Post by Artemis on Oct 1, 2015 14:29:23 GMT -6
In a thread you are doing solo, you do not have to worry about being attacked. You may post dodging or parrying as you please in those instances. In private parties and open parties, you will be attacked. Each post you are able to actively do one thing. You may choose to attack or defend. You can also reiterate the results of rolls or play out anything non combat in the same post. You cannot attack and defend in the same post if in a thread where you can take damage. A mob will attack every turn of yours unless stunned or dead (obviously). If you need examples, simply follow my posts.
Attack Roll
You will roll an attack roll every post. This number will determine if you are able to hit or not and how strongly you hit. This is the Difference between the Mob's defense roll and your roll (counting your modifiers)
If you roll a one it ignores bonuses. Miss.
Difference:
1-5: Normal Damage
6-7: +1 to your Damage
8: +2 to your Damage
9+: Critical Hit! +3 Damage to your hit.
Defense Roll
This will be rolled every time. You do not have to be attacked in player ran threads, but this will help you mitigate damage. Defense is considered every post you attack. Dodging, parrying, and blocking are their own actions and take up one post by themselves.
Defense Roll:
Rolling a natural 1 ignores Bonuses. Full Damage is dealt.
Difference:
1-4: Half Mitigation
5-7: Normal Mitigation
8-9: +1 damage reduction.
10: Critical Roll! Negate all damage. (Only if not made by adding a Def roll bonus)
10 (with bonus): +2 damage reduction
11: +3 damage reduction
12-14: +4 damage reduction
Parry or Block:
Rolling a natural 1 ignores Bonuses. Full Damage is dealt.
Difference:
1-5: Normal Mitigation
6-7: +1 damage reduction, Counterattack.
8-9: +2 damage reduction, Counterattack (+1 damage).
10: Critical Roll! Negate all damage. Counterattack (+2 damage).(Only if not made by adding a Def roll bonus)
10 (with bonus): +2 damage reduction, Counterattack (+2 damage).
11: +3 damage reduction, Counterattack (+2 damage).
12-14: +3 damage reduction, Counterattack (+3 damage).
Dodge:
Rolling a natural 1 ignores Bonuses. Full Damage is dealt.
Difference:
1-6: Full Damage.
7-10: Reduce damage by half.
11-15: Full dodge.
Posting:
There are several things you need to keep track of during combat:
Your Base Stats:
Health = Level x 2 +3 + Stamina
Damage = +1 (starts of at 1 and can be modified by other stats and gear)
Damage Reduction = 0 (Is based on your gear)
Hate = 0 (Increases with certain techniques. This is your agro, basically.)
Player Stats:
Strength - +1 to damage
Dexterity - +1 to attack and defense rolls
Stamina - +1 to health, +1% battle healing and emergency recovery
Toughness - +1 to damage reduction
Intellect - +1 to crafting rolls and crafting points
Luck - +1 to Loot Rolls
Mobs Base Stats:
Health = 1/2 your health
Mobs must be at least half your damage to count for drops.
Durability:
On every piece of equipment there is a number for the durability. All items have a basic durability of 25 + (5 * tier modifier). This may be modified by crafting skills and abilities of the weapons.
Poor (No Bonus)
Common (+1)
Uncommon (+2)
Rare (+3)
Masterwork (+4)
Perfect (+5)
Epic (+6)
Legendary (+7)
Ascended (+8)
Artifact (+9)
Unique (+10)
Each time you use your equipment in combat it loses 1 durability. For instance, if you dodge an attack it puts strain on your boots so your armor loses 1 durability. Also, if you parry your sword gets a bit of damage so it loses 1 durability. Attacking and being hit also causes you to lose 1 durability to your weapon or gear involved.
Armor:
Leather Equipment:
Designed to be quick and light on your feet. High amount of +defense or +Evasion
Light Metal Equipment:
Light Metal Armor is the step between Heavy and Leather designed to be the best of both words with both defense and damage reduction.
