Post by [GM] John on May 4, 2016 23:58:21 GMT
This is a work in progress thread and certainly something that will be understood easier in the future. For now- LEAVE ME ALONE WITH MY MATH
*More conditions will be added with release of future floors as well!
(DMG = Damage)
(CHA = Chances)
(DOT = Damage over time)
*More conditions will be added with release of future floors as well!
(DMG = Damage)
(CHA = Chances)
(DOT = Damage over time)
Descriptions
CONDITION | DESCRIPTION |
Poison | Poison is afflicted on the target causing a DOT to occur. The effectiveness of the Poison is (POTENCY) of damage delt from the strike that inflicted poison. Poison is fairly efficent at all states of battle. |
Burn | Burn is afflicted on the target causing a DOT to occur. The effectiveness of the Burn is (POTENCY) of missing health. Burn is more effective on pre-injured foes. |
Bleed | Bleed is afflicted on a target causing a DOT to occur. The effectiveness of Bleed is (POTENCY) of remaining health. Bleed is more effective on un-injured foes. |
Paralysis | Paralysis is afflicted on a target causing the inability to move. The chances of Paralysis occurring is (POTENCY). Items (Including ones that cleanse Paralysis) are still able to be used, however, attacks may not be guarded or made. |
Stun | Stun is afflicted on a target causing the inability to move or use items. The chances of Stun occurring is (POTENCY). Items, attacks, and guards may not be made while stunned rendering the target entirely useless over the next turn. |
Silence | Silence is afflicted on a target restricting the use of any Sword Arts. The chances of a Silence occurring is (POTENCY). During a silence, items including active item abilities are still able to be used, Sword Arts are not. This Debuff cannot be applied to any bosses unless otherwise noted. |
Cripple | Cripple is afflicted on a target restricting the ability to attack. The chances of Cripple occurring is (POTENCY). During Cripple the target may still use items including (NON-AGGRESSIVE) active abilities. Defensive Sword arts may be used but offensive ones may not. |
Enrage | Enrage is afflicted on a target restricting the ability to defend. The chances of Enrage occurring is (POTENCY). During Enrage the target may still use items including (NON-DEFENSIVE) active abilities. Offensive Sword arts may be used but defensive ones may not. |
Blind | Blind is afflicted on a target restricting the ability to see. The chances of Blind occurring is (POTENCY). During a blind the user must succeed a 50/50 roll to see if their attack even lands before the opponent having to roll a defense. |
Extreme Cold | Chilled foes move at a slower rate, often lowering their positioning in turn based scenarios while not entirely removing their roll. Players go through 5 states of chill (Gaining an additional state every 2 turns while exposed to extreme cold) The Extreme Cold condition cannot be applied by players but some environments automatically apply it and some enemies can also speed up the process. Certain items will cleanse the condition or slow it down. (Chill): The first state, debilitating only turn positioning (Cold): The second state, debilitating only turn positioning (Severe): The third state, debilitating position and costing half the players attack roll to be deducted. (Hypothermia): The fourth state, debilitating position and costing half of the players attack and defense rolls to be deducted. (Frozen): The final state, causing the player to become entirely frozen. This is a permenant stun and only curable by immediate attention of others often requiring a source of fire to keep warm. |
Extreme Heat | Similar to its counterpart, Extreme heat is a scenario that causes the player to go through three phases that inhibit the players ability to fight. Unlike Extreme Cold, Extreme Heat cannot be fatal but can end up leading to death from other means. Certain items can be used to slow Extreme Heat, the player may also sacrifice their armor (including shields and headgears) in order to drop one level of Extreme Heat (Note the items do not need to be discarded, just unequip) Players go through the 3 states by gaining the next state every 3 turns. (Hot): The first state, causes minor sleepiness but does not inhibit stats. (Over-Heated): The second state, causes the player to suffer from 'Blind' as well, causing the player to miss often. (Hyperthermia): The final state, causes the player to suffer delusions and blindly swing in all directions, making the attacks often strike allies or nothing at all. |
Effectiveness
CONDITIONS | POTENCY (DAMAGE / PROBABILITY) | DURATION (MULTIPLIER) |
RANK | 1 | 2 | 3 | 4 | 5 | 1 | 2 | 3 | 4 | 5 | |
Poison (DMG) | 10%(5%) | 20%(10%) | 30%(15%) | 40%(20%) | 50%(25%) | 0.30 | 0.60 | 0.90 | 1.20 | 1.50 | |
Burn (DMG) | 5%(2%) | 10%(4%) | 15%(6%) | 20%(8%) | 25%(10%) | 0.30 | 0.60 | 0.90 | 1.20 | 1.50 | |
Bleed (DMG) | 5%(2%) | 10%(4%) | 15%(6%) | 20%(8%) | 25%(10%) | 0.30 | 0.60 | 0.90 | 1.20 | 1.50 | |
Paralysis (CHA) | 20%(10%) | 40%(20%) | 60%(30%) | 80%(40%) | 100%(50%) | 0.40 | 0.80 | 1.20 | 1.60 | 2.00 | |
Stun (CHA) | 10%(5%) | 20%(10%) | 30%(15%) | 40%(20%) | 50%(25%) | 0.50 | 1.00 | 1.50 | 2.00 | 2.50 | |
Silence (CHA) | 15%(x) | 30%(x) | 45%(x) | 60%(x) | 75%(x) | 0.35 | 0.70 | 1.05 | 1.40 | 1.70 | |
Cripple (CHA) | 25%(x) | 50%(x) | 75%(10%) | 100%(20%) | 100%(30%) | 0.35 | 0.70 | 1.05 | 1.40 | 1.70 | |
Enrage (CHA) | 25%(x) | 50%(x) | 75%(10%) | 100%(20%) | 100%(30%) | 0.35 | 0.70 | 1.05 | 1.40 | 1.70 | |
Blind (CHA) | 25%(20%) | 50%(40%) | 75%(60%) | 100%(80%) | 100%(100%) | 0.35 | 0.70 | 1.05 | 1.40 | 1.70 |
DAMAGES
0% | 50% | 100% | 150% | 200% | 250% | 300% | 350% | 400% |
-2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |