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Character Combat Stats

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Character Combat Stats Empty Character Combat Stats

Post by Zenke Thu Oct 06, 2016 7:26 pm

Basic Stats

Strength Strength is the measure of a persons raw physical power. High strength allows a person to lift more and hit harder, while allowing them to resist knockback attacks, or overpower foes in grapples.
Speed Speed is a persons overall movement speed, how fast they attack, how fast they run, fire bows and so on.
Agility Agility is the measure of a persons reactionary speed. Even if someone has lower speed, high agility allows them to react to incoming threats faster, or react to openings in another character's defense faster.
Durability Durability is the messure of how much damage a character can take before they're knocked out or incapacitated.
Stamina Stamina governs how long a person can keep fighting for before they start to become tired right up to when they're exausted. More info on stamina can be found in Exhaustion State.
Magical power Magical power Governs how often a person can use spells or abilities during a fight before it starts to drain their stamina. More on Magical power can be found in Exhaustion state.
Stat Levels

Level ValuePosts until exaustion (stamina)Power Points (Magical Power)
Poor -273
Fair -184
Average095
Good1 106
Very Good2 117
Excellent3128
Amazing4 139
Transcendant5 1410
Explaining Stats

Stats define your character, and help balance them out. When making a character, you may assign a different level of a stat to each of the six stats. All stats start average. However to improve one, you must make one stat worse. For instance, if you wanted to have Very Good Strength, you must put another stat down to poor, or two stats down to fair. When your done, your stats will look something like this.

Strength || Average
Speed || Very Good
Agility || Good
Durability || Poor
Stamina || Average
Magical power || Fair

Boosts

Now, on the chart above you can see there are three additional levels above Very good. These are boost levels. When a character enters new forms, they are granted temporary boosts as long as their in that form. Now say the stats above belong to an Nalia, an asentari. She has just unlocked her first Draconic seal. This form grants her a temporary +1 boost to four of her stats, selected at creation. Nalia picks Strength, Speed, Agility and Stamina. Her new stats would look like this.

Strength || Average Good
Speed || Very Good Excellent
Agility || Good Very Good
Durability || Poor
Stamina || Average Good
Magical power || Fair

This +1 pushes very good into Excellent. +2 on top of very good pushes it to amazing. If your character has managed to achieve the Hero Tier, they can change one stat from +2 to +3. in this case, Nalia's Speed would be able to reach Transcendant.

Buffs

Abilities may also be used to provide temporary boosts to your stats. Unlike Nalia's draconic seal, Buffs granted from an ability will not last nearly as long. Nalia can keep her first draconic seal unlocked until the fight ends, but an ability will only grant a buff for a few posts.

Name: Rush
Type: Support
Damage Category: None
Description: Nalia focuses and channels magical energy into her body, boosting her speed and agility by +1 for 1 post.
Cooldown: 3 post cooldown.

The Ability Rush would temporarility push Nalia's Speed from excellent to Amazing, and her Agility from Very Good to Excellent for one post. It doesn't seem like much, however the temporary buff can still change the outcome of a fight. Buffs can only increase a single stat by +2, and obviously cant push a stat passed transendant.

Abilties can also give debuffs. Debuffs work the same way as buffs, and are temporary. However debuffs cannot reduce a person's stats lower than poor, and cannot deal more than a -2 to any one stat.


Last edited by Zenke on Wed May 27, 2020 3:48 pm; edited 1 time in total
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Character Combat Stats Empty Character Combat Stats

Post by Zenke Fri Nov 24, 2017 8:12 pm

Exhaustion state

Every character becomes tired while fighting. This is known as the Exhaustion state, a state that can be triggered by a veriety of things, and is controlled by a players stamina. Stamina is chosen at character creation and is a key combat stat.

Poor Stamina - 7 posts of straight combat before hitting exhaustion.
Fair Stamina - 8 posts of straight combat before hitting exhaustion.
Average Stamina - 9 posts of straight combat before hitting exhaustion.
Good Stamina - 10 posts of straight combat before hitting exhaustion.
Very Good Stamina - 11 posts of straight combat before hitting exhaustion.
Excellent Stamina - 12 posts of straight combat before hitting exhaustion.
Amazing Stamina - 13 posts of straight combat before hitting exhaustion.
Transcendent Stamina - 14 posts of straight combat before hitting exhaustion.

When a character hits exhaustion, they're power begins to decline rapidly. There are 3 stages of exhaustion, as follows.

Exhaustion Stage 1- Your character is tired, they're fighting ability drops to 75%. You can no longer use Elemental/material manipulations, such as fire or water manipulation, and bone or crystal manipulation. After 3 posts of straight combat, you hit exhaustion stage 2.
Exhaustion Stage 2- Your character is fatigued, and on top of their reduced fighting ability, they can no longer use powers 4 post cooldowns or higher. After 3 straight posts of combat, you hit Exhaustion stage 3.
Exhaustion Stage 3- Your character is exhausted. You can only use powers with 2 posts cooldown or lower, and your fighting ability has dropped to 50%. After 3 posts more of straight combat, you pass out from exhaustion.

Magical Power Usage

Like stamina, magical power has a purpose. It controls how often you can use your abilities during combat. Magical power grants you Power Points(PPs) you can use every post. PPs do not accumulate, it's strictly a post-by-post thing. You cannot have an ability that generates more PPs. An ability's cost in PPs is its given cooldown. The ability below has a cooldown of 3, and as such costs 3 PPs to use.

Name: Fire Cannon
Type: Offensive
Damage Category: Average
Description: Tarin charges and fires a conctrated ball of fire from his hand. It has a 5ft explosive radius.
Cooldown: 3 post cooldown.

Tarin has Average Magical Power, which means he can use up to 5 PPs in one post. He could cast another spell in the same post with a cooldown of 2. However he does not have to, but the unspent PPs will not transfer to his next post. Below is a full breakdown of Magical Power to PPs.

Poor Magical Power - 3 power points
Fair Magical Power - 4 power points
Average Magical Power - 5 power points
Good Magical Power - 6 power points
Very Good Magical Power - 7 power points
Excellent Magical Power - 8 power points
Amazing Magical Power - 9 power points
Transcendent Magical Power - 10 power points

Just to note, even if you happen to have Transcendent Magical Power, you cannot pull off two abilities that cost 5 or more PPs in one post without putting severe strain on your character's body, most definitely causing devastating or possibly even fatal damage to them.

High-Intensity Power Usage

When you fight, it is possible to use abilities that cost more than your available PPs in a single post. However, doing so will result in your character draining Stamina. The list below details what happens to your character as you go further over the given limit.

1 Power Points over - Going 1 over your power point limit will result in a 1 post stamina reduction
2 Power Points over - Going 2 over your power point limit will result in a 2 post stamina reduction
3 Power Points over - Going 3 over your power point limit will result in a 3 post stamina reduction
4 Power Points over - Going 4 over your power point limit will result in a 4 post stamina reduction
5 or more Power Points over - While its unlikely you will ever go 5 or more over your Power Point limit, if you do, you will probably be rendered unconscious if you don't kill yourself.
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