Heavy Metal Equipment:
Heavy Metal Equipment carries a high cost, severely reduced sprint skill (-10 per tier of the item). However, it has more damage reduction and supplies half of the total mitigation all the time even on the critical failure of a defense roll.
Attack Roll
You will roll an attack roll every post. This number will determine if you are able to hit or not and how strongly you hit. This is the Difference between the Mob's defense roll and your roll (counting your modifiers)
If you roll a one it ignores bonuses. Miss.
Difference:
1-5: Normal Damage
6-7: +1 to your Damage
8: +2 to your Damage
9+: Critical Hit! +3 Damage to your hit.
Defense Roll
This will be rolled every time. You do not have to be attacked in player ran threads, but this will help you mitigate damage. Defense is considered every post you attack. Dodging, parrying, and blocking are their own actions and take up one post by themselves.
Defense Roll:
Rolling a natural 1 ignores Bonuses. Full Damage is dealt.
Difference:
1-4: Half Mitigation
5-7: Normal Mitigation
8-9: +1 damage reduction.
10: Critical Roll! Negate all damage. (Only if not made by adding a Def roll bonus)
10 (with bonus): +2 damage reduction
11: +3 damage reduction
12-14: +4 damage reduction
Parry or Block:
Rolling a natural 1 ignores Bonuses. Full Damage is dealt.
Difference:
1-5: Normal Mitigation
6-7: +1 damage reduction, Counterattack.
8-9: +2 damage reduction, Counterattack (+1 damage).
10: Critical Roll! Negate all damage. Counterattack (+2 damage).(Only if not made by adding a Def roll bonus)
10 (with bonus): +2 damage reduction, Counterattack (+2 damage).
11: +3 damage reduction, Counterattack (+2 damage).
12-14: +3 damage reduction, Counterattack (+3 damage).
Dodge:
Rolling a natural 1 ignores Bonuses. Full Damage is dealt.
Difference:
1-6: Full Damage.
7-10: Reduce damage by half.
11-15: Full dodge.
Posting:
There are several things you need to keep track of during combat:
- Your Base Stats (mostly your HP and bonuses to rolls)
- The Mobs Base Stats
- Durability
Your Base Stats:
Health = Level x 2 +3 + Stamina
Damage = +1 (starts of at 1 and can be modified by other stats and gear)
Damage Reduction = 0 (Is based on your gear)
Hate = 0 (Increases with certain techniques. This is your agro, basically.)
Player Stats:
Strength - +1 to damage
Dexterity - +1 to attack and defense rolls
Stamina - +1 to health, +1% battle healing and emergency recovery
Toughness - +1 to damage reduction
Intellect - +1 to crafting rolls and crafting points
Luck - +1 to Loot Rolls
Mobs Base Stats:
Health = 1/2 your health
Mobs must be at least half your damage to count for drops.
Durability:
On every piece of equipment there is a number for the durability. All items have a basic durability of 25 + (5 * tier modifier). This may be modified by crafting skills and abilities of the weapons.
Poor (No Bonus)
Common (+1)
Uncommon (+2)
Rare (+3)
Masterwork (+4)
Perfect (+5)
Epic (+6)
Legendary (+7)
Ascended (+8)
Artifact (+9)
Unique (+10)
Each time you use your equipment in combat it loses 1 durability. For instance, if you dodge an attack it puts strain on your boots so your armor loses 1 durability. Also, if you parry your sword gets a bit of damage so it loses 1 durability. Attacking and being hit also causes you to lose 1 durability to your weapon or gear involved.
Armor:
Leather Equipment:
Designed to be quick and light on your feet. High amount of +defense or +Evasion
Light Metal Equipment:
Light Metal Armor is the step between Heavy and Leather designed to be the best of both words with both defense and damage reduction.
Heavy Metal Equipment:
Heavy Metal Equipment carries a high cost, severely reduced sprint skill (-10 per tier of the item). However, it has more damage reduction and supplies half of the total mitigation all the time even on the critical failure of a defense roll.