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Mar 27, 2018 8:33 PM
#1

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Feb 2018
186
Damage Scaling System

Only one type of decimals are allowed and those are 0.5, 1.5, 2.5 etc (0.5)

All types of decimals are not allowed. Examples: 0.97, 0.25, 3.87 etc

Increasing attacks via magic and scaling it to percentage is not allowed.
I repeat PERCENTAGE IS NOT ALLOWED.

Attacks/Damage without magic (Physical)

Light attacks/damage such as graze, scratch, very shallow cut/stab, light punches, indirect hit or even a slap will have a scale of 0.5 dmg
Light attacks/damage = 0.5 dmg

Normal Attack/Damage: meaning direct hit but not critical hit, the scale is 1 dmg
Normal Attack/Damage = 1 dmg

Heavy Attack/Damage: meaning direct heavy hit, such as deep cuts/stabs, giants attack etc. the scale will be 2 dmg.
Heavy Attack/Damage = 2 dmg
Note: Heavy Attacks are not Lethal attacks and should not be interpreted as such.

Attack/Damage with magical property.

Rank of Magics: Normal(starts at lvl 1), Intermediate (starts at lvl 10), Expert (starts at lvl 15)

Magical attacks and Physical Attacks is different as they have a certain effect if blocked, see “Shield Mechanics”

ATTENTION: BUFFS, DEBUFFS, HEAL, SHIELD, MANA RESTORATION, SUMMONING will have its own mechanics to avoid abuse on those fields of magic, see those parts if you want to make a spell like those.

Mana consumption will be the same as the dmg of your magic (+1 MP for AOE spells)

any spell can only have 1 special effect and mana consumption will increase starting from 0.5 MP depends on the effect. (excepts full buffs)

Normal Magic will have a scale of 1 - 3.5 dmg

Intermediate Magic will have a scale of 4 - 6.5 dmg

Expert Magic will have a scale of 7 - 10 dmg (this is the realm of nuke spell)

Note: odd magic spells will be examine by the admins and admins will have the final say on your magic spell such as its damage, cooldown, duration, potential effect and mana consumption if you fail to meet admin standards after being ask it to change if you are ask to.

Damages can surpass their limit with the help of buffs

Every Spell will require a cooldown per use, a spell where you can spam with the penalty of less damage or more cooldown after use etc is not allowed
HorizonDefaultMar 28, 2018 6:44 PM
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Mar 27, 2018 8:35 PM
#2

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Feb 2018
186
HEALING MECHANICS

Keep in mind when I say maximum it means it is “Expert Magic” starting from lvl 15

Normal Healing skills will have a minimum of 2 heal pts (single and multiple) and a maximum of 10 heal pts for a single target (7 heal pts for multiple target)

Min cooldown = 1 post (2 post multiple)
+ 1 CD post per 3 heal pts added

Mana consumption is the same as heal pts for single target
(ex: 2 heal pts = 2 mana consumption)
+1 mana consumption for multiple
(ex: 2 heal pts = 3 mana consumption)

HP regen starts at 0.5HP per post with maximum of 3 HP per post both for single or multiple targets
minimum cooldown 1 post
minimum duration is 3 post
(+ 1 cd post per 1 added post duration)

mana consumption is the same as the total amount of healed HP but + 1MP for multiple target
ex: 0.5 HP per post with duration of 2 post = 1 HP (the total amount) that means mana consumption is 1 MP for single target and 2 MP for multiple target

cooldown will not start until the duration is over

stacking regen is not possible, the new regen ability will simply replace the old one.


HP buffs (like adding HP points temporarily) will start at 3HP with maximum 10HP (both single and multiple target)

Min duration 4 post
Min cooldown 2 post
(+1 CD post per 1 added post duration)
cooldown will not start until the duration is over

mana consumption is the same as the total amount of added HP (ex: 3 HP = 3 MP(4MP) (+1MP for multiple target))

stacking HP buff is not possible, the new HP buff ability will simply replace the old one.


