Post by Farmer with Shotgun on Aug 20, 2018 10:27:17 GMT
For the longest time, the methods and mathematics behind how threads are graded have been kept a secret. After thinking about this, we couldn't really see why this was necessary and have decided to release this information so that everyone can clearly see how things are graded. This is in the interest of transparency and, quite frankly, it seems ridiculous to try and hide these things when you can easily work backward from the resulting grades to find out how we got there anyway (this is an RPG, not a Math test!).
So, with that in mind, please see below for how all threads are graded.
Base gains:
The default gains for all threads are based solely on word count and are as follows:
Each of these rewards are given as a numerical value when your threads are graded and will be rounded up/down to the nearest whole number (for example: you won't be given 1,305.68 SP, this would be rounded up to 1,306).
Tiered Gains:
In an effort to encourage new players and to prevent those at the top of the leaderboard from dominating the forum for all of time, we have introduced a tiered system whereby members gradually receive fewer Stat Points (SP) as they get stronger. This also adds a little bit of depth and strategy to the game, as stronger members will have to come up with more inventive ways to grow stronger. The tiers and their respective SP rewards are shown in the table below:
Gain boosts:
These are fairly simple, there are various things that will apply boosts to one or more of your base rewards; these might take the form of pieces of equipment that offer bonuses to SP gains, one-time-use items that offer boosts to experience, or even from auras or traits that are unique to your character.
These boosts are applied to the reward after the base gains have already been calculated. So, a brand new member writes a thread of 1,000 words they will gain the following rewards:
Any boosts are applied to these figures (a 25% SP boost would turn 300 into 375 etc.).
As there are many things that can be used to increase your SP gains, these boosts can easily reach massive levels and, for this reason SP boosts have been capped at a maximum of 100%, with 2 notable exceptions: gravity gains and battle gains (more on those later).
Mission/Thread-specific rewards:
Another easy one, some types of thread will offer you specific rewards for completion, these will be listed next to the mission briefing and will be added after the base gains and boosts have already been calculated (rather than being included total being boosted). This is the same for any rewards that are given as a result of special-events and sagas.
Battle Rewards:
Battle plays quite a significant part in Dragon Ball and, as such, the rewards for battle threads have been designed to reflect this. Just keep in mind that a Battle or Spar should be mostly involve such things. A "spar" where you have a picnic in the park wouldn't really count, for instance! See the below table for the current rewards for taking part in battles and spars:
Battle Boosts:
There are some abilities granted to characters, either from racial/character traits, equipment or special property add-ons, that boost the gains given in death battles (this is usually given as a percentage boost to battle gains). This boost is applied to all base gains seperately before they are boosted by any specific boosts to the individual gains (zeni/XP/SP/TP).
EXAMPLE
If you fight and win a battle, writing 10,000 and having a trait that gives you +20% to battle gains and your equipment gives you +25% to SP, your gains will be calculated as follows.
These boosts are also affected by the difficulty of the opponent you are facing; it stands to reason that, if someone strong were to battle someone comparatively weak, the stronger fighter would stand to gain less than the weaker fighter and this decided by the tier of each combatant. Battle gains are diminished by 20% for each tier below you your opponent is and increased by 20% for each tier above you your opponent is up to a maximum of +/-60% in total (see the chart below for an example).
This is further affected by team battles where one side is outnumbered by the other. In these instances, the team with the additional fighter/s is considered to have the tier of their strongest (highest tier) fighter increased by the number of additional fighters on their team (i.e. in a 3 Vs 1 battle, the 3 would add 2 to the tier of their strongest fighter and then the above rules would be applied to this for gains purposes. Note: this rule only applies to team battles where every fighter is participating equally and staff would apply their discretion if they decide that any parties were intentionally trying to abuse the system for additional gains.
Don't worry if this is all a bit complicated for you, you don't actually need to work any of this out yourself, as the staff will do all of the grading, this is purely for informational purposes.
Gravity Chamber
This wouldn't be a DBZ RPG if you weren't able to make use of the iconic Gravity Chamber, and it serves much the same function as it does in the anime, allowing you to put your body under increased strain in order to make it much stronger in a short amount of time. Mechanically speaking, the Gravity Chamber increases SP gains by a set percentage per level; the higher the gravity level, the higher the boost!
So, with that in mind, please see below for how all threads are graded.
Base gains:
The default gains for all threads are based solely on word count and are as follows:
Reward Type | Reward amount |
Zeni | 50% of WC |
Experience Points (XP) | 10% of WC |
Stat Points (SP) | 30% of WC |
Technique Points (TP) | 1 for every 1,000 words |
Each of these rewards are given as a numerical value when your threads are graded and will be rounded up/down to the nearest whole number (for example: you won't be given 1,305.68 SP, this would be rounded up to 1,306).
Tiered Gains:
In an effort to encourage new players and to prevent those at the top of the leaderboard from dominating the forum for all of time, we have introduced a tiered system whereby members gradually receive fewer Stat Points (SP) as they get stronger. This also adds a little bit of depth and strategy to the game, as stronger members will have to come up with more inventive ways to grow stronger. The tiers and their respective SP rewards are shown in the table below:
Tier | Power Level | SP reward |
0 | 1000 - 124,999 | 30% of WC |
1 | 125,000 - 249,999 | 25% of WC |
2 | 250,000 - 499,999 | 20% of WC |
3 | 500,000 - 749,999 | 15% of WC |
4 | 750,000+ - 1,000,000 | 10% of WC |
5 | Any rank of God Ki | Special |
Also note that this above chart references your power level, based on the total amount of SP you've accumulated through Roleplay, Events, giveaways, and so forth. This is to stop someone from staying at 124,999 PL, amassing a bunch of SP thru roleplay at the higher bonus, and then exploding to the top.
