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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:06:16 GMT -5
Credit for this goes to: ALBEL NOXTABLE OF CONTENTS
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:07:21 GMT -5
Physical Attack
All basic Physical attacks deal 5 damage. EXAMPLE:
Albel attempts to strikes Lightning with his blade.
Lightning's HP: [hp=95/100]
But this isn't accurate, since Lightning is Level 13, not Level 1. Her HP will really be:
[HP=145/150]
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:08:13 GMT -5
Physical Passives Explaining the various abilities in the physical tier.
Momentum - Let's combine this with a Physical Attack.
Albel (after receiving the damage) [HP=94/100] Yes, Albel received half a point (.5) more damage, but by rounding up (since there are no decimals in the health system) it will be deducted one point. Consequentially, let's try with Blitz.
Albel (after receiving the damage) [HP=89/100] Yes, Albel received the same point deduction as he would with a physical attack, because it is rounded up to 1.
Let's have the same person attack Albel twice, using Momentum, for the same Blitz attack.
Albel (after receiving damage) [HP=77/100] Blitz originally took 11 HP away for the first time. But now, an additional 10% was added, increasing it to 12 points. Thus, the total damage for attacking twice is 23 HP if Blitz were a no cooldown ability, of course. Merciless has a similar working style where damage is increased 25% and stays until the user is knocked out (reduced to 0 HP).
Lifesiphon and Faultsiphon work similarly to that, adding Attack multipliers given their condition. Ravage works similarly as well, but in addition of doubling Ruin and Ruinga, they power up Black Magik instead.
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:09:04 GMT -5
Physical Actives Double Cut and HatTrick both do the same thing, except Hat trick is just 2 additional attacks. This means Double Cut allows 2 Physical Attacks,Hat Trick with 3 Physical Attacks, using only one action move. An action move is basically an ability used in battle. The most action moves you can use a turn is two, unless somehow increased.
Example: Double Cut is used on Albel.
Albel (after receiving damage) [HP=90/100] Two Physical Moves (5 hp each) was inflicted. However, remember the dodging rule? If you dodge Double Cut, you use up two of your allotted dodges. What's also important is that you can not combine Double Cut and Hat Trick in the same post.
Power Break, Armor Break, Magick Break, Mental Break - These follow the same lines as the passives, but with a decrease.
Example: Albel was attacked with all four of those breaks.
Albel (after those) will suffer 25% more damage and deal 25% less damage both magically and physically. I.E Albel, instead of dealing 5 damage for a physical attack, will deal 4 damage. instead of taking 5 damage for a physical attack, he'll get 6 damage placed on him.
If there's any other physical tier abilities that you absolutely don't understand, request for it and it will be granted (:
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:10:16 GMT -5
Defense Tier
Guard does exactly what Power Break and Armor Break does, but double and the effects are reversed in the case for Armor Break.
Evasion works like a less extreme version of guard, but passive.
Counter is a tricky one. Pretend Albel has been attacked, and he decided to use a physical attack first, then the move Flamestrike.
Lightning (after Counter is applied) [HP=130/150] Lightning was hit with a physical attack, that had doubled to 10 HP, and was also hit with Flamestrike, which remained the same.
Empowered Guard is the perfect example for stacking. Stacking abilities is just that; stacking them up. For example, if Empowered Guard and Area Barrier were in place, it will NOT result in 100% damage, resulting in full immunity to physical attacks, but 75%.
How is this possible? One of them is 50%, so you start with that. 50% of 50% is 25%. 50 + 25 = 75. Of course, it gets more complicated as you add more, such as Evasion. 10% of 75% = .75% Round to make 1. 75 + 1 = 76%. It continues to stack, just like this.
Reciprocate is a useful ability to have. Why? Let's pretend Albel has taken 50 damage and is currently on Guard. Due to Guard's nature, that means Albel has received half of the damage he was in Guard. This means, he had been inflicted with 100 damage. As he exits guard, he inflicts back that 100 damage to the opponent.
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:11:19 GMT -5
Black Magik Most of these are self explanatory, and mostly deal damage, but I'll use this section to make one point solid.
Quakga will be my example. Let's pretend Albel and Lightning are on the same side, and Scara uses this. First a primary target must be chosen. Why? Quakga deals 20 damage to a single opponentand 15 to everyone around. Let's pretend Scara chose Albel as the Primary.
Albel's HP: [hp=80/100]
Lightning's HP: [hp=135/150]
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:12:34 GMT -5
Green Magik
Entrust, Anguish, and Doom are the only ones that need explaining. Entrust works just like this:
Let's pretend Lightning has Spark on cooldown. Albel puts on cooldown the abilities Flamestrike, Aerostrike, and Lightningstrike (each having a 2 post cooldown), then uses Entrust on Lightning. 2 + 2 + 2+ = 6. 6/2 = 3. Spark's cooldown will be 5 now, instead of the original 8.
