Post by Spookypatrol [Delia] on May 17, 2015 1:29:36 GMT -5
Player Actions
The information below details out special actions that players may take during combat or, in certain instances, in roleplay or in dungeons while out-of-combat. Some of these actions require the use of a skill to trigger - such as Sneakstrikes - but most can be attempted at any time. Exceptions will be listed in their respective header.
Defending
A player may choose to "defend" during their turn instead of attack. This gives them a defense boost equal to 50% of their current Defense (minimum 1). This may be done as many times as a player likes, but takes up a full action round. The defense boost is lost after the player successfully avoids an enemy attack, or makes an offensive action. A player cannot defend and attack on the same turn, but non-attacking, healing, or buffing actions or skills do not break defending (such as taunting).
Feigning
A player may feign death during their turn as a full-turn action. This gives them a chance to not be targeted - even if they used a taunt - or a chance of being targeted normally. The success percentage is determined by a Enemy Competency : Player Competency ratio. Each enemy must pass the feign check individually. A feigned player counts as being affected by the Immobile status for as long as they are feigned. For every round that the player remains feigned, their feign success chance is reduced by 10%. Once they are no longer feigned, the player may not feign again for another 8 Rounds. If a player successfully feigns, they have the opportunity to Surprise Attack the target that fell for the feign.
Intercepting
A player may attempt to intercept an enemy attack made against an ally. The player must perform a Defense:Enemy Attack or Defense:Enemy Comp (whichever is higher for the enemy) check in order to attempt to intercept. This takes up a Player's full round action. If they succeed in intercepting the attack, the user's Defense is used in place of the intercepted ally's Defense for accuracy calculation. If the enemy still succeeds in their accuracy check, the intercepting player takes the full effect of the enemy's attack.
If the targeted player is not attacked during this Round, the user may make a basic attack at the end of the round after all other allies and enemies have acted.
A player may only intercept an attack once every 3 Rounds. This action does not go on cooldown if the intercept fails.
First Aid
A player may attempt a First Aid check on their turn, either on themselves or on another player. A First Aid check counts as a Full Round action, and no other action may be taken on this turn unless the player is Alacritied.
A successful First Aid check results in the most recent DoT effect and the most recent CC effect applied to the player or his/her ally being cleared instantly. In order to perform a First Aid check, the player must succeed at a Player Comp : Enemy Atk/Comp (whichever is higher) check. If the First Aid check fails, it may be reattempted immediately. If it succeeds, another First Aid action may not be made for 3 Rounds.
Team Attacks
Players may choose to make team attacks, where 2-3 players join together to deal damage equal to their combined attacking stats. These combo moves take up 2-3 action turns, depending on the amount of players participating. This is an all-or-nothing assault!
Players must state that they wish to make a team attack. After the first player has called a team attack, up to two other players may join (for a max of 3). If the player wishes to make a 2-player combo, the player calling for a combo must specify they wish for a duo team, or a sufficient amount of time must have passed where it is obvious that no third player will join the combination.
Combination accuracy is calculated by adding the team's attack together and subtracting a certain percentage based upon the amount of members. For a duo team, 10% accuracy is subtracted. For a trio, 20% accuracy is subtracted.
Damage is equal to the combined attack of the team. If the attack misses, no player can reroll to attack. The accuracy check is combined across all players.
Once a combo is used, all participants have used up their turns and must wait for others to make their turns. The only exception is if only the players who made the combination are playing, such as if the game only had 2 or 3 players. Then they may attack again. All players who participated in the Team Attack must wait through a 4 round cooldown before they may participate in another Team Attack, regardless of who they are teaming up with.
Skills may also be used instead of basic attacks. Accuracy is still determined by the above formula, but the damage and effect outcome is dependent on the skills used together. Skills maintain all of their standard effects and damage, but are used in tandem instead, and only have to pass one accuracy check for all of them to succeed. However, AoEs become single-target when used in a Team Attack.
If players have passive boosts, such as increased critical chance or accuracy, the individual with the highest value in said stat is the value that the entire team takes. For example:
In a 2-way Team Attack where the players have the following stats:
Player 1:
Acc: +10%
Crit: +50%
Crit Bonus: 2.5x
Poison: 20%
Burn: 5%
Bleed: 15%
Player 2:
Acc: +12%
Crit: +20%
Crit Bonus: 2.4x
Poison: 20%
Bleed: 25%
Disease: 20%
The stats taken for the team attack are as follows:
Acc: +12%
Crit: +50%
Crit Bonus: 2.5x
Poison: 20%
Burn: 5%
Bleed: 25%
Disease: 20%
The same rules apply for a 3-way team attack.
