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 Combat Guide (Archive)

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Butch Castle

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Name : Butch Castle
Epithet : No-Good
Age : 19
Race : Human
Faction : Bounty Hunter
Crew : N/A
Ship : Little Castle
Crew Position : N/A
Haoshoku : 0
Busoshoku | Kenbunshoku : 0
Attack (ATK) : 70
Defense (DEF) : 40
Reflex (RX) : 75
Willpower (WP) : 50
Level : 1
Experience Points : 100
Berries : 50,000
Posts : 73

PostSubject: Combat Guide (Archive)   Sun Jul 23, 2017 6:28 pm





The combat mechanics of Revival Dawn mainly function in tandem with four different character stats.
These stats are then aided by the Haki mechanics, and your created techniques.
This guide will help you better comprehend the fighting system, which is heavily based on the mechanics One Piece universe, only tweaked for a roleplaying environment.

STATS


There are 4 main stats that you will mainly be concerned with during your role-playing.

Attack: This stat determines your ability to deal damage. Whether it be ranged or melee, any of your damage capacity is judged through this stat.
Defense: This stat determines your ability to tank damage. It can also represent your ability to deflect damage.
Reflex: This stat determines your ability to land and dodge hits.
Willpower: This stat represents your ability to survive deadly situations, and also your ability to use Haki. Keep in mind that most events and major RPs will have player death turned on. Therefore do not ignore this stat, as it may save your life.

There is no limit to these stats per-say, however heavily focusing one stat while completing another may lead you into deep trouble.

The starting stats for all characters will be a total of 200, split between these four stats.

This is how the stats are pit against each other during combat RP:

Reflex vs Reflex: The first stat that comes into play in combat usually, is the reflex. This determines how successfully you land a hit on your opponent. A major gap in your favor means an easily landed hit, while the major gap in the defendant's favor means an easily dodged one. Note that even if your reflex is slightly lower than an opponent's, you may still land a grazing hit.

The following percentages represent the attacker's reflex stat compared to the defender's:
<25% = No hits may land unless the defender is slowed or immobilized by another factor, or if the defender is attacked by many slower attackers.
25%-74% = Unnamed and light techniques may land occasionally. No medium or heavy (heavy includes AoE) hits will land.
75%-99% = Heavy techniques will only land if the opponent is severely damaged. Medium techniques may land occasionally. Unnamed and light techniques will land much more often.
100%-124% = Heavy techniques will land occasionally. Medium techniques land much more often. Unnamed and light techniques almost always land.
125%-199% = Heavy techniques will land much more often. Unnamed, light and medium techniques will almost always land.
>199% = Unless you are severely damaged, all techniques will almost always land.


Attack vs Defense: When you land a successful hit on your opponent, your attack stat is matched with their defense stat. The difference in these stats determines how well they are able to soak in the damage or deflect it all together.

The following percentages represent the attacker's attack stat compared to the defender's defense stat:
Note: K.O.s and fatalities in the attack vs defense section only refer to unnamed NPCs. Any important NPCs (including Quest Bosses) and player characters must refer to the attack vs. willpower section for death-dealing blows.
<25% = Damage from unnamed, light and medium techniques may be equivalent to being hit by a softball or less upon a successful hit. Heavy techniques may leave the occasional bruise.
25%-74% = Heavy techniques bleed the defender more. Medium techniques leave bruises. Unnamed and light techniques have unnoticeable effect.
75%-99% = Unnamed techniques leave the occasional scratch. Light techniques leave noticeable bruises. Medium and heavy techniques bleed the opponents, heavy techniques more so.
100%-149% = Heavy techniques leave broken bones and severe injuries, medium techniques bleed opponents, light techniques cause small injuries also. Unnamed techniques leave bruises.
150%-199% = Heavy techniques can cause K.O.s. Medium techniques leave severe injuries. Light techniques bleed opponents noticeably and even unnamed techniques cause small injuries.
200%-299% = Heavy techniques can cause fatalities. Medium techniques can cause K.O.s. Light techniques leave severe injuries and unnamed techniques bleed the opponents quite a bit.
300%-499% = One light technique hit fatalities are possible.
>499% = One unnamed technique hit fatalities are possible.

