Post by She Who Watches on Apr 22, 2019 22:31:06 GMT
BATTLE
The backbone to Dragon Ball Summit- the battles. All differences of opinion, starting from the top of a hero and genocide enthusiast and working their way down to a squabble over who gets the last piece of food. Battles are the lifeblood of the Dragon Ball franchise, and it's much the same here at Summit. This topic will be a fairly comprehensive covering of everything battle-related. From the stats and defenses, down to how to initiate a battle, and the resolutions.
The backbone to Dragon Ball Summit- the battles. All differences of opinion, starting from the top of a hero and genocide enthusiast and working their way down to a squabble over who gets the last piece of food. Battles are the lifeblood of the Dragon Ball franchise, and it's much the same here at Summit. This topic will be a fairly comprehensive covering of everything battle-related. From the stats and defenses, down to how to initiate a battle, and the resolutions.
[PTabbedContent]
[PTab=Initiating a Battle]
STARTING A BATTLE
Before we get into the rules and such, let's look at how a battle can actually start. For KO Battles (and some Death Battles) there may be a reason that the participants decide to duke it out. Maybe Joe took the last piece of food from Terra, and now the two are going to go to fisticuffs over it. Whatever the case, those are what we call Arranged Battles. Ones that the players both going into it know what's coming, and are both agreeing to it. Well, what if you discover someone is harboring something neat and interesting that you want... say a Dragon Ball. What then? Or what if you just want to test your mettle against someone, but no one is looking for a fight? Maybe it's time you started looking for them. Now we're getting somewhere. Let's talk about Battle Status.
Before we get into the rules and such, let's look at how a battle can actually start. For KO Battles (and some Death Battles) there may be a reason that the participants decide to duke it out. Maybe Joe took the last piece of food from Terra, and now the two are going to go to fisticuffs over it. Whatever the case, those are what we call Arranged Battles. Ones that the players both going into it know what's coming, and are both agreeing to it. Well, what if you discover someone is harboring something neat and interesting that you want... say a Dragon Ball. What then? Or what if you just want to test your mettle against someone, but no one is looking for a fight? Maybe it's time you started looking for them. Now we're getting somewhere. Let's talk about Battle Status.
[PTabbedContent][PTab=Battle Status]
BATTLE STATUS
There are three types of Battle Status, and we'll go over them all to give you an idea of what we mean by this. The three types are: Active, Suppressed, and Undetectable.
Active
Active Battle Status is much as it sounds like. You are actively available to fight anyone, at any time. Anyone can initiate a battle with you for any reason, even if you have no Unique Items and have 1000z to your name.
Suppressed
Suppressed Battle Status uses (and requires) the Suppression technique. While Suppressed, you are harder to find and avoiding combat, trying to keep a low profile. If someone wants to find you specifically, they're going to need to put in some work to do so. Additionally, if you are attacked while in a Suppressed Battle Status, you will begin the battle suppressed to 50%. See the Technique Shop for details on Suppression.
Undetectable
Undetectable Battle Status is a bit rarer, as it is only available to Energy Dependent Androids and Unlimited Energy Cyborgs. This is their default status, and this cannot be changed. This functions similarly to Suppressed Battle Status in terms of being found, but if attacked, you may begin the battle at your full strength.
(Note- Players under level 5 cannot be brought into a Death Battle for any reason. Rationalize it however you'd like as their PL being too low to detect or whatnot, but these players cannot be attacked.)
So then you might ask- so what if they're suppressed or an android? How am I supposed to throw down with them then? Well, that leads us to our next point.
[/PTab]There are three types of Battle Status, and we'll go over them all to give you an idea of what we mean by this. The three types are: Active, Suppressed, and Undetectable.
Active
Active Battle Status is much as it sounds like. You are actively available to fight anyone, at any time. Anyone can initiate a battle with you for any reason, even if you have no Unique Items and have 1000z to your name.
Suppressed
Suppressed Battle Status uses (and requires) the Suppression technique. While Suppressed, you are harder to find and avoiding combat, trying to keep a low profile. If someone wants to find you specifically, they're going to need to put in some work to do so. Additionally, if you are attacked while in a Suppressed Battle Status, you will begin the battle suppressed to 50%. See the Technique Shop for details on Suppression.
Undetectable
Undetectable Battle Status is a bit rarer, as it is only available to Energy Dependent Androids and Unlimited Energy Cyborgs. This is their default status, and this cannot be changed. This functions similarly to Suppressed Battle Status in terms of being found, but if attacked, you may begin the battle at your full strength.
(Note- Players under level 5 cannot be brought into a Death Battle for any reason. Rationalize it however you'd like as their PL being too low to detect or whatnot, but these players cannot be attacked.)
So then you might ask- so what if they're suppressed or an android? How am I supposed to throw down with them then? Well, that leads us to our next point.
[PTab=Finding]
FINDING/LOCATING
Just because someone’s Battle Status is set to Suppressed or Undetectable does not mean that they’re impossible to find. Where there’s a system, there’s a way. First and foremost you must complete a prp of 3000 words.
The only rule we have here is that the person doing the “searching” makes the mission logical and IC. Try reading the current, active and recently posted threads of your potential opponent. Find out where they are, what they’re doing, who they’re with, etc. This can then be used as a basis for your “search” for them in our mission. In other words, it must make IC sense for you to actually find them. However, it doesn’t need to be perfect.
The following point has to be stressed: this site is a marriage of mechanics and roleplay. A PC's "timeline" has no effect on those mechanics and has to come second to them.
Note: If you feel as if the person who found you did so without the proper factual effort, then you have the opportunity to come to a member of staff to speak to them about it. They will then review everything and make an unbiased decision. Their answer will be final and no whining or arguing is expected.
As soon as a person has completed the mission and it has been graded by a member of staff then that person has technically “found” their opponent and can post the opening battle post. The battle must follow the site rules in terms of initiating a battle. A member of staff will once again check the validity of the battle attempt and post either give it the go-ahead or not. If permission is granted then the individual who was found has no choice but to respond and has 72 hours to do so.