For Individual Buffs:
If a player has a personal buff on (such as one derived from a stance or a buff given to them by an ally), that buff is applied to their base stats before the stat is added to the total damage for the group. For example:
If Player A has 100 Attack and has a buff on that gives them +10% bonus damage, then their effective stat for calculating combined damage is 110. The 10% does not apply at the end after damage is combined.
For Special Modifiers:
For special mods to stats such as DoTs where a higher percentage than usual is taken for damage calculations, the average value is taken across all players. For example, if Player 1 has a buff that allows their Poison to deal 70% damage, but all other players lack a mod (thus defaulting to 50%), then the average damage equals out to 60% ((50+70)/2) for a 2-player TA, or 57% ((50+50+70)/3) for a 3-player TA.
If Skills are used instead of Basic Attacks:
If a Skill is used, the Skill's full components are added to the player who used them's personal stats, in the same way as if it were a personal buff. For example:
If a Sorcerer uses Ice Prison as part of a Team Attack, the team gains a 50% chance to Freeze the target on top of all other components.
However, if another member of the Team Attack uses a Skill with a higher chance to proc the same condition (ie a Visimorph uses Glacial Stockade, which has a 100% Freeze chance), the higher value is taken (in this case the 100%); the values are not combined into 150%, which would have otherwise rolled over into 50% critical CC chance. (This specific combination would still take the damage component and delayed Soak from the Sorcerer's Ice Prison, however.)
If a non-damaging skill is used:
The player who used the non-damaging skill will have their damage (Attack or Comp, depending on class) value subtracted from the total damage of the Team Attack members, but their secondary skill values will still be used (ie acc, crit mod, etc), assuming they have the highest value in that specific stat.
If a multi-hit skill/basic attack is used:
It will be treated as a singular hit. Ie, if Dual Wield Weapon Mastery is used in a Team Attack, it will be treated as though it were a standard basic attack. If it is a multi-hit move with other bonuses (such as increased crit chance), then those bonuses will be treated in the same way buffs are treated, and will be added to the user's stats before determining output values.
If multiple players have Feat DoTs:
If multiple players have the Feat Baleful Critical, and the Team Attack lands critically, then each player's DoT applies separately, using the individual player's regular stats, not the combined stats from the Team Attack.
Critical Success
When making an attack roll, if the result is a natural 1 then the attack is considered a Critical Success and will always hit, even if the target might have otherwise been able to prevent the attack with Block, Stealth, or any other defensive measures. Achieving a Critical Success by rolling a 1 assures that the attack will succeed and with deal critical damage, but any other potential effects must still be rolled normally.
Critical Hits
Critical hits are rolled as separate rolls than accuracy checks if the player has above the standard 1%, and always take the lower number if the accuracy check succeeds. For example, if a player has 50% acc and 10% crit and rolls a 4 on their acc check and a 45 on their crit, the crit check takes the 4, meaning the hit is a crit. Note that the first roll must ALWAYS pass accuracy, or else the hit is counted as a miss. Some items, skills, or other features may increase critical chance beyond the standard 1/100 chance (rolling a 1), or increase critical damage beyond the standard 1.5x amount.
Critical Heals
Critical heals apply similarly to critical hits, where a heal amount is doubled instead of a damage amount. Critical healing is a separate effect and triggers ONLY if a player has a critical healing chance (acquired by equipment). There is no base critical heal chance, unlike critical hits which can land on a 1 regardless of whether or not the player has bonus crit chance. The critical chance stat does not affect critical healing, which is a separate stat entirely.
Critical CC
If a 1 is rolled when checking if a crowd control effect applies, the crowd control effect criticals. Usually, a critical CC effect simply has an extended duration (typically by one turn or one round depending on the type of CC), although occasionally it will have an immediate or bonus effect, such as the application of Shock causing an immediate Stun if it criticals. Certain skills or items may increase a player's critical CC chance.
Critical Status
Like Critical CC, if a Status Condition is critically applied (on a 1, or with crit Status chance), that status typically has its duration extended by 1 Round.
