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| Game Rules v1; Updated: 8/23/13 | |
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| Tweet Topic Started: Aug 17 2013, 10:23 PM (110 Views) | |
| + Katastrophe | Aug 17 2013, 10:23 PM Post #1 |
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Index - o1. Introduction o2. Character Stats o3. Basic Combat o4. Using Abilities / Spells o5. Using Items o6. The Command Deck o7. Command Merge o8. Equipment o9. Leveling Up & Experience 1o. Roleplaying Rules 11. Party System 12. Elements 13. Status Effects 14. About Perks 15. Player vs. Player Please click one of the above links to view that individual post. Edited by Katastrophe, Aug 23 2013, 06:21 PM.
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| + Katastrophe | Aug 17 2013, 10:27 PM Post #2 |
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Introduction Hello and thank you for checking out the game and roleplaying rules here at Kingdom Hearts: Online! No doubt you're eager to jump into battle, so let me begin by saying that if you have any questions or concerns about the system outlined in this topic, do not hesitate to contact myself or another staff member via PM, or head on over to our Q&A thread. Thanks, and enjoy your stay! --- Katastrophe Owner, Kingdom Hearts: Online Edited by Katastrophe, Aug 17 2013, 10:28 PM.
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| + Katastrophe | Aug 17 2013, 10:41 PM Post #3 |
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Character Stats Every player character has a variety of stats that adorn their profile, but for simplicities sake, I'll only mention the basic stats used in battle. Note that other stats, like Style, Class and Experience will be covered in later posts. As I said, each character has basic stats used for battle - a total of five (5) to be precise. These are: Health Points (HP), Strength (STR), Spirit (SPI), Defense (DEF) and Speed (SPD). In regular combat, all characters - players and enemies - have these stats. It is these stats that primarily determine how much damage you do, how tough you are and who goes first in battle. So allow me to discuss each in more depth. Health Points, or HP, is your character's life force. When this reaches zero (0), your character is assumed to be KO'd. Depending on the status of the rest of your party, this could result in a significant loss of Munny and/or Experience, so be sure to keep this as high as you can! Strength, or STR, is your character's physical power. Physical Commands and Weapons use this stat when dealing damage, so if your character is more of a melee fighter, be sure to keep this stat high. Magic, or MAG, is your character's magical power. Spells and Weapons use this stat when dealing damage, so if your character is more of a spell caster, be sure to keep this stat high. Defense, or DEF, is the toughness of your character. The higher this stat is, the less damage you'll take from attacks and thus, the longer you'll stay alive. Note that regardless of how high your defense is, you will always take a minimum of one (1) damage when attacked. Speed, or SPD, is the swiftness of your character. Primarily, this is used to determine the post order. What this means is that the higher your speed, the more likely you are to attack first. However, there are some abilities that you can equip that will allow your speed to even influence how many actions you may take per turn. Edited by Katastrophe, Aug 22 2013, 01:13 PM.
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| + Katastrophe | Aug 17 2013, 10:52 PM Post #4 |
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Basic Combat Your basic attacks are your bread and butter when it comes to combat. For those of us who have played the Kingdom Hearts games, basic attacks are what you perform when you mash the 'X' button. They require no cost, use a basic formula, and provide a base line for how all forms of damage is dealt. For example, using a command like Quick Blitz will cause you do deal more damage than a basic attack, but it still uses the same formula. When using a physical weapon or command, you use the Strength (STR) stat. When using a magical weapon or spell, you use the Magic (MAG) stat. Your STR or MAG - Target's Defense (DEF) = Damage Dealt Please note that if the target's defense exceeds your STR or MAG value, you do a minimum of one (1) damage. When roleplaying your actions, do not be afraid of describing an auto-hit action, but please avoid from describing what happens to the opposing player (i.e. don't say that you hit them so hard, they go flying off a cliff). There is no such thing as 'Accuracy' in his system, so you have no chance to miss. When roleplaying a physical basic attack, simply hit them with your weapon, although even normal physical motions (punches, kicks, etc) can be used - you'll maintain all the stat buffs of your equipped weapon. When roleplaying a magical basic attack, you may do this as a simple spell - something not elemental. For example, a black orb that detonates on impact is acceptable as a basic, magical attack but a fireball is not, as that can easily be confused with the Fire spells. Edited by Katastrophe, Aug 22 2013, 01:14 PM.