So what if you find yourself in a battle that you really don't want to be in? Don't worry, we've got your escape rules coming up.
[/PTab]Just because someone’s Battle Status is set to Suppressed or Undetectable does not mean that they’re impossible to find. Where there’s a system, there’s a way. First and foremost you must complete a prp of 3000 words.
The only rule we have here is that the person doing the “searching” makes the mission logical and IC. Try reading the current, active and recently posted threads of your potential opponent. Find out where they are, what they’re doing, who they’re with, etc. This can then be used as a basis for your “search” for them in our mission. In other words, it must make IC sense for you to actually find them. However, it doesn’t need to be perfect.
The following point has to be stressed: this site is a marriage of mechanics and roleplay. A PC's "timeline" has no effect on those mechanics and has to come second to them.
Note: If you feel as if the person who found you did so without the proper factual effort, then you have the opportunity to come to a member of staff to speak to them about it. They will then review everything and make an unbiased decision. Their answer will be final and no whining or arguing is expected.
As soon as a person has completed the mission and it has been graded by a member of staff then that person has technically “found” their opponent and can post the opening battle post. The battle must follow the site rules in terms of initiating a battle. A member of staff will once again check the validity of the battle attempt and post either give it the go-ahead or not. If permission is granted then the individual who was found has no choice but to respond and has 72 hours to do so.
So what if you find yourself in a battle that you really don't want to be in? Don't worry, we've got your escape rules coming up.
[PTab=Escaping]
ESCAPING
If for any reason you do not wish to partake in a battle that you find yourself in- there is a means of escaping that you can employ.
At any point in the battle you are able to try and escape, which costs 4 Actions to activate. Your escape is not instant though and your opponent has an opportunity to try and stop you on their next reply, in which they will no doubt attack you. Your next post is considered your “Escape Attempt”. In this post you aren’t able to do anything but defend. You’re able to dodge, overwhelm or negate - you cannot deflect/parry or block. If you manage to do this and take no damage then you have achieved your escape and fled the battle! Fail to do so however and your attempt is unsuccessful and you must continue.
This system is the same for group or handicap battles. In handicap/group battles, after you’ve stated your attempt to escape, you must successfully avoid damage for an entire round of posts from each of your opponents until it gets back to your turn, following the same rules as listed above, where you escape if you were able to doing so. Of course, you have the added benefit of your allies being able to Wall of Defense for you in a group battle as well.
Perhaps the most important factor about the escape system is that you are limited to three (3) attempts per battle and no more. You are able to use all three at any given point, be they spaced out or consecutively. If you fail all three attempts to escape then you are stuck in the battle until it's inevitable conclusion, win or lose. Furthermore, if you do escape from a battle then you are considered to have forfeited the fight and as such receive “losers” gains when the thread is graded.
Speaking of grading, there will be changes mades to the grades, so those who are stronger and enter into a fight with a weaker enemy will get reduced gains, making it not worth the effort of even bothering. At a certain point, you will earn more for losing to a higher opponent than the will get for winning and beating you!
[/PTab][/PTabbedContent][/PTab]If for any reason you do not wish to partake in a battle that you find yourself in- there is a means of escaping that you can employ.
At any point in the battle you are able to try and escape, which costs 4 Actions to activate. Your escape is not instant though and your opponent has an opportunity to try and stop you on their next reply, in which they will no doubt attack you. Your next post is considered your “Escape Attempt”. In this post you aren’t able to do anything but defend. You’re able to dodge, overwhelm or negate - you cannot deflect/parry or block. If you manage to do this and take no damage then you have achieved your escape and fled the battle! Fail to do so however and your attempt is unsuccessful and you must continue.
This system is the same for group or handicap battles. In handicap/group battles, after you’ve stated your attempt to escape, you must successfully avoid damage for an entire round of posts from each of your opponents until it gets back to your turn, following the same rules as listed above, where you escape if you were able to doing so. Of course, you have the added benefit of your allies being able to Wall of Defense for you in a group battle as well.
Perhaps the most important factor about the escape system is that you are limited to three (3) attempts per battle and no more. You are able to use all three at any given point, be they spaced out or consecutively. If you fail all three attempts to escape then you are stuck in the battle until it's inevitable conclusion, win or lose. Furthermore, if you do escape from a battle then you are considered to have forfeited the fight and as such receive “losers” gains when the thread is graded.
Speaking of grading, there will be changes mades to the grades, so those who are stronger and enter into a fight with a weaker enemy will get reduced gains, making it not worth the effort of even bothering. At a certain point, you will earn more for losing to a higher opponent than the will get for winning and beating you!
[PTab=Battle Rules]
BATTLE INFORMATION
Battles have a lot of parts. We'll start with the basics and add on more complicated features as we go.
Battles have a lot of parts. We'll start with the basics and add on more complicated features as we go.
[PTabbedContent][PTab=The Basics]
THE BASICS
First and foremost, when a battle starts, we need to calculate what your current stats are. As we read in Part One, your four stats that you put SP into are Strength, Ki, Agility, and Durability. The SP that you spend into these determine your Base Stats. From here, we need to determine your Battle Stats, which can be summed up as:
Base Stat * (Total of All Bonuses)
First and foremost, when a battle starts, we need to calculate what your current stats are. As we read in Part One, your four stats that you put SP into are Strength, Ki, Agility, and Durability. The SP that you spend into these determine your Base Stats. From here, we need to determine your Battle Stats, which can be summed up as:
Base Stat * (Total of All Bonuses)
[PTabbedContent=Battle Stats]
[PTab=Click Me For An Example]
EXAMPLE
When you're within a battle, for each of your potential stat boosts, which may include (but limited to) the following:
1) Gear
2) Racial Bonuses
3) Specializations
4) Transformations
5) Aura
6) Techniques
7) Battle Items and Consumables
You simply add all of your bonuses together and add them to your base stats to determine your stats. For example, if you had the following for stats:
Str: 2,000
Ki: 3,000
Agi: 2,000
Dura: 2,500
And then you also had:
Gear with the following bonuses: +10% Strength, +20% Ki, +15% Agi, +15% Durability
Speedster II Specialization: +20% Agi
Saiyan Transformation I Active: +25% All Stats
Aura: +6% Ki
Your total bonuses would look like: +35% Strength, +51% Ki, +60% Agi, +40% Durability. After which, your stats would look like:
Str: 2,700
Ki: 4,530
Agi: 3,200
Dura: 3,500
If you then utilized Power Up (+10% Strength/Ki), your total Strength bonus would go to +45%, and your total Ki bonus would increase to +61% and so instead your stats would be:
Str: 2,900
Ki: 4,830
Agi: 3,200
Dura: 3,500
Note that you do not increase your previous Strength of 2700 by 10% (2700 * 1.1 = 2970) or your previous Ki of 4530 by 10% (4530 * 1.1 = 4,983). All bonuses are added together before they are multiplied, even if they are added mid-battle.