Attack vs Willpower: Willpower is a catching grace for those whose defense is completely overwhelmed by an opponent's attack. The higher your willpower, the more likely you are to survive otherwise lethal situations.

The following system only applies to player characters and Important NPCs (includes Quest Bosses). The percentages that follow represent the attacker's attack stat compared to the defender's willpower:
<51% = No amount of damage will allow the attacker to K.O. their opponent.
51%-100% = Consecutive successful heavy hits may K.O. the defender assuming their defense is also overwhelmed, but it will not kill them.
101%-200% = Consecutive successful heavy hits may kill the defender if their defense is also overwhelmed. Consecutive medium techniques may K.O. the defender.
201%-300% = Consecutive successful medium techniques may kill the defender if their defense is also overwhelmed. Consecutive successful light techniques may K.O. the defender.
301%-500% = Consecutive successful light techniques may kill the defender if their defense is also overwhelmed. Consecutive successful unnamed techniques may K.O. the defender.
>500% = Consecutive unnamed techniques may kill the defender if their defense is also overwhelmed.

Keep in mind that the system above is not comprehensive, and situations may often require the use of common sense to effectively apply the system. But, in general combat situations, whether it be against a player or an NPC, you must apply this system. For example, if an enemy NPC were attempting to escape from your character, and the NPC's reflex stat was considerably higher, you may not roleplay yourself catching up to them and blocking their path. The stat system exists to provide some consistency in the relative maximum capabilities of characters.

HAKI


Haki plays a major role in the combat of One Piece after the time-skip, and that has been maintained here. The major determining stat for Haki is Willpower. The amount of willpower you have will determine your ability to use Haki.

There are three kinds of haki, as in the manga and anime:
Haoshoku: The ability to intimidate living (and even non-living) beings, overpowering their minds with a simple glare.
Busoshoku: The ability to enhance one's attacks or defense through creating an "armor-like" layer over you. This effect can also be applied to both melee and ranged weapons. This haki also grants you the ability to touch the otherwise intangible logia devil-fruit users, making them solid to your attacks.
Kenbunshoku: The ability to detect someone's presence, and even enhance one's reflexes by predicting the next move of the opponent.

Each kind of haki has a total of 10 levels. Starting from 0, counting up to 9.
The level of haki determines how many posts the stat bonuses of haki can be maintained for in an RP.
Level 0 represents the complete inability to use a particular type of haki.
The level of haki increases at every 50 increments of willpower. Here are the willpower requirements for leveling up your haki:
Level 0: Less than 100 willpower
Level 1: 100
Level 2: 150
Level 3: 200
Level 4: 250
Level 5: 300
Level 6: 350
Level 7: 400
Level 8: 450
Level 9: 500

Each level increases the stat bonuses of a particular haki by 1 post. For example, a level 1 user can maintain a haki's active bonuses for 1 post before entering a cooldown. While a level 9 user can maintain it for 9 posts.
The cooldown is always 10 posts regardless of the level.
The passive bonuses can be maintained at the user's discretion.

Busoshoku
Active Bonuses: Ability to hit logia users or paramecia users immune to a particular type of attack. Bonus to either attack or defense equivalent to 10% of your willpower. Or 5% bonus to both attack and defense. The bonus distribution to attack or defense or both can only be selected upon activation, and cannot be switched while the ability is already active.
Passive Bonus (Level 4): Ability to hit logia users. (Or paramecia users immune to a particular type of attack).