Once you reach 1,000,000 you cease gaining SP and instead gain GP at a rate of 10% WC.
Gain boosts:
These are fairly simple, there are various things that will apply boosts to one or more of your base rewards; these might take the form of pieces of equipment that offer bonuses to SP gains, one-time-use items that offer boosts to experience, or even from auras or traits that are unique to your character.
These boosts are applied to the reward after the base gains have already been calculated. So, a brand new member writes a thread of 1,000 words they will gain the following rewards:
- 500 zeni
- 100 XP
- 300 SP
- 1 TP
Any boosts are applied to these figures (a 25% SP boost would turn 300 into 375 etc.).
As there are many things that can be used to increase your SP gains, these boosts can easily reach massive levels and, for this reason SP boosts have been capped at a maximum of 100%, with 2 notable exceptions: gravity gains and battle gains (more on those later).
Mission/Thread-specific rewards:
Another easy one, some types of thread will offer you specific rewards for completion, these will be listed next to the mission briefing and will be added after the base gains and boosts have already been calculated (rather than being included total being boosted). This is the same for any rewards that are given as a result of special-events and sagas.
Battle Rewards:
Battle plays quite a significant part in Dragon Ball and, as such, the rewards for battle threads have been designed to reflect this. Just keep in mind that a Battle or Spar should be mostly involve such things. A "spar" where you have a picnic in the park wouldn't really count, for instance! See the below table for the current rewards for taking part in battles and spars:
Thread Type | Zeni | XP | SP | TP |
Spar | 1,000 | 200 | 400 | 1 |
Non-Death Battle | 1,500 | 300 | 600 | 2 |
Death-Battle (winner) | 4,000 | 750 | 1,500 | 5 |
Death-Battle (loser) | 2,500 | 500 | 1,000 | 3 |
Battle Boosts:
There are some abilities granted to characters, either from racial/character traits, equipment or special property add-ons, that boost the gains given in death battles (this is usually given as a percentage boost to battle gains). This boost is applied to all base gains seperately before they are boosted by any specific boosts to the individual gains (zeni/XP/SP/TP).
EXAMPLE
If you fight and win a battle, writing 10,000 and having a trait that gives you +20% to battle gains and your equipment gives you +25% to SP, your gains will be calculated as follows.
Base Gains | Battle gains | Gear bonus | Battle reward | Total Gains | |
Zeni | 5,000 | x 1.2 | 5,000 | 11,000 | |
XP | 1,000 | x 1.2 | 1,000 | 2,200 | |
SP | 3,000 | x 1.2 | x 1.25 | 1,500 | 6,000 |
TP | 10 | x 1.2 | 2 | 14 |
These boosts are also affected by the difficulty of the opponent you are facing; it stands to reason that, if someone strong were to battle someone comparatively weak, the stronger fighter would stand to gain less than the weaker fighter and this decided by the tier of each combatant. Battle gains are diminished by 20% for each tier below you your opponent is and increased by 20% for each tier above you your opponent is up to a maximum of +/-60% in total (see the chart below for an example).
Your opponent's tier | Your battle gain adjustment |
3 or more below yours | -60% |
2 below yours | -40% |
1 below yours | -20% |
Same as yours | 0 |
1 above yours | +20% |
2 above yours | +40% |
3 or more above yours | +60% |
This is further affected by team battles where one side is outnumbered by the other. In these instances, the team with the additional fighter/s is considered to have the tier of their strongest (highest tier) fighter increased by the number of additional fighters on their team (i.e. in a 3 Vs 1 battle, the 3 would add 2 to the tier of their strongest fighter and then the above rules would be applied to this for gains purposes. Note: this rule only applies to team battles where every fighter is participating equally and staff would apply their discretion if they decide that any parties were intentionally trying to abuse the system for additional gains.
Don't worry if this is all a bit complicated for you, you don't actually need to work any of this out yourself, as the staff will do all of the grading, this is purely for informational purposes.
Gravity Chamber
This wouldn't be a DBZ RPG if you weren't able to make use of the iconic Gravity Chamber, and it serves much the same function as it does in the anime, allowing you to put your body under increased strain in order to make it much stronger in a short amount of time. Mechanically speaking, the Gravity Chamber increases SP gains by a set percentage per level; the higher the gravity level, the higher the boost!
Gravity Level | Boost to SP Gains |
2 x (requires level 5) | 2% |
5 x (requires level 5) | 4% |
10 x (requires level 5) | 6% |
20 x (requires level 5) | 8% |
30 x (requires level 5) | 10% |
40 x (requires level 5) | 12% |
50 x (requires level 15) | 14% |
60 x (requires level 15) | 16% |
70 x (requires level 15) | 18% |
80 x (requires level 15) | 20% |
90 x (requires level 15) | 22% |
100 x (requires level 30) | 25% |
200 x (requires level 30) | 30% |
450 x (requires level 30) | 35% |
600 x (requires level 30) | 40% |
750 x (requires level 30) | 45% |
1000 x (requires level 30) | 50% |