant, do play a factor in battles. However, if I were unable to RP my defenses well enough, I'd have been mincemeat.

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Post by Goku 8/15/2012, 1:01 pm

It does even the odds a bit, actually.

If I'm lv.10 and I use an AR5 ability on a lv.120 person. The least damage they can take from it is a minor wound. If they choose to dodge it, they get 75% of the ability's FP cost.
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Post by Sigea 8/15/2012, 1:12 pm

that brings a question. this may not be the right area to voice it but why when you dodge it costs that much? I mean if your faster than someone wouldn't it be easy for your body to move that way naturally?

I get you dont want people to pump agility and dodge everything but isn't that a bit much?
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Post by Gaza 8/15/2012, 2:43 pm

New here, but this does seem like it would work very well, with any system. Far be it from me to say it's better or worse than what you guys were doing, but i like this idea
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Post by Goku 8/15/2012, 3:41 pm

Sigea wrote:that brings a question. this may not be the right area to voice it but why when you dodge it costs that much? I mean if your faster than someone wouldn't it be easy for your body to move that way naturally?

I get you dont want people to pump agility and dodge everything but isn't that a bit much?

I'm lost Sigea, what are you referring to?
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Post by Sigea 8/15/2012, 3:52 pm

Goku wrote:It does even the odds a bit, actually.

If I'm lv.10 and I use an AR5 ability on a lv.120 person. The least damage they can take from it is a minor wound. If they choose to dodge it, they get 75% of the ability's FP cost.

I took from this that the erson dodging gets the "75% of the ability FP cost". unless Im mistaken. I could be since I have not battled anyone yet. And Ive only had one spar.
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Post by Goku 8/15/2012, 4:21 pm

Well it's dependent on your agility score. If your agility is higher than their attack score, it's only 50% FP gain. If it's lower, then it's 75% FP gain.

This scales with the attack, therefore the more powerful, the more effort you must use to dodge. I feel it's a good system.
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Post by Sigea 8/15/2012, 4:36 pm

I understand thats true but what about being naturally faster than someone? No matter how fast a baseball pitcher can throw his ball a batter can react appropriately if he can already react at the speed necessary to hit the ball?

Would that not be likely here? Im not arguing at all. I take into understanding that if you have an agility based character, as I do, you don't get an advantage. You get more FP drain when your faster. I kind of get it but kind of don't. It seems like being heavily agility base will cost you more than giving you an advantage.
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Post by John Dark 8/15/2012, 5:23 pm

Dread wrote:How would endurance play into this exactly? I was under the impression that endurance determined how much damage you could take before losing a battle. If we go with option 2 and say 25 Vitality +1 per 1,000 Endurance than unlike other stats, Endurance would seem pretty useless in multipliers of less than 1,000.


Last edited by John Dark on 8/15/2012, 5:41 pm; edited 1 time in total
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Post by Goku 8/15/2012, 5:34 pm

@Sigea: You get quite a hefty advantage if your agility is high. The advantage is less FP gain than if you were dodging and being slower than your opponent. By 25%, actually.

Seeing as dodging is avoiding damage completely, it is natural that it would be more expensive compared to blocking. With a block, you're getting hurt, no matter what, even if it's just a little bit. Having been in a real fight, I know that blocking is tiresome, that is why that also gives you FP.

---

@John:

Well, you still get +1 Fatigue Limit per 100 Endurance. So, it's going to be extremely useful now, instead of just a vague attribute. It determines how much punishment you can withstand, and how long you can fight before you tire.
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Post by Izon 8/15/2012, 5:57 pm

I spoke with Brian about this earlier. I am all for this. There will be less dispute and more balanced. It will also show that stats isn't everything. I actually compared Izon to Broly when I thought about it. It's too easy to compare 20k vs 12k and think that it'd be almost impossible to win. Now you can actually see what those will get you and see how well you will do in a battle.
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Post by Future Trunks 8/15/2012, 8:11 pm

I think this is a great idea. It makes the battles more realistic in my opinion, and allows for ACTUAL strategy to be played during the course of battle. Considering, you must keep track of how much damage you take, as well as the FP count. Before when a player blocked, it was just "Oh well, I'll try again." Now the blocking opponent will take ACTUAL damage thus keeping players from doing nothing but dodging and blocking the whole fight.

Great Idea.
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Post by Future Gohan 8/17/2012, 1:08 pm

I love it, on paper anyway. I love knowing that my endurance will now count for something during battle.
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