[/PTab][/PTabbedContent]When you're within a battle, for each of your potential stat boosts, which may include (but limited to) the following:
1) Gear
2) Racial Bonuses
3) Specializations
4) Transformations
5) Aura
6) Techniques
7) Battle Items and Consumables
You simply add all of your bonuses together and add them to your base stats to determine your stats. For example, if you had the following for stats:
Str: 2,000
Ki: 3,000
Agi: 2,000
Dura: 2,500
And then you also had:
Gear with the following bonuses: +10% Strength, +20% Ki, +15% Agi, +15% Durability
Speedster II Specialization: +20% Agi
Saiyan Transformation I Active: +25% All Stats
Aura: +6% Ki
Your total bonuses would look like: +35% Strength, +51% Ki, +60% Agi, +40% Durability. After which, your stats would look like:
Str: 2,700
Ki: 4,530
Agi: 3,200
Dura: 3,500
If you then utilized Power Up (+10% Strength/Ki), your total Strength bonus would go to +45%, and your total Ki bonus would increase to +61% and so instead your stats would be:
Str: 2,900
Ki: 4,830
Agi: 3,200
Dura: 3,500
Note that you do not increase your previous Strength of 2700 by 10% (2700 * 1.1 = 2970) or your previous Ki of 4530 by 10% (4530 * 1.1 = 4,983). All bonuses are added together before they are multiplied, even if they are added mid-battle.
Once you've determined your Battle Stats, we can move onto the next step. For those of you who prefer to have things nice and tidy, and automatically generated, click here for a nifty spreadsheet created by Farmer!
Next, once we know what your Battle Stats are, we can look at Agility to determine two things: who goes first, and how many actions each character gets. The first one is easy: whoever has the highest Agility will be acting first in the encounter. The second is a little bit trickier. To begin with, each character has 6 Actions per turn. Actions are used for everything. Defenses will (generally) cost you one or two actions, and an attack can cost you anywhere from one to four (or more, if you're using a Tech that can be Charged). Beyond that, you can receive up to two bonus actions per turn as well, depending on your Agility:
If your Agility is 50% higher (1.5x) your opponent's, you'll receive one additional action for a total of seven.
If your Agility is 100% higher (2x or more) your opponent's, then you'll receive two additional actions for a total of eight!
Now that you have your Actions per Turn, let's take a look at one last thing that's common to all actions: Fatigue.
Fatigue will start at 0 for all combatants, and it will increase as actions are taken. All actions that the PCs take are Techniques, from the most basic punch, to a world-shattering ki attack. On the technique shop page, you can see what you can do with those actions!
Ending a Battle: A Battle is concluded when someone is either defeated (0 Health) or reaches 100% Fatigue, (In which case they're knocked out due to overexertion, not dead) or when a combatant has failed to post for 72 hours(This rule will enforced 100% of the time.)
[/PTab][PTab=Actions]Next, once we know what your Battle Stats are, we can look at Agility to determine two things: who goes first, and how many actions each character gets. The first one is easy: whoever has the highest Agility will be acting first in the encounter. The second is a little bit trickier. To begin with, each character has 6 Actions per turn. Actions are used for everything. Defenses will (generally) cost you one or two actions, and an attack can cost you anywhere from one to four (or more, if you're using a Tech that can be Charged). Beyond that, you can receive up to two bonus actions per turn as well, depending on your Agility:
If your Agility is 50% higher (1.5x) your opponent's, you'll receive one additional action for a total of seven.
If your Agility is 100% higher (2x or more) your opponent's, then you'll receive two additional actions for a total of eight!
Now that you have your Actions per Turn, let's take a look at one last thing that's common to all actions: Fatigue.
Fatigue will start at 0 for all combatants, and it will increase as actions are taken. All actions that the PCs take are Techniques, from the most basic punch, to a world-shattering ki attack. On the technique shop page, you can see what you can do with those actions!
Ending a Battle: A Battle is concluded when someone is either defeated (0 Health) or reaches 100% Fatigue, (In which case they're knocked out due to overexertion, not dead) or when a combatant has failed to post for 72 hours(This rule will enforced 100% of the time.)
ATTACKING AND DEFENDING
Here, you can find all of the information on how to calculate your attacks, and your defenses!
Here, you can find all of the information on how to calculate your attacks, and your defenses!
[PTabbedContent][PTab=Attacking]
ATTACKING
Attacking lies at the heart, but is only one half of the coin. Let's cover some of the basics for attacking and then get into some examples!
Damage Rating: Every technique has a Damage Rating as well, listed with Strength, Ki, or rarely, Agility. These are listed as a percent and you take that percent of the relevant stat to determine your damage. There are items and specializations which increase the Base Damage of the tech, which can increase that percentage. An increase of 1% Base Damage on a Strength-based tech would mean that something that normally deals 9% of your Strength will now deal 10%!
Note: There is a cap on the Base Damage bonus, which can be no higher than 1+Tier. Meaning your T1s can never benefit from more than a 2% Base Damage bonus, whereas your T4s can gain a full 5% Base damage bonus!
Note2: Other damage bonuses come at the end of your damage calculations. A 5% damage bonus, on an attack that would normal deal 200 damage, will now deal 210.