Kenbunshoku
Passive Bonus (Level 3): Ability to passively detect a presence within 50m.
Passive Bonus (Level 5): Ability to passively detect a presence within 200m.
Passive Bonus (Level 9): Ability to passively detect a presence within 1km.
Active Bonuses: Bonus to reflex equivalent to 10% of your willpower. Ability to mask one's own presence. (While kenbunshoku haki is active, you may mask your presence from anyone that doesn't have more than 150% of your willpower.)

Note: If Busoshoku and Kenbunshoku stat bonuses are active at the same time, their bonus is halved.


Haoshoku
Active Bonus (Level 1): Anyone within a 100m radius with willpower less than 25% of the user will be knocked. Anyone with willpower less than 50% of the user will suffer a 10% reflex penalty for the duration. (Even allies will be affected.)
Active Bonus (Level 5): Anyone within a 250m radius with willpower less than 25% of the user will be knocked. Anyone with willpower less than 75% of the user will suffer a 10% reflex penalty for the duration. (Only selected groups or individuals will be affected.)
Active Bonus (Level 9): Anyone within a 1km radius with willpower less than 25% of the user will be knocked out. Anyone with willpower less than 90% of the user will suffer a 10% reflex penalty for the duration. (Only selected groups or individuals will be affected.) This ability also does light damage to objects within the user's surrounding (250m radius), if the user chooses.
Passive Bonus (Level 9): Passively knock out any select groups or individuals within 100m with willpower less than 10% of the user. This passive also does very little (visual only) damage to objects within the user's surroundings (25m radius), if the user chooses.

Note: Unlike Busoshoku and Kenbunshoku, the only way to obtain Haoshoku Haki is by rolling it in the starting bonuses, or achieving it through an event. Otherwise, your Haoshoku will remain 0 regardless of your willpower.
Note: Using Haoshoku successfully will knock out player characters and important for 2 posts, while NPCs will be knocked out for 5-10 posts, depending on their significance in the plot.

NAMED TECHNIQUES (FIGHTING STYLES)


When you create your character, you may wish to specialize them in a certain fighting style. Or at the very least, you may want to give them some special attacks. These are the named techniques that you see in many sh┼Źnen manga and anime. The following guidelines will help you maintain your techniques. These named techniques are separate from "normal attacks", which are referred to as "unnamed techniques". Unnamed techniques can involve a devil fruit's basic abilities, and normal strikes (like punches, slashes, bullets and even flying slashes), however their damage is minimal. Named techniques, on the other hand, deal more noticeable damage. Their damage varies based on their type. The various types of techniques are listed below.

When you start your character, you can have up to 5 named techniques: 1 AOE attack, 1 heavy attack, 1 medium attack and 2 light attacks, with a maximum range of 10m. The maximum range of attacks and techniques increases by 10m every level.
If devil fruit users wish to have techniques other than just their devil fruit techniques, they will have to compromise a few of their devil fruit techniques.

Note: The maximum range of a particular technique depends on the technique's level, not the character's. While, the maximum range of an unnamed technique depends on the character's level.

Here is when you will gain new techniques as you level up:
Level 5: 1 medium, 1 light
Level 10: 1 heavy
Level 20: 1 AOE, 1 medium, 1 light
Level 40: 1 heavy, 1 medium, 1 light
Level 60: 1 medium, 2 light
Level 80: 1 AOE, 1 heavy
Level 100: 1 AOE, 1 heavy, 1 medium, 2 light

Recommended Cooldowns
Light Attacks: 2-5 posts
Medium Attacks: 5-7 posts
Heavy Attacks: 10-15 posts
AOE Attacks: 20-25 posts

SHIP COMBAT


The ship combat is fairly simplistic, in that it follows a similar stat system to characters.
Ships have 3 different stats.

Hull: Represents the defensive capabilities of the ship. (Equivalent to the Defense Character stat)
Sails: Represents the reflexive capabilities of the ship. (Equivalent to the Reflex Character stat)
Cannons: Represents the offensive capabilities of the ship. (Equivalent to the Attack Character stat)

The ship stat comparisons during combat work the same way as with characters.

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