Jeweled Seas: New Wave
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Jeweled Seas: New Wave

A Unique AU One Piece RP
 
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 Combat and Stats

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Azure Snow
The Owner
The Owner
Azure Snow


Position : Marine Captain
Berries : 135,000
Posts : 1075

Skill Sheet
Skill 1: Heaven's Nodachi
Skill 2: Gun Blade Style
Skill 3:

Combat and Stats Empty
PostSubject: Combat and Stats   Combat and Stats EmptyThu Oct 19, 2017 9:27 pm

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Combat and Stats AXCw00p

Health: The Health of your character, Also Known as HP [Hit Points] When This reaches Zero and you do not get healed within 3 posts your character will die.

Stamina: How much energy you have to use techniques. Stamina is important if you want to use techniques and continue the fight.

Speed: Your Movement Speed and Dodge. Depending on your speed, you will be able to dodge enemy techniques and run away from danger at a quick pace.

Strength: Your Attack. This will determine how much damage you inflict to enemies.

Dexterity: Your Weapon Speed & Quick Draw. This Stat determines how quick you are with Firearms and the speed of your sword draw.

Will Power: Your Power to resist Haki or to force it upon others, Among other things that involve will. This is also known as the Intelligence stat and can be used by particular characters to attack the mind, thus inflicting damage.

Endurance: Your Defense. This determines how much damage you can resist before taking a cut to HP.

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We know that Hit Points determine your actual health but It also judges how poison and Disease affect you. You may be clueless on how Damage will affect your character and may be confused when it comes to combat.. This will help you to better understand the Combat System so you may be more knowledgeable when it comes to the subject. In order to explain this further Imagine Player A and Player B in an RP combat setup.

Player A's
Strength: 90
Endurance: 50


Player's B

Strength: 60
Endurance: 100


Player A attacks Player B and successfully lands the strike. However, Player B's Endurance is 100, While Player A's Strength is only 90. Its a fact that He has some resistance to damage from Player A. However- In this situation, Player B would still receive damage but it will be a Minor Injury.


There are several types of injury that can be inflicted through point differences. But note that none of these things can be auto-hit, the RP'er must work to accomplish the hit first before the damage or injury goes into context.

Anything Below -30 Stat Difference - Immunity Zone: Now, in this zone, no damage is sustained. For example, if it's 150 Strength Versus 180 Endurance, the receiver can RP that the damage will not affect him. However! If the person assumes that he doesn't have to RP taking no damage, without acknowledging the hit, the damage will slip into Minor Injury Zone. Simply because players are not Gods, which can happen with One Piece RP's. Don't be sloppy in combat situations facing an NPC or PC.

-20 - 0 Stat Difference Equals Minor Injuries: This can be anything from slight bruising, scraps, cuts of small incision like caliber and minor swelling.

+10 - 20 Stat Advantage Equals Medium Injuries: This can be anything from noticeable bruising, gashes, bleeding wounds, minor nerve damage, any status affects whether it be burns etc. (Must be registered in techniques if claiming, either as a perk or a skill).

+30 Stat Advantage Equals Major Injuries: This can be anything from severe bruising, impact to vitals being successful, bleeding wounds that can't close, severe nerve damage and any severe status affects whether it be burns etc. (Again, must be registered to claim status type damage)

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Each Technique you use is Ranked from D Class - S Class, But instead of having a set amount for each Class Technique in terms of Damage, as you rank up your Techniques will also be doing more damage; this is called Quality Damage. There is Five Phases of Quality Damage as you rank up and get stronger.

Damage Chart:

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I would now like to discuss The bleeding system. If your opponent manages to land a hit on you that either draws blood, causes some internal damage, or burns you- You might have a bad time with a depletion of HP. The Bleeding System doesn't literally mean 'bleeding'- it refers to the depletion of Hitpoints over the series of the thread. During ARCS, it's to be noted that unless your wounds are patched up by a PC or Major NPC In Character, that the Hitpoints you have from the start of the Arc, will be the same until the Arc is finished [These ARCS can span over multiple Tasks. The rewards are a lot better but it can be a critical time for your character if they happen to take damage] . With that being said, Bleeding System goes as follows:

Medium Injury Inflicted - Afflicted loses 5 Hit-points every five posts.

Major Injury Inflicted -  Afflicted loses 2 Hit-points for five posts.

Disease|Poisons Injury -  Afflicted looses 1 Hit-points for three posts.