You can find the fatigue and damage ratings if you go to the Technique list and see what damage percentage that certain technique has. To keep it simple, here is an example:
Let's say, for example, that your current stats looked something like this (from the above example):
Str: 2,700
Ki: 4,530
Agi: 3,200
Dura: 3,500
For this example, let's say that you've just got your base 6 actions but you are slightly faster than your opponent. You want to open with a few punches, shoot a Kamehameha, and then recover some of that fatigue you just spent! Let's take it step-by-step. First, let's look at the basic melee attack tech in the Technique Shop.
A Basic Melee attack is unique is that you can actually recover Fatigue from its use. They don't do a lot of damage, but can help to recover your Fatigue without needing to spend actions on a Respite (or if you're out of Respite for your turn!)
Action 1: Left Jab (Basic Melee) | -2 Fatigue | 2% Str (54 damage)
Action 2: Left Jab (Basic Melee) | -2 Fatigue | 2% Str (54 damage)
So your first two actions would look like this. Now, of course, your battle has just started, so you are now at -4 Fatigue, out of 100 (or potentially more, but most PCs have 100). Now you wanted your Kamehameha, so that looks as the below:
So this would cost you 12 of your fatigue to use, bringing you to 8 total. However, you can see that it does 15% ki damage. Quite a bit more than your punches! With your ki at 4530, your next action would look like this:
Action 3&4: Kamehameha | 12 Fatigue | 15% Ki (680 damage)
Wow! That's a lot of damage! But you may have also noticed that your actions were 3&4 instead of just 3. Remember that:
Tier 2 techniques take 2 actions
Tier 3 techniques take 3 actions
Tier 4 techniques take 4 actions, and have a cooldown of 3 full turns because they're so powerful.
However, remember that we've racked up 8 fatigue. Now, you could certainly fire another Kamehameha, putting yourself at 30 fatigue and ending your turn, or you could play it safe and feel out your opponent. On the T1 Tech list, there is an action for Respite. You can use Respite up to twice per round, and restore up to 20 of your fatigue back with those two actions at 10 each. So let's do that.
Action 5: Respite | -10 Fatigue
Action 6: Respite | -10 Fatigue
And there you have it. You're back down to 0 Fatigue, and your opponent has 3 techniques coming their way that they need to deal with. You've used your strength and ki both for attacks, and things look good. Now, you might be wondering if you could go to -12 Fatigue, since you were only at 8 to begin with. Sadly, you cannot. But you then might ask, 'why didn't I use something else instead of one of those respites and that 2nd Basic Attack?' And that's your first step toward critical battle thinking.
To summarize, take a look at the sample battle post below:
Attacking lies at the heart, but is only one half of the coin. Let's cover some of the basics for attacking and then get into some examples!
Damage Rating: Every technique has a Damage Rating as well, listed with Strength, Ki, or rarely, Agility. These are listed as a percent and you take that percent of the relevant stat to determine your damage. There are items and specializations which increase the Base Damage of the tech, which can increase that percentage. An increase of 1% Base Damage on a Strength-based tech would mean that something that normally deals 9% of your Strength will now deal 10%!
Note: There is a cap on the Base Damage bonus, which can be no higher than 1+Tier. Meaning your T1s can never benefit from more than a 2% Base Damage bonus, whereas your T4s can gain a full 5% Base damage bonus!
Note2: Other damage bonuses come at the end of your damage calculations. A 5% damage bonus, on an attack that would normal deal 200 damage, will now deal 210.
You can find the fatigue and damage ratings if you go to the Technique list and see what damage percentage that certain technique has. To keep it simple, here is an example:
Let's say, for example, that your current stats looked something like this (from the above example):
Str: 2,700
Ki: 4,530
Agi: 3,200
Dura: 3,500
For this example, let's say that you've just got your base 6 actions but you are slightly faster than your opponent. You want to open with a few punches, shoot a Kamehameha, and then recover some of that fatigue you just spent! Let's take it step-by-step. First, let's look at the basic melee attack tech in the Technique Shop.
Basic Melee Attack | -2 Fatigue | 2% Strength | A simple melee attack that can take a number of different styles. Can choose between 1 and 5% for damage and Fatigue when used. |
A Basic Melee attack is unique is that you can actually recover Fatigue from its use. They don't do a lot of damage, but can help to recover your Fatigue without needing to spend actions on a Respite (or if you're out of Respite for your turn!)
Action 1: Left Jab (Basic Melee) | -2 Fatigue | 2% Str (54 damage)
Action 2: Left Jab (Basic Melee) | -2 Fatigue | 2% Str (54 damage)
So your first two actions would look like this. Now, of course, your battle has just started, so you are now at -4 Fatigue, out of 100 (or potentially more, but most PCs have 100). Now you wanted your Kamehameha, so that looks as the below:
Kamehameha | 12 Fatigue | 15% Ki | A powerful concentrated wave of energy fired from both hands. The user cups their hands behind one side and chants the name. Can be charged an extra action to do 18% Ki Damage. |
So this would cost you 12 of your fatigue to use, bringing you to 8 total. However, you can see that it does 15% ki damage. Quite a bit more than your punches! With your ki at 4530, your next action would look like this:
Action 3&4: Kamehameha | 12 Fatigue | 15% Ki (680 damage)
Wow! That's a lot of damage! But you may have also noticed that your actions were 3&4 instead of just 3. Remember that:
Tier 2 techniques take 2 actions
Tier 3 techniques take 3 actions
Tier 4 techniques take 4 actions, and have a cooldown of 3 full turns because they're so powerful.
However, remember that we've racked up 8 fatigue. Now, you could certainly fire another Kamehameha, putting yourself at 30 fatigue and ending your turn, or you could play it safe and feel out your opponent. On the T1 Tech list, there is an action for Respite. You can use Respite up to twice per round, and restore up to 20 of your fatigue back with those two actions at 10 each. So let's do that.
