Post by Yan Cass on Nov 8, 2024 13:36:24 GMT -5
Me and Aria developed it which should mean a lot.
And here is the breakdown on how to use it:
Sheet 1: Bonus (Penalty) DMG
The first thing to enter in is the numbers in the green circles and is pretty self explanatory. These numbers do change throughout the battle however and while it is the battler’s responsibility to post the change it is your responsibility to change them in the sheet.
In battle you start at 75% of your stats. The purple circle that says 100% can be adjusted to 75% and it will adjust the pink stats automatically. You unfortunately must check if someone is listing their 75% or 100% and adjust this appropriately.
The next thing to adjust is the blue circle. These are bonus numbers given by equipment and so forth that the battler must also post. For example Yan’s last battle post had:
DMG Reduction: 35%
Physical DMG: +45.5%
Energy DMG: +18%
Additional Hybrid DMG: +17.5%
Physical DMG: +45.5%
Energy DMG: +18%
Additional Hybrid DMG: +17.5%
Now, once you have entered in both players stats, and their bonus damages and reductions the numbers in the numbers in the orange circle will change automatically. You are not to edit these numbers and they will change with any change of stats or bonuses and will be shown on Sheet 3: Attacks and Damage.
Finally, the last step is Yes or No, does the player have decisive strikes. If they do put Y or leave N. This automatically adjusts QA damage on Sheet 2: Base Damage and Weakening.
The one other section you will be using on this sheet is the Static Temp and Percent Temp bonuses. Here you will enter any temporary bonuses. The most important use here it for the use of Advanced and Finishers. If you are unfamiliar with those rules I’ll spoiler them here:
When firing an advanced ki attack, your power level will be temporarily boosted by the % of ki used with an additional 2% added for each damage level (total boost capped at +40% your max pl). If the player has Energy Doubler the cap is increased to 50%
When firing a finisher that is a ki attack, your power level will be temporarily boosted by the % of ki used with an additional 10% added for each damage level (total boost capped at +125% your max pl). Energy Doubler increases this cap to 135%.
When firing a finisher that is a ki attack, your power level will be temporarily boosted by the % of ki used with an additional 10% added for each damage level (total boost capped at +125% your max pl). Energy Doubler increases this cap to 135%.
The stat modifiers for these buffers are
Strength / Toughness x 40%
Energy Stat / Toughness x 20%
Energy Stat / Toughness x 20%
This means if you have double strength your physicals are doing +40% damage. If you have double your energy stat you are doing +20% damage. Since Energy can rise more drastically and usually has higher DRs, it has a lower stat modifier.
Sheet 2: Base Damage and Weakening
After someone uses an attack, you check the DR or combo damage on this page. The numbers will go up based on damage. DRs increase by 10% every 20% of damage. Combos increase by +15% every 10% of damage. It will show what the modifiers are, and automatically apply them to each players damage chart.
The base DRs increase by +75%. The main site notoriously says DRs double but that system has long been removed from any current system. The +75% system on the other hand is my preference and my vote on a standardized system but, if you like this weakening system, but do not like the base DRs those can be changed in the Base Damage Rating chart to the far right, and everything will automatically be adjusted to those numbers.
Sheet 3: Attacks and Damage
At the top you will see the bonus damages of that players opponent. These change to match the ones in sheet 1, and are there to view and apply easily. In this example I have entered in the previous mentioned Kamehameha, and gave P2 +20% to his energy stat he gets +4% energy damage which is then placed in the Damage Bonus column. Base damage should be checked back on Sheet 2.
Technique defense would be things like Barrier, while Block addresses an A1. Block. Blocks are generally 50% but can be increased or decreased by the ref based on the roleplay (I’ve given up to an 90% block before but usually don’t reduce below 35% and its got to be atrocious. They're still spending an action so usually even very subpar blocks gets the flat 50% for me.) They have separate columns since you can barrier and then block a charged attack and that doesn’t just negate all damage.
The sum of all attacks listed in the dmg breakdown will reflect in Total Damage.
Feel free to mess around with it and shoot me any questions. This also gives you a clear cut look into my system if you want me to ref when I am not burnt out by a Martial Arts Tournament.