Additional Bleeding(these last for the remainder of thread After the main effect):

Bleeding Damage [Lasting]:

So far, we've been looking at all the ways to stack damage. Now I'll be addressing the ways that you can fight against damage. Endurance works as a debuff, and it's actually quite simple to apply. It'll be based on the final damage, on Hit Points, not stat differences. Now let's say your about to be inflicted 50 Hit points of Damage, depending on how high your opponents Endurance is, it will give them a higher resistance.

0 Endurance gives you 0 Resistance.

25 Endurance gives you 25% Resistance. However, this percentile decreases by 25% after each claimed hit. Eventually, hitting 0.

50 Endurance gives you 50% Resistance. However, this percentile decreases by 25% after each claimed hit. Eventually, hitting 0.

75 Endurance gives you 75% Resistance. However, this percentile decreases by 15% after each claimed hit. Eventually, hitting 0.

100+ Endurance gives you 100% Resistance. However, this percentile decreases by 15% after each claimed hit.

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Hit Points, Strength, and Endurance got love- but what about Speed Builds? We have something in place for speed builds and it's called The Fluidity System. Tricky to pronounce but this stat acts independent from all the other systems involved and has it's own measuring scale.

0 Speed - Average Human Being.

20 Speed - Gives you 50% Fluidity, your speed can increase higher than it's base for two posts [Once per Thread].

40 Speed - Gives you 50% Fluidity, your speed can increase higher than it's base for two posts. Perk - Capability to dodge Class D - C Attacks, once per thread. (Must be reasonably RPed, no, 'Player A side stepped at god like speed' types responses. Especially in PC v.s. PC situations. If God Modding is seen, the attacker loses his Fluidity privileges for the thread and dodge is made void, attacker gains auto hit.)

60 Speed - Gives you 60% Fluidity, your speed can increase higher than it's base for three posts. Perk - Capability to dodge D - C Attacks, once per post, twice per thread, every eight posts. (Must be reasonably RPed, no, 'Player A side stepped at god like speed' types responses. Especially in PC v.s. PC situations. If God Modding is seen, the attacker loses his Fluidity privileges for the whole thread and dodge is made void, attacker gains auto hit.)

80 Speed - Gives you 75% Fluidity, your speed can increase higher than it's base for three posts. 1)Perk - Capability to dodge D - C Attacks, once per post, twice per thread, every six posts. (Must be reasonably RPed, no, 'Player A side stepped at god like speed' types responses. Especially in PC v.s. PC situations. If God Modding is seen, the attacker loses his Fluidity privileges for the whole thread and dodge is made void, attacker gains auto hit.)
2) Perk - Momentum - can add an additional x amount of damage points onto attacks. (Must be RPed that some implementation of momentum or dash like motion for this perk to work, isn't auto-claimed. If God Modding is seen, the attacker gains an auto-hit.) 75% of Speed is added onto the attack's final calculation, can be used once every ten posts. Twice per thread.

100+ Speed - Same as above, however, additional perk, Danger! - User is able to avoid a fatal blow once per thread.

Character Knock Out and Death:

Now I bet your wondering How you get Knocked out and at what point is character death? That is a simple answer- When your HP reaches ZERO your character is completely out cold. However, the Damage does not end there; When your get into the Negative your character is in real danger! When your reach half your HP in the negative your character dies and can not be revived [Unless you happened to eat the revive fruit or have a special ability from a Soul Color] . For Example.. Say you normally have 50 HP. However, your foe got you down to -25 HP, Your character would then Die.



Now that everyone knows what everything does, let's explain what everyone can do!

Strength Examples

0 - Helmeppo (Before Garp)
10 - Usopp (Before Time Skip)
20 -  Luffy (Before Gear Second)
30 - Buggy the Clown
40 - Arlong | Don Krieg
50 - Baroque Works Executive
60 - CP9
70 - New World Pirate | Garp | Doflamingo
80 - Luffy Gear 4 | Doffy Awakening | Law | Admiral
90 - Yonkou | Superior Admiral | Superior Warlord
100+ - Roger's Level | Fleet Admiral Level

Speed Examples
0 - Coby (Beginner Coby)
10 - Usopp (Before Time Skip)
20 -  Luffy (Before Gear Second)
30 - Zoro
40 - Kuro's Stealth Foot
50 - MR.2's Movement
60 -  Luffy (Gear Second) | Soru Level
70 - Advanced Soru Type Movements
80 - Rayleigh
90 - Enel
100+ - Kizaru
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Credit: Lazarus D. King
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