Action 5: Respite | -10 Fatigue
Action 6: Respite | -10 Fatigue
And there you have it. You're back down to 0 Fatigue, and your opponent has 3 techniques coming their way that they need to deal with. You've used your strength and ki both for attacks, and things look good. Now, you might be wondering if you could go to -12 Fatigue, since you were only at 8 to begin with. Sadly, you cannot. But you then might ask, 'why didn't I use something else instead of one of those respites and that 2nd Basic Attack?' And that's your first step toward critical battle thinking.
To summarize, take a look at the sample battle post below:
[PTabbedContent][PTab=Sample Battle Post]
EXAMPLE
A battle post should contain your action listing, current fatigue level, and current health level. It should also contain your actual roleplay. It's also generally polite to have your stats somewhere within the post. An example of a brief battle post can be found below.
(Role play that includes the actions below)
Actions:
Action 1: Left Jab (Basic Melee) | -2 Fatigue | 2% Str (54 damage)
Action 2: Right Hook (Basic Melee) | -2 Fatigue | 2% Str (54 damage)
Action 3&4: Kamehameha | 12 Fatigue | 15% Ki (680 damage)
Action 5: Respite | -10 Fatigue
Action 6: Respite | -10 Fatigue
Remaining Health: 5,250
Remaining Fatigue: 0/100 (0+12-24=0)
Goku:
Power Level: 27,860
HP: 5,250
Str: 2,700
Ki: 4,530
Agi: 3,200
Dura: 3,500
So, to summarize, a post should have the following: Your currently remaining Health, your currently remaining fatigue, your actions, and your stats. In order to see the costs for each technique/move, please check out the topic here
[/PTab][/PTabbedContent]A battle post should contain your action listing, current fatigue level, and current health level. It should also contain your actual roleplay. It's also generally polite to have your stats somewhere within the post. An example of a brief battle post can be found below.
(Role play that includes the actions below)
Actions:
Action 1: Left Jab (Basic Melee) | -2 Fatigue | 2% Str (54 damage)
Action 2: Right Hook (Basic Melee) | -2 Fatigue | 2% Str (54 damage)
Action 3&4: Kamehameha | 12 Fatigue | 15% Ki (680 damage)
Action 5: Respite | -10 Fatigue
Action 6: Respite | -10 Fatigue
Remaining Health: 5,250
Remaining Fatigue: 0/100 (0+12-24=0)
Goku:
Power Level: 27,860
HP: 5,250
Str: 2,700
Ki: 4,530
Agi: 3,200
Dura: 3,500
So, to summarize, a post should have the following: Your currently remaining Health, your currently remaining fatigue, your actions, and your stats. In order to see the costs for each technique/move, please check out the topic here
But that's the basics for attacking and respiting. Let's check out your Weapon and Defensive options next!
[/PTab][PTab=Defenses]
DEFENSES
Defenses are the opposite side of the coin, and the shield to the sword. Defenses work in a number of ways to mitigate or sometimes even ignore, damage outright. There are several different types of defenses, and each of them have their own rules.
But as far as the various types of Defenses, let's take a look at them now:
[PTabbedContent][PTab=Blocking]
BLOCKING
Blocking is (generally) a fighter's last resort. Blocking is always available as a defense, and will reduce the damage taken by 25%. There are other ways to increase this amount, but this particular defense does have a maximum cap of 50%. Meaning that, no matter how high you stack your blocking bonuses, you can only block 50% of incoming damage.
Tier | Cost (Fatigue) | Base Damage Reduction (%) | Actions Used |
---|---|---|---|
1 | 2 | 25% | 1 |
2 | 4 | 25% | 1 |
3 | 6 | 25% | 1 |
4 | 8 | 25% | 1 |
Example: (Note this example is outdated in regards to HP)
[/PTab]
[PTab=Deflecting]
DEFLECTING
Deflecting is the way that Strength-specialists tend to deal with their problems. It's easier to simply knock an attack aside with overwhelming strength, than it is to deal with it any other way. Deflect is a little complicated compared to Block, given that the Deflector has options based on how high his Strength is.
With a Deflect, you may be able to reduce incoming damage by 70% for 20 Fatigue and 1 Action.
Depending on how high your strength is, versus the attack you're Deflecting, you may be able to reduce the costs (or other options) per the following:
You must have Strength equal or greater than the damage of the incoming attack.
Reduces incoming damage by 70%.
Costs 20 Fatigue and 1 Action.
If your Str is 2x or more of the attack's damage, choose 1:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Ignore 1 Additional Status
If your Str is 4x or more of the attack's damage, choose 2.
(can be the same one (but cannot choose Action cost twice))
Example: (Note this example is outdated in regards to HP)
Example 1:
A attacks B with a 20% Ki-based, T3 Attack.
This would deal 600 Damage, as 20% of 3000 = 600.
Fighter B starts a Deflect. Their Strength is 1000, which means that they are able to start a Deflect. This reduces the damage by 70%, costs Fighter B 1 Action and 20 Fatigue. Fighter B takes 180 Damage
Example 2:
B attacks A with a 13% Str Based, T2 Attack.
This would deal 130 Damage, as 13% of 1000 = 130.
Fighter A starts a Deflect. Their strength is 1000, which means they are able to start a Deflect. This reduces the damage by 70% normally, but because Fighter A has over 4x the damage in Strength, they can choose 2 bonuses. In this instance, if they choose to lower the Action Cost by 1 and the Fatigue by 5, they-
Reduce the damage by 70%, which costs Fighter A 0 Actions and 15 Fatigue. Fighter A takes 39 Damage.[/PTab]
[PTab=Barrier]BARRIERS
Barriers are the way that most of the ki-specialist answer their problems. By creating a barrier of ki between themselves and their attacker, they can effectively prevent some damage from coming in against them. Like Deflect, Barrier gives more bonuses based on the overall strength of their ki.
With a Barrier, you may be able to reduce incoming damage by 60%, and ignore 1 Status Effect, for 10 Fatigue and 3 Actions.
Depending on how high your Ki is, versus the attack you're Barriering, you may be able to reduce the costs (or other options) per the following:
You must have Ki equal or greater than the damage of the incoming attack.