HP siphon/leech/vampiric/per hit gain

Fix amount that one can siphon per hit is 1HP
Total amount of siphoned HP is 2HP with max of 10HP

HP siphon can bypass defense buff

min duration is 3 post (for per hit style)
min cooldown is 2 post
(+1 CD post per added duration)
(+ 1 CD post per per 1 added HP for one hit style)

Note: you must land a hit whether it is a light attack or heavy in order for the HP siphoned to work, if your attack is evaded or blocked by magic then it will not work

Mana consumption is equal to the maximum siphoned HP (+1MP for multiple target if cast as buff or AOE attack magic)

(ex: maximum siphoned is 4 HP with 1 HP siphoned per hit if the duration is over and you only manage to hit 3 times (3x = 3HP) you will still consume 4MP.(+1MP if multiple target))

Stacking HP siphoned spell as a buff is not possible and the new one will simply replace the old one
HorizonDefaultMar 30, 2018 6:53 PM
Mar 27, 2018 8:37 PM
#3

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Feb 2018
186
Mana/MP restoration Magic Mechanics

Keep in mind when I say maximum it means it is “Expert Magic” starting from lvl 15

Fix Mana Consumption 1 MP

Normal MP restoration will have a minimum of 3MP and a maximum of 10 MP for single target and multiple target
Minimum cooldown is 2 post (single target) 4 post (multiple target)
(+1 CD post per 1 additional MP resorted)

MP regen starts at 0.5MP with the maximum of 2MP per post (single and multiple target)
Max total regen = 15MP
Min duration = 4 post
Min cooldown = 2 post (3 post for multiple target)
(+ 1 per added duration)

cooldown will not start until the duration is over

If you restore the max total MP (15 MP), the spell duration will end and cooldown will activate.

stacking regen is not possible, the new regen ability will simply replace the old one.


MP buffs (adding an amount of MP temporarily) min of 2MP and max of 8MP
Min duration = 4 post
Min cooldown = 2 post
stacking MP buff is not possible, the new MP buff ability will simply replace the old one

MP siphon/leech/vampiric/per hit gain

Fix amount that one can siphon per hit is 1MP
Total amount of siphoned HP is 2MP with max of 8MP

MP siphon can bypass defense buff

min duration is 3 post (per hit style)

min cooldown is

2 post (if per hit style) (+1 per added duration)

3 post (for one time style) (+ 1 cd post per 1 added value)

(ex: potential total is 2 MP with 0.5MP siphoned per hit and if the duration is over and you only manage to hit 3 times (3x = 1.5MP) you will only siphoned 1.5 MP)

Cooldown will not start until the duration is over.

Note: you must land a hit whether it is a light attack or heavy in order for the MP siphoned to work, if your attack is evaded or blocked by magic then it will not work

Stacking MP siphon as a buff is not possible and the new one will simple replace the old one.



MP reduction spell

Min reduction = 0.5 MP
Max Reduction = 3 MP
Min duration = 3 post
Max duration = 10 post
Min cooldown = 2 post (+1 per added duration)

Note:
if a spell is only 1 point higher or equal , the reduction will always stay at 1 pts
(ex: Mana reduction = 2MP and the Spell = 3MP, the spell’s mana consumption will become 2 MP not 1 MP because the ability is just one point higher than the reduction.)

If a skill is worth less than, the reduction will always stay at 0.5 pts
(ex: Mana Reduction = 2MP and the Spell = 1.5MP, The spell’s mana consumption will become 1MP not free, because the ability is worth less than the reduction)

(if the spell’s mana consumption is 1 and your mana reduction is 1MP then in that case mana reduction will become 0.5 MP instead 1 MP but if the mana consumption is 0.5 then it will become free.)

stacking MP reduction skill is not possible, the new MP reduction skill will simply replace the old one

Cooldown will not start until the duration is over.
HorizonDefaultMar 30, 2018 6:55 PM
Mar 27, 2018 8:38 PM
#4

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Feb 2018
186
Shield Spell and Blocking Mechanics

If you read somewhere on Damage Scaling page, It said that Magical attacks and Physical attacks have a certain effect if blocked, What I meant by that is if you block a physical attacks without magic and you block it with a normal shield (without magic buff etc), you will negate all damage, but that is not the case when blocking a magical attacks using normal means, except if you are behind a wall or something big.