Albel can ALSO use a once per thread ability in which he can completely restore Spark. However, he can not recover another once per thread ability with his once per thread ability. (: Also those already on cooldown can not be used for this move.
Anguish is simple: for a single turn, the status effects listed in it last for only one post, while Blind, Silence, and Venom remain on their normal duration. Example:
Lightning casts Anguish on Albel.
Albel is affected by Anguish.
Lightning's turn.
Albel now is only affected by Blind, Silence, and Venom.
Doom needs no explaining, per se, but for WHO can use them. All Plagues can cast Doom. Any Arbiters can cast Doom in their Arbiter Battle. They will lose the ability to case Doom once they are in your possession.
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:14:12 GMT -5
Status Effects
How do some of them work?
Paralysis - You may not dodge nor use Physical attacks. All else is fine.
Freeze - The same as Paralysis, but all tiers will be unavailable for usage, as well as dodging.
Poison, Venom - Every other turn literally means every other turn. Let's pretend Albel is poisoned.
Albel takes 10 damage from being poisoned.
Albel takes no damage.
Albel takes 10 damage from being poisoned.
Time Magik Tier
Haste works just like this:
Lightning casts Haste on Albel.
Albel has 2 action moves.
Lightning's turn.
Albel has 3 action moves.
Lightning's turn.
Albel has 2 action moves.
Slow limits the number of posts every turn that the target is afflicted until it wears off or is confused. Example:
Lightning casts Slow.
Albel has 1 action move.
Lightning's turn.
Albel still has 1 action move. Continue until removed.
Undo works like this:
Lightning attacks Albel with Flamestrike and Ruinaga.
Albel attacks with Physical Attack and Undo.
Damage from Flamestrike, Ruinaga, and Physical Attack will act as if nothing happened. They will come off cooldown, but no damage will have been dealt.
Reversal is a mouthful, but it basically reverses everything. Cure will deal the damage its suppose to heal. Haste will become Slow. If used on an ally...
Lightning casts Haste and Reversal on Albel.
Albel has Slow but is reduced to only 2 posts duration.
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:15:55 GMT -5
White Magik Tier Raise, Revive - this is only applicable to those with a KO status effect. This should be obvious, of course. But to be technical, that's how it is used. Arcane Magik Tier Curse is NOT stackable. Meaning, if there are 2 Arcanes on cooldown, it is not boosted by another 20%. 20% is fixed.
Demi refers to the current HP.
Albel has [hp=50/100].
Demi is used. 10 damage will not be dealt to him, unlike with Death, which mentions max hp. Demi will only deal 5 damage.
Gravity works like this:
Albel and Lightning around both at half health, when Albel casts Gravity.
Albel's HP - [HP=25/100]
Lightning's HP - [HP=36/150]
Graviga is the max HP. So Albel would be KO'd and Lightning KO'd as well if Graviga was used while they are both at half health.
Holy and Meteor are special cases, for the Black and White tier must be completed before being able to obtain either of these Arcane spells, as their description suggests.
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:18:38 GMT -5
Battle-Oriented Items None need to be addressed, but if you see one, let me know! Signature and Sub Abilities What are considered good and bad abilities? Usually, using your head works but sometimes, it doesn't work just like that. example of a good ability? Let's do a simple one.
Wtfbbqsauce: Deal 20 damage. Cooldown of 5 posts.
What can you add to this to make it more unique?
Wtfbbqsauce: Deals 20 damage and inflict Silence. Cooldown of 6 posts.
Why did it increase by 1? It now inflicts a status effect.
Wtfbbqsauce: Deas 20 damage and inflicts Silence on both Chickenbutt and the enemy. Cooldown of 4 posts.
Why did it decrease? You have now made YOURSELF a target. Making yourself a target can decrease a cooldown, or let you get away with dealing more damage.
What you definitely can not do? Copying signature and sub abilities for one thing is considering God-modding, thus obviously not being allowed at all. Damage that is extreme. Damage that does more than 50-60 without stackable abilities is pretty extensive. And unless severely handicapped (say, for example, you dish that much damage, but you receive half of the damage in turn) may be acceptable. Instant kill is obviously not allowed.
However, every signature and sub ability is different and each is viewed differently and, so, there is no guaranteed way that your sig/sub ability will be approved, just because you follow the 'don't' guidelines to a T, but it definitely helps... a lot!
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:19:31 GMT -5
Arbiter Battles/Info
How do they work? First of all, make a thread then choose your goal. Your goal does not have to be a battle. Then, you wait for a staff member to pick up on the Arbiter and from there, it'll take off. The staff determine when you have met your goals, not you. If your goal was meant to be a one post deal, think again. The staff controls your arbiter and when you obtain it.