Reduces incoming damage by 60% and Ignores 1 Status Effect.
Costs 10 Fatigue and 3 Actions.
If your Ki is 2x or more of the attack's damage, choose 1:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Increase DR by 10% (to 70%)
-Ignore 1 Additional Status
If your Ki is 4x or more of the attack's damage, choose 2. (can be the same one)
Example: (Note this example is outdated in regards to HP)
Example 1:
B attacks A with a T2 Physical Attack with 10 Fatigue Cost and 15% Str Damage, as well as Cut. This would deal 150 Damage (as 15% of 1000 is 150).
Fighter A starts a Barrier. Their Ki is 3000, which means that they are able to start a Barrier. This reduces the damage by 60%, ignores the Cut Effect, costs Fighter A 3 Actions and 10 Fatigue.
However since their Ki is 4x or more of the incoming attack, they can choose two bonuses. Needing their actions, they reduce the action cost of the Barrier by 2.
So it reduces the Damage by 60%, ignores the Cut Effect, costs Fighter A 1 Action and 10 Fatigue. Fighter A takes 60 Damage.
Example 2:
A attacks B with a T3 Energy attack with 16 Fatigue Cost, 24% Ki Damage, Overheat and Stun 1. This would deal 720 Damage, as 24% of 3000 = 720.
Fighter B starts a Barrier. Their Ki is 1000, which means that they are able to start a Barrier. This reduces the damage by 60%, ignores the Overheat or Stun Effect, costs Fighter B 3 Actions and 10 Fatigue.
Their Ki is not high enough to gain any bonuses, but they wish to keep their action so they Ignore the Stun Effect.
So it reduces the Damage by 60%, ignores the Stun Effect, costs Fighter B 3 Actions and 10 Fatigue. Fighter B takes 432 Damage.
[/PTab]
[PTab=Kiai]KIAI
Kiai is the meeting of physical and spiritual strength, allowing you to ignore not only damage coming in from an opponent's attack, but also is the only defense that can potentially negate incoming status effects as well. It's a midpoint between Deflect and Barrier, giving new options to those who prefer to keep a more balanced set of stats, rather than focus in one area or another.
With a Kiai, you may be able to reduce incoming damage by 65%, and ignore 1 Status Effect, for 15 Fatigue and 2 Actions.
Depending on how close your Base Strength and Ki are, you may be able to reduce the costs (or other options) per the following:
The higher of your Base Strength or Ki cannot be more than 2x the other in order to Kiai.
Costs 15 Fatigue and 2 Actions
If the higher is not more than 1.5x the other, you may choose 1 of the Following:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Increase DR by 10% (to 75%)
-Ignore 1 Additional Status
If your Base Str and Ki are equal, you may choose two.
Kiai can be used as follows:
Example: (Note this example is outdated in regards to HP)
Example 1:
B attacks A with a 20% Ki-based, T3 Attack. This would deal 200 Damage, as 20% of 1000 = 200.
Fighter A tries to start a Kiai. Their Ki is 3000, which is more than 2x their strength, so Fighter A cannot do a Kiai, and must use another option to defend.
Example 2:
A attacks B with a 15% Ki-based, T2 Attack with Restricting 1. This would deal 450 Damage, as 15% of 3000 = 450.
Fighter B starts a Kiai. Their Strength and Ki are both 1000, which means that they are able to start a Kiai, and they can choose two extra effects. At base, this reduces the damage by 65%, ignores the Restricting Effect, costs Fighter B 2 Actions and 15 Fatigue.
Since they gain two bonuses, they opt to reduce the Action cost by 1, and increase the DR by 10% to 75%.
So it reduces the Damage by 75%, ignores the Restricting Effect, costs Fighter B 1 Action and 15 Fatigue. Fighter B takes 112 Damage.
[/PTab]
[PTab=Dodging]
DODGING
Dodging is when you completely avoid the attack that is being thrown at you, causing zero damage to you. In order to dodge an attack, you will need to use your Agility Stat. Much like the previous three, it offers certain benefits the higher your Agility is, in comparison to the attack.
With a Dodge, you may be able to reduce incoming damage of a T1-T3 by 100%, and ignore All Status Effects, for 20 Fatigue and 3 Actions.
You may also be able to reduce the incoming damage of a T4 by 50%, and ignore half of any Status Effects on it.
Depending on how high your Agility is, you may be able to reduce the costs (or other options) per the following:
Your Agility must be at least 1.5x the Damage of the attack in order to Dodge.
Costs 20 Fatigue and 3 Actions.
If your Agi is 3x or more of the attack's damage, choose 1:
-Reduce Fatigue cost by 5
-Reduce Action Cost by 1
-Increases the DR against a T4 by 25% and ignores the other half of Status Effects.
If your Agility is 6x or more of the attack's damage, choose 2. (can be the same one)
Dodge can be used as follows:
Example: (Note this example is outdated in regards to HP)
A attacks B with a T3 Energy Attack that deals 20% Damage, and has Cut, Overheat, Stun 1 and Weakening 1. This would deal 600 Damage as 20% of 3000 is 600.
Fighter B starts a Dodge. Their Agility is over 900, which means that they are able to Dodge. Since their Agility is over 1800, they can choose 1 Extra effect. Their Agility is not over 3600, so they cannot choose a second Effect.
Since they gain one bonus, they opt to reduce the Fatigue cost by 5.
So it reduces all Damage to 0, ignores all status effects, but Costs Fighter B 3 Actions and 15 Fatigue.
[/PTab]
[PTab=Clash]
CLASH
A Clash is when you attempt to nullify your opponent's attack with your own. Physical attacks may only Clash with other physical attacks and Energy attacks may only Clash with Energy attacks. (Note that Agi attacks may be Physical or Energy.) When Clashing with an attack, you will use an attacking Tech as a defense. To do this, you target an incoming attack with one of your own, at the same tier or higher of the incoming attack. Calculate your damage as normal, and subtract it from the incoming attack. If the damage of your attack exceeds the damage of the incoming attack, your opponent then will then have an attack coming at them on their turn with the remainder of the damage. If it does not exceed it, you will reduce the damage done by the damage of your own attack.
