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Everything posted by VERTi60
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Well voe actually saved stamina since he attacked twice instead of 2 attacks and defending in between too.
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On that turn you could win already though. There was much bigger chance too.
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For you it worked well 10 on first roll. And you can still win.
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Yea I thought that would demotivate challengers.
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So you can now see what will happen in next turn heh? That's what I wanted to teach you.
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Voe can't attack this turn at all, the ##Center of Being has no attack and doesn't give a bonus for strength or dexterity. He needs to wait it out and hope Retail will miss. On the 5th turn, he can then strike back.
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He still can. But it will require at least two very lucky turns for him.
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Sure.
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Let's move on to Turn 4: Let's look at voe's situation. He's attacking, but no Stamina left. (Note that you never go to negative value) If you don't have enough Stamina for your last Maneuver, it will get removed automatically, and if you don't even have Stamina for your last Ready Stance, you will be switched to "Center of Being" Stance, which is a meditative State where you can't attack nor defend, in order to replenish Stamina by 30. It's sometimes crucial to calculate when you get to this state, as if you are low on health you are risking defeat. However, not all is lost! @Voecan choose if he wants to use his Force Combat Action, or proceed.
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You can OTK an enemy in some instances, and with higher level Form Maneuvers, it's even easier. But yea you can decide to play it safe and don't open with Offensive, it's up to you how you want to play :D
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You can only do stuff when you're attacking, that was established. This is because the gameplay is faster if we don't have to wait twice as much for a player to react, and also it gives a bit strategic value to the Duel, as in, you need to plan ahead.
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Turn 3 Result: As you can see it doesn't look good for voe anymore! He used all of his stamina and is almost dead, all because of Retaliation's well-planned attack and pretty decent roll during his attack.
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You may wonder what ##Shii-Cho Ward does. Unlike ##Disarming Slash, it doesn't have any Critical Bonus. However, it does have a passive bonus: It reduces the damage done to its user by the current Dice Roll. Those darn constitutionists and their health bonuses! :D
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Since Retaliation cast a Combat Force action, let's resolve that first. Depending on your roll, ##Enlarge Force will give the user that much amount of HP, FP (-1 the casting value) and Stamina. Notice that in case of Combat Force Actions, you can go overload your original values, but only if it doesn't say/determine the max. Note: Overload values go back to normal after battle though.
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Only if the attack fails, and no damage is dealt. I made this condition so that players would be motivated to go for offense instead of just doing balanced all the time, where there would be always chance to counter back.
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Turn 3 started, and it's @Retaliation's turn! Voe has no defense whatsoever, so this turn can also "turn the tide?".
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And this is the result for Turn 2. Didn't work well for voe this time, but he still has the edge. Problem is, he's running out of Stamina.
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You disarmed him by taking his attack turn entirely
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Now we have an interesting situation after the rolls, and I have highlighted Voe's Attack green with Retaliation's Defense. If the Attack isn't greater than the Defense, then the attack automatically fails (there's no damage). Furthermore, Retaliation can also counterattack during successful Defense, since he has an attack value and voe has no defensive value (marked as red). Can you guess the outcome?
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Alrighty!
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Normally this turn Retaliation would be attacking but since Voe disarmed him it's still @Voe 's turn. Also, notice how Stamina is depleted even though you are just defending. You have to thus think ahead and calculate what would happen if you run out of Stamina on your Defense turn for example, and then have none on your Attack turn.
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It's fine but please note that starting Day 1 shitposting during duel is prohibited, and basically ALL posting from all other players. I'll be penalizing by either removing a portion of HP or FP.
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And before Retaliation gets recovered from disarming, @Voe may start attacking again for Turn 2, he can change the Stance, decide to keep or remove the Disarming Slash or choose to cast a Force Action.
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So this is the result for Turn1: