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    Stats can suck it! Damage is wear its at!

    Hiro Villenn
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    Stats can suck it! Damage is wear its at! Empty Stats can suck it! Damage is wear its at!

    Post by Hiro Villenn 19th August 2014, 11:34 pm

    A damage system would be more preferred. Well I got stuck staying up all night and did one for you. I wanted to do something for the site and systems are what I’m best at so here's my first go at it. Also, I've felt trying to make a stat system where there are a lot of ranks is kind of ridiculous(and messy). Perhaps a B-rank is not as physically strong as a D-rank. Stats are relative to rank and it can get confusing because a B-rank support magic user can punch harder than a C-rank requip mage whose main weapon is a greatsword. Rank determines everything where ranks exist(more ranks equals more problems with stats is what I’m saying). So I decided to build something that makes more sense. I also outlined my thought process using the simplest of terms.


    Step 1: HP: Yep. We’re bringing out the pokemon and HP exists. Call it health points. I refer to it like this, the higher your rank, the more hp you’ll have also. These increases in HP would also help to apply to the idea that people become more naturally resistant to magic as time goes on(100% of your overall health changes). Also, the effect would be universal.



    Here’s my current numbers:
    D-rank: 100 HP
    C-rank: 150 HP
    B-rank: 200 HP
    A-rank: 250 HP
    S-rank: 300 HP
    SS-rank: 400 HP
    H-rank: 500 HP


    Step 2: Applying it to magic: Guess what? We use magic here. Meaning how much damage your spells do is important. Naturally your spells should get stronger as you improve. However I created a system where HP increases rather than damage. So let’s start with basic numbers so it’s nothing but adding and subtracting. Notice how I leave room for improvement and versatility. Why you ask? Some spells have added effects while others are purely for damage.

    This creates the idea that if you’re shooting a lightning bolt at somebody you can maximize the damage by just doing damage or you can minimize the damage and add the effect of paralysis or slower movement. Obviously for optimal paralysis effect you exclusively make the spell for paralysis without damage but I think the site already uses some sort of versatility system here(and if you don’t you need to make one secretly). Also as rank goes up, the damage spread can increase because the effects can be longer or shorter at higher ranks. Lastly, it’s by fives don’t try and make something that does 12 HP of damage or 32 HP of damage that’s annoying.


    D-rank spells: 5 HP – 15 HP
    C-rank spells: 20 HP – 30 HP
    B-rank spells: 35 HP – 55 HP
    A-rank spells: 60 HP – 90 HP
    S-rank spells: 95 HP – 150 HP
    SS-rank Spells: 155 HP – 200 HP
    H-rank spells: 350 HP


    Basically you do damage and it’s plus or minus from your HP. I think its self explanatory and all of us are able to add and subtract and if you can’t, well go to google and type in ‘calculator’.


    Step 3: Strengths and weaknesses: fire vs. water, Water wins. However the fire spell is stronger. What happens? I decided to use plus and minus. Basically if the water spell is equal or stronger, it will win and nothing happens. But what if the fire spell is stronger? Well Here’s an

    example:


    D-rank water ball spell(does 15 Damage) vs. a C-rank fire ball spell(does 30 damage)


    If the two spells connect the total damage is subtracted. Basically, take the original 30 damage of the fire spell minus the 15 damage of the water spell. The fireball spell does 15 HP of damage. It got weaker and therefore doesn’t have the same effect, literally half the effect it would have had.


    If we want to get creative we could also say if the spell’s power reaches less than 25% of the original power of the spell it cancels out. In this case, 30 doesn’t average out well but it would need to get to 5 to cancel out. This isn’t necessary though.


    Again though, you can add and subtract, if you can’t, GOOGLE.


    Step 4: Physical damage: Punches do 2 HP per rank starting at D-rank. Fair enough? We can get a little more technical for physical magics, like slayers and requipers but 2 HP per rank is fairly reasonable. Only time I’ll do something that isn’t by fives I promise but punching battles at high rank would be common place if Punching was anything major. Also you’d never use your D-rank spells again after B-rank. Your punches hurt more anyways. Boosts can also be added for certain mages but again I wouldn’t recommend anything over 3 HP without a weapon of some kind.