Note: You may only Clash once per turn.
Example: (Note this example is outdated in regards to HP)
A attacks B with a T2 Energy attack which does 15% Ki damage.
A's Ki Stat is = 3,000
15% of 3,000 =450
To Clash with this this, B uses a T2 Energy attack which does 14% Ki damage.
B's Ki stat is = 1,000.
14% of 1,000 = 140
This removes 140 damage from the incoming attack, and he would only take 310 damage from this attack.
-Now let's see how it works with excess damage-
A attacks B with a T2 Physical attack which does 13% Str Damage.
A's Str Stat = 1,000
13% of 1,000 = 130
To Clash with this, B uses a T2 Physical attack which does 15% Agi damage.
B's Agi stat = 2,500
15% of 2,500 = 375
This fully negates A's attack, and 375 - 130 = 245 damage is now an attack that A will have to deal with on their turn.
You can Clash with this incoming attack if you would like, and it will allow you to simulate the fist-punch-fist of Goku vs Majin Vegeta, or even the Beam Struggle of Gohan vs Cell as you each go back and forth, pouring more and more into your attacks![/PTab]
[PTab=Others]
OTHER DEFENSES
While there isn't a definite set of rules to be followed, there are a number of techniques that are Tier 0s which function as defenses with their own rules. Each of them operate differently than one another, and they all have their own costs, benefits, and restrictions. There are many options, so be sure to look at them all to put together your solid defense. However, as great as defenses are, there are ways to get around them.
Wall of Defence and AoEs/Split Attacks
Wall of Defence is a T1 available to all that allows a fighter to take an attack directed at an ally, using their body for a shield in an act of true heroism or devotion... but how does that interact with multi-target attacks?
With Split Attacks - You are unable to use Wall of Defence to protect another from an attack with the Split property if you yourself are one of the targets.
With AoE Attacks that Designate a Primary Target - You may use Wall of Defence on the primary target, instead making yourself the primary target.
With AoE Attacks that Do Not Designate a Primary Target - You may not use Wall of Defence against the AoE if you yourself are one of the targets.
AIMERS
When looking at the Technique list you will see some Techniques will have at the end of them “Hard to Deflect”, “Hard to Dodge”, “Cannot be Kiai'd”, “Cannot be Blocked” and so forth. This means that if that attack is thrown at you, you will have to work a little harder in some cases in order to defend against the attack. Be mindful of this defending against these certain attacks.
Also, if you are the attacker, be sure to state if the attack you are throwing is “Hard or Cannot be” next to them. It is your duty just as much to state this, and if the defender avoids it because you didn't list it, that is your fault, not theirs.
These Effects vary a bit, based on the Defense, and you can check the Technique Shop under the 'Status Effects' section for a full rundown on what all of these different effects do.
On Summit, some techniques will have status effects attached to them (see the technique shop for more info). These status effects will be applied if your attack lands on your opponent unless they use a defense which removes the status (such as Barrier or Kiai), or have an effect which can remove said statuses. So watch out against them!
[/PTab][/PTabbedContent][/PTab][/PTabbedContent][/PTab][/PTabbedContent][/PTab][PTab=Other Rules]
OTHER RULES
This tab has a collection of other rules that don't fit into any one particular are, but are nonetheless important to look into, should you wish to do some alternative forms of battling!
This tab has a collection of other rules that don't fit into any one particular are, but are nonetheless important to look into, should you wish to do some alternative forms of battling!
INTRUSIONS
In order to intrude on a battle between other characters, you must enter the battle before either of their HPs fall below 60%. Once either of the HPs fall below 60%, the only way to intrude on this battle is if your HP is equal to or below the average of the other fighters involved.
(Example: Vegeta Remaining HP=3,000, Goku Remaining HP=1,000. If your Max HP=2,000 or below, you may Intrude on this battle!)
If you decide to intrude on someone's battle, your stats must come from the same update week that the battle was started. Since combatants get their most recent update stats locked in at the beginning of a battle, this is the only way to keep it fair in regards to a third party jumping in on the fight. If you do not have an update from the week the battle was started, you will use the previously accepted update's stats when entering the battle. This is to prevent you from doing multiple updates beforehand.
ITEMS
During a battle you’re only allowed to carry 3 Battle Items with you. Using an item will generally take you one action, but there are exceptions! You can use this action to use items to restore HP/Fatigue, Status or increase your stats, or any number of other options.
Note: Items listed as a 'Battle Item' are once per battle, but will renew themselves after each battle you're in. Items listed as a 'Consumable' are gone once used, so use them wisely! Also, note that each item carried must be unique- no going into battle with a pocket full of Senzus, now!
WINDED
Attacks that use Agility for an attacking stat cannot be used in rapid sequence at full ability, as they apply a unique self-debuff called Winded.
T2 Techs apply 1 Stack of Winded, T3 Techs apply 2 Stacks of Winded, and T4 Techs apply 3 Stacks of Winded. Max of 5 Stacks. Winded loses 1 Stack at the start of each of your turns.
Each Stack of Winded reduces the damage dealt by any Techniques that use Agility by 10%.
Note: T0 and Trait Effects which change a damage type into Agility are not affected by Winded, but will still gain Stacks of Winded. See: Become the Bullet
[/PTab]In order to intrude on a battle between other characters, you must enter the battle before either of their HPs fall below 60%. Once either of the HPs fall below 60%, the only way to intrude on this battle is if your HP is equal to or below the average of the other fighters involved.
(Example: Vegeta Remaining HP=3,000, Goku Remaining HP=1,000. If your Max HP=2,000 or below, you may Intrude on this battle!)
If you decide to intrude on someone's battle, your stats must come from the same update week that the battle was started. Since combatants get their most recent update stats locked in at the beginning of a battle, this is the only way to keep it fair in regards to a third party jumping in on the fight. If you do not have an update from the week the battle was started, you will use the previously accepted update's stats when entering the battle. This is to prevent you from doing multiple updates beforehand.
