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| Flow of Battle | |||||
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| Tweet Topic Started: Aug 1 2010, 04:44 AM (447 Views) | |||||
| Aim | Aug 1 2010, 04:44 AM Post #1 | ||||
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--Flow of Battle— Characters in a battle will proceed in an order of action determined by Agility. The character with highest agility moves first, moving towards the one with lowest. Actions are executed so that the fastest person’s first action goes first, then the second fastest’s, on to the slowest at end. If there are ties, the dungeon moderator will randomly decide the execute order of those on a cycle by cycle basis. If agility changes between Once all first actions are executed, the moderator moves on to second actions, then third. Priority of actions occurs in the following phases: All Auto Skills -> “One More” Phase -> All 1st Actions -> All 2nd Actions -> All 3rd Actions -> All End-of-Cycle Events (like poison) The moderator will start by listing all shadows and players along with HP values. Once all players have posted, the moderator will calculate, write up, and post the cycle results. When your character acts, they will have three actions. With each action, you may choose to do any of the following: 1)Attack, hitting the enemy with a regular physical attack of your weapon type. 2)Block, halves damage of first attack to hit and nullifies weaknesses for that one hit. Does not reduce damage of % damage, but will still stop from having weakness hit. All unused blocks are removed once the the same action # used comes up during the player's next turn. 3)Dodge, which offers base 50% chance to avoid an attack modified by agility. Note that dodge does nothing to avoid percentage affectation skills (like the chance to deal percent damage on Dark/Light or success chance on ailment magic). All unused dodges are removed once the the same action # used comes up during the player's next turn. 4)Skill, which uses any ability on your current persona. You cannot cast or use any skill that requires more HP/SP than you have. 5)Persona, which switches to a different persona (once per cycle). Note: if your HP/MP change based on the new persona, only your max HP or SP is affected. You will not gain any HP/SP when you switch, nor can you keep any HP/SP that exceeds your new maximum after switching. 6)Item, which uses any item in inventory. 7)Analyze, which delivers a summary of one enemy’s arcana, attack type and strength, weakness/strengths, and skills during the End-of-Cycle-Events phase. Boss shadows, if analyzed, will only return arcana and attack type. 8)Escape, which allows your character to leave the world of the psyche and return to the waking world. Cannot be performed during boss battles and some event battles. Escaping requires your full turn’s worth of actions to complete and voids any of the current battle’s rewards for yourself. Note that you can never change equipment during battle. A character or enemy falls when they lose all HP. When all characters/enemies on one side are defeated, the battle is over. --Unconscious— If your character falls unconscious, his/her posting turn is skipped. You can either wait to be revived or signal your exit of the thread in a post whenever you like (often necessary if your group has no revival skills). If your party survives the battle, you will be revived at 1 HP at the battle's end. --One More!— Whenever a character or enemy knocks down a target, either through critical hit or hitting a weakness, they will receive an additional action come next cycle. Only one extra action can be gained this way. Hitting an enemy that is already down or dizzy will not add this benefit on the next cycle. Any “One More” actions occur during a phase between auto-skills and 1st action phase. --All-Out Attack— Whenever you land a critical attack or exploit an enemy's weakness and all enemies are downed and/or dizzy, players call out an all-out attack (shadows cannot all-out attack). It is the moderator’s duty to offer the attacker who knocked over the final enemy a chance to all-out attack without continuing any further actions. If declined, the fight continues as normal. If accepted, an all-out attack ensues where the moderation picks up. The damage of an all-out attack is applied to all enemies and is equal to the damage of all character’s physical attacks modified by an enemy endurance of 0 added together. Some particular enemies (but very few) resist all-out attack and take little damage from it. Note that the one disadvantage of all-out attack is that all enemies will recover from downed/dizzy status immediately after it finishes. --Battle End— When the battle ends favorably, the dungeon moderator will indicate so rewards will be given according to the difficulty of enemies defeated (see dungeon moderation rules). The players will receive EXP and money, along with, occasionally, items. If the battle ends in defeat, all players will be ejected from the dungeon. Some defeats may carry additional danger; you will be warned, so be careful. --Between Battles— Players may use healing skills or healing items to any extent between battles. All status effects, boosts, debuffs, and etc. vanish during this time, but HP/SP remain the same. If an expendable item used has any positive or negative effects, they will be applied as in the auto phase of the next battle with priority over all other actions. Edited by Aim, Dec 3 2011, 05:41 AM.
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