    Again I’d use something like I did with magic damage where super powerful effects do a lot less damage only this time I’d keep it to the player’s imagination and the moderators deductive reasoning. Obviously a basic guideline for mods but keep it in your staff section so if Mods are unsure of what is a definite no then they can go look at what no looks like. Creativity is the most important part of rping.


    Step 5: Expand on what we have: I haven’t done this yet. Actually, I wanted a few ideas on how this system could get more exciting and dynamic. What I’ve done is 100% acceptable however it’s very stagnant and plain, unexciting for some hardcore rpers who may want to have an immersive battle with others one day. So are there any ideas for getting these basics more…advanced? Even if optional.


    One of the things I thought up is doing something like consistent damage. Basically setting someone on fire and watching them burn for a few posts(I actually need to do this but I'm lazy so I'll update this later).


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    Stats can suck it! Damage is wear its at! Hiro%27s+Siggy
    Kaseki
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    Post by Kaseki 20th August 2014, 6:20 am

    I've been trying to do this for months and no staff ever made the list... said they would... but never did.


    WE NEED THIS


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    Aria Beleren
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    Post by Aria Beleren 20th August 2014, 6:23 am

    I'm already expanding on what I already have, thank you for the suggestion though.

    However if I'm correct.... Pokemon had stats too. >.> I was a huge EV person.


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    Rosetta Crawford
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    Post by Rosetta Crawford 20th August 2014, 6:54 am

    If anyone can name me an RPG that doesn't have any stats whatsoever i'd be surprised.

    HP is fine. It makes sense when we have abilities that restore health. So i'm good with that.

    Damage being like that...bugs me for some reason. I mean yes my D rank spell might be just D rank, but to me i've always seen rank as more of a difficulty to cast thing. So a H rank finds a D rank much easier to cast thus could potentially put more power into it. However, I digress.

    Saying every punch does the same amount of damage doesn't work. We have mages who specialise in physicality, which is what you said was an issue and why you suggested this. A D rank requip mage is probably going to pack a bigger punch then a C rank archive mage.

    By your system we'd have to take into account magic as well as rank.

    This is why we are putting in an actual stat system:
    So the strength of your punches is determined by how strong you are. Thus a D rank could potentially overpower a C rank in terms of brute strength.

    I do like the simplistic nature of your proposed system, but I just feel it is missing too much as well.


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    Stats can suck it! Damage is wear its at! Zack2_by_gramcrackers-d8ker96

    Stats can suck it! Damage is wear its at! Zack_by_ravenart5-d8j23c0

    Stats can suck it! Damage is wear its at! Zackrose_zpse9a22d85
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    Post by Felicity Vrago 20th August 2014, 7:21 am

    Also when people shout with a title that all their hard work can suck it.....Its going to get rejected veeeerrrrry fast.~


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    Stats can suck it! Damage is wear its at! P5l7Dxp
    Cecile
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    Post by Cecile 20th August 2014, 2:13 pm

    aren't we an rp site where we put story and plot development first, then stats and fighting?
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    Post by Felicity Vrago 20th August 2014, 2:56 pm

    Harrigan wrote:aren't we an rp site where we put story and plot development first, then stats and fighting?

    Amen.


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    Stats can suck it! Damage is wear its at! P5l7Dxp
    Tōwa Lazmira
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    Post by Tōwa Lazmira 21st August 2014, 9:25 am

    If you think its all about damage you can come stand in front of Gathorm. Stats make sense as speed and other things could be measured then


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    Post by Rosetta Crawford 22nd August 2014, 1:22 am

    That is my point. Its all right me saying Zack is one of the fastest people on site as he has basically been built around speed and a lot of his spells relate to allowing him to go faster, but if I say something like 'this boosts my speed by 20%' what exactly am I boosting by 20%?


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    Stats can suck it! Damage is wear its at! Zack2_by_gramcrackers-d8ker96

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    Post by Zeno 22nd August 2014, 1:59 am

    That's why you shouldn't use percentages when talking about speed in the first place, unless you define how fast you're going at that point in the RP. Then you've got a base value to boost with spells in percentages.

    The reason why we don't create a full on stat system that governs all factors is because it would be too restrictive and limit what we can do in certain circumstances during the RP, which will take away the sense of freedom we have here.

    NOTE: Just had an idea that I'll toss at you guys in the suggestions.


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    Stats can suck it! Damage is wear its at! Zeno1_by_gramcrackers-d7l4bjh

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