ITEMS
During a battle you’re only allowed to carry 3 Battle Items with you. Using an item will generally take you one action, but there are exceptions! You can use this action to use items to restore HP/Fatigue, Status or increase your stats, or any number of other options.
Note: Items listed as a 'Battle Item' are once per battle, but will renew themselves after each battle you're in. Items listed as a 'Consumable' are gone once used, so use them wisely! Also, note that each item carried must be unique- no going into battle with a pocket full of Senzus, now!
WINDED
Attacks that use Agility for an attacking stat cannot be used in rapid sequence at full ability, as they apply a unique self-debuff called Winded.
T2 Techs apply 1 Stack of Winded, T3 Techs apply 2 Stacks of Winded, and T4 Techs apply 3 Stacks of Winded. Max of 5 Stacks. Winded loses 1 Stack at the start of each of your turns.
Each Stack of Winded reduces the damage dealt by any Techniques that use Agility by 10%.
Note: T0 and Trait Effects which change a damage type into Agility are not affected by Winded, but will still gain Stacks of Winded. See: Become the Bullet
[PTab=Death]
DEATH AND DYING
There are points where Death is certain. If you are reduced to -15% health (so if you have 5,000 HP and you are taken to -750) then you are dead. There is no chance for your opponent to spare you. Similarly, if you push your body past its limits, and extend to negative fatigue equal to 15% of your Maximum Fatigue (so if you have 100% Max Fatigue, you can safely go to -15% without dying. If you reach -16%, however...) you are also dead. It is possible to be spared or survive battle, even if you fall into negative health and fatigue, so long as you do not cross this instant death threshold. On any turn where your turn would end with you in the instant death zone, you are killed. This rule applies in all battle types, INCLUDING KO battles.
Death is an explicit part of battles. One should always keep it in mind as a possible outcome when engaging in fisticuffs. As such, what happens when your character dies? Thankfully- it's not the end. In fact, for most, as we had seen when Goku heroically sacrificed himself to protect the world from Raditz... it's just the beginning.
If you are killed, you have until the Sunday following your death to complete any threads that are currently ongoing. Anything that has not been completed at this time will go on hold until you have revived. A special note on this is that while you are in a Death Battle, you cannot search for Dragon Balls. You can search for Uniques, but if you die before it is completed, another may complete the search while you are dead and they will take the item. If no one does, you may once more continue your search when you are returned to life.
When your character dies they are sent to Other World. From there, they wait in line and get to meet with King Yemma. King Yemma will then judge you and let you know where you will be going. It will either be to the Kai Worlds, or straight down to Hell. When your character dies, they are trapped in the Afterlife until a task is completed. But keep in mind- you have just as much to do when dead as you do when you are alive. When you return to life, you will be revived on the planet in which you died on.
There are points where Death is certain. If you are reduced to -15% health (so if you have 5,000 HP and you are taken to -750) then you are dead. There is no chance for your opponent to spare you. Similarly, if you push your body past its limits, and extend to negative fatigue equal to 15% of your Maximum Fatigue (so if you have 100% Max Fatigue, you can safely go to -15% without dying. If you reach -16%, however...) you are also dead. It is possible to be spared or survive battle, even if you fall into negative health and fatigue, so long as you do not cross this instant death threshold. On any turn where your turn would end with you in the instant death zone, you are killed. This rule applies in all battle types, INCLUDING KO battles.
Death is an explicit part of battles. One should always keep it in mind as a possible outcome when engaging in fisticuffs. As such, what happens when your character dies? Thankfully- it's not the end. In fact, for most, as we had seen when Goku heroically sacrificed himself to protect the world from Raditz... it's just the beginning.
If you are killed, you have until the Sunday following your death to complete any threads that are currently ongoing. Anything that has not been completed at this time will go on hold until you have revived. A special note on this is that while you are in a Death Battle, you cannot search for Dragon Balls. You can search for Uniques, but if you die before it is completed, another may complete the search while you are dead and they will take the item. If no one does, you may once more continue your search when you are returned to life.
When your character dies they are sent to Other World. From there, they wait in line and get to meet with King Yemma. King Yemma will then judge you and let you know where you will be going. It will either be to the Kai Worlds, or straight down to Hell. When your character dies, they are trapped in the Afterlife until a task is completed. But keep in mind- you have just as much to do when dead as you do when you are alive. When you return to life, you will be revived on the planet in which you died on.
If you complete 4 weeks of training with an Afterlife Master (including their Mastery, as that does not count as a week) then you are returned to life immediately. Alternatively, you may write a 2,000 word PRP to return to life as well. If you use this second method, the required wordcount increases by 2,000 each time, to a maximum of 10,000 required WC in order to return to life.
Special Note: If you are revived by the Dragon Balls, both you and the person who revived you will get a special stats bonus. +10,000 SP is awarded to the reviver and the revive. (Each character may only gain this bonus three times ever using this method.)
KING YEMMA'S JUDGING
Good Karma
If you are of a Positive Karma, you have the opportunity to train with King Kai. After you are judged and checked in, you have the opportunity to roleplay anywhere in the Check-in Station, Heaven, and on King Kai's planet. These missions are available to you at this time, but you may not at all fall into Hell, or do any missions down in Hell, or anything of the sort.
Evil Karma
If you are of Negative Karma, you have the opportunity to train with Towa. After you are judged and checked in, you have the opportunity to roleplay anywhere in the Check-In station, and in Hell. These missions are available to you at this time, but you may not climb up into Heaven, or do any missions up in Heaven, or anything else of the sort.
Neutral Karma
If you are of Neutral Karma, you will likely be prompted to visit the Furnace of 8 Divisions, where a familiar face lives. After you are judged and checked in, you have the opportunity to roleplay anywhere in the Check-In station, and in the Furnace. These missions are available to you at this time, but you may not climb up into Heaven, or do any missions up in Hell, or anything else of the sort.
Of course, depending on the deeds you have performed, King Yemma may overturn your decision!
[/PTab][/PTabbedContent]