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| + Katastrophe | Aug 17 2013, 11:17 PM Post #5 |
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Using Abilities / Spells When it comes to using Abilities or Spells, variety is the spice of life! You'll be able to equip your character with a handful of Abilitiesand Spells with something called the Command Deck, a process we'll cover soon. These will allow your character to be more specialized and possibly change the tide of battle! Simple Spell commands, like Fire and Blizzard, will simply buff your MAG for the attack and hit with an elemental property (covered later). Other commands can allow you to deal double damage, stun enemies and even heal yourself and party members. While the number of Abilities and Spells is great (and they can even be combined later!), they all share the same descriptive format, so let's talk about that by looking at the Strike Raid command. Strike Raid - [Lvl. 1] [AP: 0] [Ele. N/A] [Slot: 1] [CD: 3] Throw your weapon at a target for 1.25x and have it return like a boomerang. Each additional level allows you to use this ability on your next turn for for an additional 0.25x damage, for a max of three (3) hits at 1.25x, 1.5x, and 1.75x damage respectively. That may seem like a lot to understand at first, so allow me to explain it. Strike Raid is the name of the command. Nothing special here! Lvl. 1 is the command's current level, in this case, one (1). AP: 0 is the command's current Ability Point value. This is like Experience for character. Once 100 AP is collected with this ability equipped, it levels up. Each ability can level up to a maximum of Level 3. Commands that are a higher level are typically stronger. Ele. N/A is the abilities Element. For most Commands, this is left as N/A - no element. However, most spells strike with an element, the benefits of which will be covered later. Slot: 1 is the number of slots in your Command Deck this command requires. Some commands are too powerful for just one slot, but most don't require anything else. CD: 3 is the cool down. Once a command has been used, it may not be used again for that many turns. Note that your command does not start cooling down until your next turn. This is to prevent people from spamming the same command over and over. Last is the command's description, which can get a little complicated. If you ever have a question about a command's description, simply ask. Hopefully, the staff can rewrite the description so it's a little easier to understand for everyone else. What this command is trying to say is that at level 1, you may use this command to strike for 1.25x damage. If it was level 2, on your turn immediately following using Strike Raid, you could ignore it's cooldown and use it again to strike for 1.5x damage. If it was level 3 (max), if you use the command for a third turn in a row, that last time it does 1.75x damage. After that, it will begin it's cool down. If you, at any time, opt to not continue this command's use, it's cooldown would start earlier. Therefore, this command is great for players that could use scaling damage (use the first two strikes to deal with Shadows and other small enemies, saving the third for a bigger target) or for those who have a party member that can protect them while they're focused on attacking. Let's look at one more command, shall we? See if you can't determine what each stat is on your own this time. Flame Cloak - [Lvl. 1] [AP: 0] [Ele. Fire] [Slot: 1] [CD: 3] Cloak yourself in wisps of flame. Lasts for five turns before cooling down. While active, if you're hit by a physical attack or command, the attacker takes 10%, 20% or 30% (based on ability's level) of the damage they dealt in Fire damage. Edited by Katastrophe, Aug 22 2013, 02:10 PM.
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| + Katastrophe | Aug 17 2013, 11:26 PM Post #6 |
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Using Items This has been given a separate post because it does function a bit differently than abilities and spells. While items also need to be equipped on your command deck, they all only require one (1) AP, have no Cooldown, but you must have the item in your inventory. That is to say that if you have 5 Potions in your Inventory, equip a Potion to your Command Deck, and then use all five before the end of the battle, you're out one command slot for the remainder of the battle. Always be aware of how many of an equipped item you have in your inventory to avoid running out during battle and being at a disadvantage! Items may be used freely in-between battles, unlike commands, to cure your character before entering the next fight. If this is the case, the item does not need to be in your Command Deck because, presumably, you'll just switch it out. So if you want to use an item during battle, it must be in your Command Deck and in your inventory. If you want to use an item outside of battle, it must only be in your inventory. Edited by Katastrophe, Aug 22 2013, 01:53 PM.