What is an example for a goal? There are simple ones, such as use these abilities, survivor this amount, deplete damage this amount. More complex ones? Combing some of them together. For non-battle ones, it could be something simple as hide-and-seek.
All Arbiters have 250 HP.
What classifies an Arbiter? Anything, really! However, real live animals won't work, but someone like Koromaru (Persona 3) would work because he's a special case, not your ordinary dog.
If you're Lightning Farron and you have the Eidolon Odin (XIII), do you need to have him? Absolutely not! Lightning can have Nono (the moogle) as her Arbiter if she wished!
What's an Eidolon/Esper/Arbiter/Guardian Force/Summon? All summon creatures are considered the same thing, even if they do go by different names. You can pick which one makes sense to you or for your character (e.g. Eidolon if they're from Gran Pulse, or Guardian Force if they're from Galbadia), but the site refers to them as Arbiters.
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:20:19 GMT -5
Arbiter Abilities Arbiters are, obviously, stronger than actual people and all their signature and sub abilities are once per threads. So, yes, staff will be more lenient on them. However, that doens't mean you can make arbiters deal 50-60 damage with no penalty. The staff will still abide to those same rules as judging with normal signature/sub abilities. However, they will most likely be more lenient with the 'extra' stuff.
I.E if an arbiter does 40 damage, cause one attack to miss upon either him or his master, and casts silence could be acceptable whilst if it was a normal signature/sub ability it may not, even if the cooldown was the same result.
However, every staff grades differently! This may not hold true, but it gives you an idea of the ballpark range we'd accept normally.
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Post by Oerba Yun Fang [The Desperado] on Sept 22, 2011 14:21:37 GMT -5
Let's Fight!
Albel will be using her own characters to pin against each other to show how a real battle works! She won’t be rping it out though, but She’ll be doing damage calculations and who uses what.
Albel Nox vs Scara Roshinto
(Introduction to Physical, White Magik, Black Magik, Arcane Magik, Items) (Albel is starting the battle)
Albel uses Double Cut and Launch.
Momentum - Passive
[COOLDOWN: Double Cut: 2, Launch: 1]
Scara: [HP=152/170]
Scara uses Cura and Firaga.
Divine Spirit, Runic Focus, Vengeance - Passive
Albel: [HP=149/175] (Scara heals 15!)
Scara: [HP=167/170]
[COOLDOWN: Firaga: 3, Cura: 2]
Albel uses Hat Trick and Aerostrike.
Scara activates the magical item Veronica's True Pendant.
Aerostrike results in no damage taken!
Momentum - Passive
[COOLDOWN: Double Cut: 1, Launch: 0, Aerostrike: 2, Hat Trick: 3]
Scara: [hp=149/170]
Scara uses Demi.
Divine Spirit - Passive
[COOLDOWN: Firaga: 2, Cura: 1, Demi: 2]
Albel: [HP=134/175]
Akira Valice vs Freya Crescent
(Introduction to Defense, Time Magik, Green Magik) (Freya goes first)
Freya uses Haste and Carnage.
Akira HP is unaffected during this turn.
[COOLDOWN: Haste: 2, Carnage: 5]
Akira uses Taunt and Guard.
Freya's HP is unaffected.
[COOLDOWN: Taunt: 2, Guard: 3]
Freya uses Regen, Jump, and High Jump.
Akira's passives activate!
Evasion, Area Barrier, Empowered Guard, Guarded Evasion - Passive
Akira's HP: [hp=132/135]
[COOLDOWN: Haste: 1, Carnage: 4, Regen: 3, Jump: 1, High Jump: 2]
Mikoto vs Larxene
(Introduction to how to use Arbiters in battle & Status Effects) (Mikoto goes first)
Mikoto summons Persian. Mikoto uses Thunder and Water.
Persian chooses not to attack this turn.
Larxene's Static activates!
Thunder is reduced to zero, Water is doubled.
Runic Focus, Vengeance - Passive
[COOLDOWN: Water: 0, Thunder: 0]
Larxene: [HP=113/125]
Larxene uses Spark. Chooses Mikoto as Primary target.
[COOLDOWN: Spark: 8]
Mikoto: [hp=100/120] PARALYZED
Persian uses Cat in the Bag. Dodges Spark.
Mikoto uses Watera, Waterga.
--- Stopping battle short, because of redundancy.
Balthier vs Neku Sakuraba
(Introduction to Signature and Sub Abilities) (Neku is first)
Balthier's HP: [hp=19/105]
Neku uses Finishing Combo.
[COOLDOWN: Finishing Combo - N/A]
Balthier's HP: [HP=1/105]
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