If that Status Condition is specifically a DoT effect such as Bleed, Burn, etc, then the damage is applied critically instead. All DoTs have a chance to critical based on the user's base critical chance stat, but automatically critical if a 1 is rolled on their application roll, regardless of whether or not the user has any base critical chance.
Critical Failure
If a player or enemy makes an attack roll equal to 100, they roll a critical failure. The effects of critical failures are typically circumstantial and up to GM discretion, but generally involve actions backfiring on the player or enemy who rolled the critical failure. For example, in combat, generally a critical failure results in the potential damage (minus DoTs and secondary effects but including crits) being reflected back onto the attacker.
If your accuracy or success chance is at or greater than 100% and your action or passives do not give you an increase critical failure range, accuracy supersedes the critical failure. For example, if your accuracy is at or over 100%, you will always succeed, even on a 100.
If your critical failure range is increased in any way (i.e. by an item or skill), however, your accuracy is capped to the critical failure range. For example, if you use a skill that has a 15% Critical Failure range, the highest your roll could possibly be would be an 84, as rolling an 85 or higher would result in a Critical Failure.
Surprise Attacks & Sneakstrikes
Sneakstrikes are attacks that players may attempt after exiting a Sneak status. Instead of passing standard accuracy, Sneakstrikes must pass a Sneak Check to determine success - including armor penalties. If a player succeeds on their Sneak Check, their Sneakstrike is an automatic critical hit!
Surprise Attacks follow the same formula as Sneakstrikes, but do not suffer armor penalties. If a Surprise Attack succeeds, it is an automatic critical hit as well. Generally the GM determines whether or not a Surprise Attack can qualify, and generally only one Surprise Attack can occur per fight since other enemies are alerted and can no longer be Surprised. On occasion a player must Sneak first before they attack, which counts as a Sneakstrike instead.
Both Surprise and Sneakstrikes may be done as a Team Attack. The players' Sneak skills are combined and take the standard Team Attack success penalty. If the players pass the Team Sneakstrike check, their Team Attack criticals.
For more information on Sneak, please see Tiers and Formulas.
Stealth Perception
When fighting a foe who is using stealth, you may attempt a perception check while readying an attack in an attempt to find and strike the invisible target. The formula for this check is as follows:
Target Competency : User Competency, +/- Sneak and Perception modifiers from both parties.
Bonuses to Sneak and Perception can be obtained from various sources, ranging from items to feats. Additionally, each source of Stealth gives an additional modifier based on the strength of the stealth effect granted. There are three levels of Stealth:
Weak: +20%
Moderate: +30%
Strong: +40%
The Target's Sneak mods are subtracted from the competency results, and then the User's Perception mods are added. This final result represents the number that the player must roll in order to successfully detect the stealthed target. Here are a few examples.
Example 1) Player A and Player B both have 50 Competency and no Sneak or Perception mod. Player A uses a skill that grants a Weak Stealth. The formula for this scenario would be 50:50=50%, -20% = 30% chance to be detected by Player B.
Example 2) Player A and Player B both have 50 Competency. Player A is wearing Plate armor, and Player B has a bonus 15% Perception. Player uses a skill that grants a Strong Stealth. The Formula would be 50:50= 50%, -20% = 30%, +15% = 45% chance to be detected by Player B.
Example 3) Player A has 100 Competency and 10% bonus Sneak, Player B has 50 Competency and 15% bonus Perception. Player A uses a Strong Stealth. The Formula would be 100:50= 33%, -50% = -17%, +15% = -2%. As the result is not a positive number, Player B is unable to detect Player A during this Stealth attempt.
Please note that Stealth Perception may NOT be attempted while taking a supportive or defensive action, such as healing an ally or taking a Defending stance. You must be focused entirely on your target in order to have a chance to succeed!
Combination Moves
This is usually attached to item use, or thinking "outside the box." Players may use other players, the environment, or items in unconventional manners, such as using cloth and a lantern to set a weapon ablaze, or even throwing other players. Be creative!
Environmental Advantage
Sometimes a game manager will specify the environment. A player may then use aspects of the specified environment to gain bonuses at the GMs discretion. This can include accuracy or damage boosts, or other advantages. Again, be creative!
Advanced tactics may be added or edited. If you have any questions or suggestions, please post here, or in the Combat Feedback thread. Thanks!