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| + Katastrophe | Aug 17 2013, 11:35 PM Post #7 |
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The Command Deck The Command Deck is what truly allows your combat style to become specialized. As I have mentioned in previous posts, every Ability, Spell, and even Item you intend to use during battle must be equipped into your Command Deck before the battle begins. For this reason, never underestimate the importance in keeping your signature and character profile pages up to date before each encounter. Note, however, that there are some instances where you won't be given the opportunity to edit your Command Deck - all the more reason to be prepared for anything! Upon your character's creation, your Command Deck will have five (5) empty slots. As you level up and progress your character, you'll have the opportunity to earn even more slots. Most players should opt to display their Command Deck in their signature, showing at least the name and level of the ability, while posting only the name and cooldown in each post, when viable. So do not feel the need to post what abilities you have ready in every post - it is assumed that unless you're posting about the CoolDown, it's ready. You'll see this in the example battle. Edited by Katastrophe, Aug 22 2013, 01:53 PM.
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| + Katastrophe | Aug 18 2013, 12:53 AM Post #8 |
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Command Merge Command Merging, or Synthesis, is something that can be done at the Moogle Shop. The process, while fairly simple, can be entirely complex and allow for quite a bit of customization. It's one of the few ways that allows you - your creativity - to impact the game. First, you'll need two Abilities or Spells that are at Max / Level 3. Once you have those two, you'll need to acquire a Synthesis Item, typically a form of crystal. These come in all sorts and will alter what the end result will be. Once you have these three things, you may request that they be merged. Some recipes are set in stone - others are not. If your recipe is original, a staff member will contact you via PM to discuss what you're hoping the ability will be. Once you've created a new, custom ability, it's recipe is added to the list of recipes permanently for all other players to use. As you might imagine, some of the most powerful abilities can only be forged by merging commands two, three, even four times. Know that the simplest of Commands can grow to be one of the most deadly. Edited by Katastrophe, Aug 18 2013, 12:53 AM.
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| + Katastrophe | Aug 18 2013, 12:57 AM Post #9 |
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Equipment Abilities aren't the only thing you can equip here at Kingdom Hearts: Online. Each character, upon creation, is allowed one (1) weapon, one (1) armor, and one (1) accessory. Some classes, however, may go on to be able to equip additional weapons, armors, or accessories. Like Abilities, these may only be changed out of battle. Often times, these influence your stats so sometimes it's best to keep your base stats, those before any sort of modifications have been made by equipment or Bonuses, on hand and separate from your actual, modified stats. |
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| + Katastrophe | Aug 18 2013, 03:29 AM Post #10 |
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Leveling Up & Experience Obviously you want to get stronger, so how do you do that? By winning battles and defeating the forces of Darkness, of course! It's a pretty simple process - you go questing, moderators guide you along your quest and supply you with baddies along the way, you defeat said baddies, you gain experience. Once you reach certain EXP benchmarks, you level up. Leveling up gives you a lot of rewards - you get more stat points to grow stronger, you unlock new abilities, and you progress your character's class. So how much EXP do you need to level up? Well, that depends on your character's current level, as shown in the chart below: Level 1 -> 2: 100 EXP Level 2 -> 3: 200 EXP Level 3 -> 4: 300 EXP Level 4 -> 5: 400 EXP Level 5 ->6+: 500 EXP Please note that after reaching Level 5, you only need to acquire 500 EXP to get a new level - the requirement does not increase. All of these numbers are as though your EXP started at 0 at the start of every new level. So if you were Level 1 and had 95 EXP and earned 10, you would be at Level 2 with 5/200 EXP. Also note that the EXP rewards from enemies is fixed - a Shadow Heartless or Flood Unversed will always reward you with 5 EXP. That means that as your level increases, so too will the number of enemies you'll have to defeat... or the difficulty. At higher levels, most bosses will dish out 500 EXP, or essentially one level. When you do level up, you gain 200 Stat Points to distribute amongst your existing stats. You may not redistribute your stat points - only add to them. For this reason, we ask that all players keep a 'log' of their stat changes in their character profile thread to prevent any cheating and/or accusations of cheating. Leveling up will also allow you to select one new ability to learn, so long as you meet the requirements - these may be based on your character's class, level, and/or alignment. You'll find a list of all such abilities and their requirements in the Skill List topic. Edited by Katastrophe, Aug 18 2013, 03:30 AM.
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