Blocking a magical attack using normal means such as a normal shield, you will only negate
Note: you can block the physical object that was influenced by magic, whether if it is a fist, or a floating sword etc.you might not get injured directly but will feel the magical force ripping through your body, affecting your own flow of mana.

0.5 Dmg for Normal Spells
1 Dmg for Intermediate Spells
2 Dmg for Expert Spells

This system is implemented so that players who actually want to build a defense type character or even just a single shield spell will not become obsolete or useless.

Shield Spell: it can fully negate a magic/physical attack base on its rank and can absorb a total amount of damage

Note: if a magical/Physical attack damage surpasses your shield points even by just 0.5 dmg, it will break regardless of its duration, if that happens you will receive half of the attacks damage.

Normal Shield Spell: can absorb a total amount of 10-15 dmg but will break if the attack damage surpasses 3.5 dmg
Intermediate Shield Spell: can absorb a total amount of 20-25 dmg but will break if the attack damage surpasses 6.5 dmg
Expert Shield Spell: can absorb upto 30-35 dmg but will break if the attack damage surpasses 10 DMG

If shield spell is cast as a one time spell with no duration the threshold of damage that is needed to surpass in order for it to break will increase by 2 dmg (Fix Cooldown 3 post)

Min Duration: 4 post
Max duration : 10 post
Min Cooldown : 2 post
(+1 Cooldown per added duration)

Mana consumption will be base on how much dmg it can take before breaking +1MP if casted as an AOE Spell buff.
HorizonDefaultMar 30, 2018 6:55 PM
Mar 27, 2018 8:39 PM
#5

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Feb 2018
186
Buffs Mechanics

Keep in mind when I say maximum it means it is “Expert Magic” starting from lvl 15

There is no way to calculate speed buff in a RP post so we'll just live it to the player/overseer/admin imaginations

Note if you want a buff that only increase

Attack up Buff:

Min 1 dmg
Max 5 dmg
Min duration: 4 post
Min cooldown: 2 post (+1 per added duration)
Max Duration: 10 post

Mana consumption is base on the added dmg (+1MP if cast as an AOE buff)

Cannot Stack Attack Buff, the new buff will simply replace the old one.


Defense up Buff: Will negate the damage base on the value

Min 0.5 dmg
Max 3 dmg
Min duration: 4 post
Min cooldown: 2 post (+ 1 per added duration)
Max Duration : 10 post

Mana consumption is base on the added value (+1MP if cast as an AOE buff)

Cannot Stack defense Buff, the new buff will simply replace the old one.

Cooldown reduction buff is ban.
HorizonDefaultMar 30, 2018 6:56 PM
Mar 27, 2018 8:40 PM
#6

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Feb 2018
186
Debuffs mechanics

There is no way to calculate speed debuff in a RP post so we'll just live it to the player/overseer/admin imaginations

Poison or spells with similar effect

Keep in mind when I say maximum it means it is “Expert Magic” starting from lvl 15

Min 0.5 HP per post
Max 2 HP per post

Max total potential dmg: 15

Min Duration: 3 post
Min Cooldown: 2 post (+1 per added duration)

Can bypass defense buffs

Mana consumption is base on total potential dmg (+1MP if cast as an AOE spell)

Cannot Stack poison or similar spell, the new poison spell will simply replace the old one


Attack debuff Reduce dmg base on the value

Min 1 dmg
Max 3 dmg

Min Duration: 4 post
Min Cooldown: 2 post (+1 per added duration)

Mana consumption is base on the added value (+1MP if cast as an AOE buff)

Notes: if an attack is only 1 point higher or equal, the reduction will always stay at 1 pts
(ex: debuff = 2 dmg and the Spell = 3 dmg, the spell damage will become 2 instead of 1 damage, since it is only the spell damage is only 1 point higher.)

If a skill is worth less than, the reduction will always stay at 0.5 pts
(ex: debuff = 2 dmg and the Spell = 1.5 dmg, The spell damage will become 1 dmg not free, because the ability is worth less than the reduction)

(if the attack value is 1 and your reduction is 1 dmg then in that case damage reduction will become 0.5 dmg instead full 1 but if the damage is 0.5 then the reduction will not work.)

Cannot Stack attack debuff, the new buff will simply replace the old one


Defense debuff reduce defense base on the value (increase the attacker’s damage)

Min 0.5 dmg
Max 2 dmg

Min Duration: 3 post
Min Cooldown: 2 post (+1 per added duration)
Max Duration: 8 post

Mana consumption is base on the added value (+1MP if cast as an AOE buff)

Cannot Stack attack debuff, the new buff will simply replace the old one

Stun Spell Because of the nature of stun spell, since it is a borderline of OP spell, influencing opponent’s movement, it will be a subjected to a more punishing cooldown to prevent spam, and will always have a weak dmg.

Normal Spell:
Min Dmg : 0.5 dmg
Max Dmg: 1.5 dmg

Intermediate Spell:
Min Dmg : 2.5 dmg
Max Dmg : 3.5 dmg

Expert Spell :
Min Dmg : 4 dmg
Max Dmg : 5 dmg

Mana consumption is base on the spell dmg +3MP (ex: 0.5 dmg stun spell = 3.5MP consumption + 1MP if casted as AOE spell)

Max Duration: 1 post
Min Cooldown: 5 post (+1 per 0.5 added dmg)

After stunning the enemy, the enemy will gain the status “stun resistance” for 3 post before being able to stun the same enemy again.

After stunning the same enemy for 3 times (2 times for players), the enemy will gain the status “stun immunity” for the whole duration of the fight

Cooldown increase debuff is ban.
HorizonDefaultMar 30, 2018 7:00 PM
Mar 27, 2018 8:41 PM
#7

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Feb 2018
186
Summoning and Companion Mechanics

Summon must not be confused by companions

Creature Summon (Biological creature, Creature made out of energy, mechanical beings, etc)

Notes: Automated object will be considered as a Creature Summon (Ex: A sword that can fight on its own etc)

Creature Summon will have their own spell slot which is only 2
Creature Summons are affected by buffs and debuffs

Note: Creature Summon cannot have an attack spell with an effect (ex: fire attack with burn effect) They do however can cast debuffs or buffs

Can have up to 4 summoned creatures at the same time but will consume a +2MP per summoned creature and -1 post duration for every creature

A Summoned Creature will have its own HP and MP
Their power will be based on their rank Normal Rank being the weakest and Expert being the Strongest
Normal Rank
HP:5
MP:8

Intermediate Rank
HP:7
MP:10

Expert Rank
HP: 10
MP: 15

Min Duration: 4 post
Max Duration: 10 post
Min Cooldown: 2 post (+1 CD post per added duration)

cooldown will not start until the duration is over

Mana Consumption will be base on rank +0.5MP per added duration.
Normal Rank:3MP
Intermediate Rank: 5MP
Expert Rank: 7MP

Companion

Creature Companion (Biological creature, Creature made out of energy, mechanical beings, etc)

Companion magic is type of magic where one utilize a companion or a pet as their own personal weapon, unlike summon companion’s spell will consume the user’s spell slot and will also use the user’s mana, the companion will grow together with their user or partner as they are both connected on a spiritual level.

Cannot have more than 1 companion

Companion Magic should not be confused by Summoning as summoning is categorize as a subtype of magic types as a fire magic user can summon a flame based summon, thus summon is not categorize as its own type.

Companion doesn’t have a time limit unlike summons but creature companion do have their own HP and will increase as well as their partner become stronger

Lvl 1 HP 11 (+1 HP per lvl)

Companions creature are also affected by buffs and debuffs

Although they have their own HP and unlimited time limit if the companion took a hit their partner will receive half the damage except blocking (- 1 DMG if the attack damage starts at 8 dmg or more)

if they took a hit at the same time user will still receive a fix extra damage +1 DMG

HorizonDefaultMar 31, 2018 3:49 PM
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