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| | the forbiddon, and limitation list | |
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Wilfred Locks Beta Tester
Posts : 188 Join date : 2020-02-13
| Subject: the forbiddon, and limitation list Mon Jun 07, 2021 3:05 am | |
| things not allowed.
All eager eyes would be wise to look here, as these effects are typically even in abilities, weapon arts. These are limited to. and are pretty self explanatory.
instant kills/one shots, insta death. no just no. (the dagger of insta kill is not allowed. damage may hit really hard, but thats pure numbers.)
damage invulnerability. enemy controlling effects. (taming is diffrent) Auto hitting effects on weapons auto tracking on projectiles like spells, and bolts, arrows, bullets. Auto dodging effects. Assuming god mode.
multiple Ressurection effects. (at minimum this exceedingly rare phenomenon occurs once in a characters life time.)
instant escapes from bosses (these are disabled in boss rooms anyway, but just in case.)
not allowed concepts
stunlocking:
For thoes unaware stunlocking is a concept where one cycles through a set of skills, abilities, effects, (etc) that effectively stops the opponents actions for an indefinite time. it could be through tagging with players, or even supports from animals. (including forced taunts, and the likes.)
as fun as they are. These will easily destroy the balance of the game, hence why these tactics are not allowed. When a target is stunned, and recovers for the next 2-3 posts they will be immune to stuns, or tuants.
In the case of bosses this is further increased to 4 for stuns
However, the same is for the players as they have a 3 post immunity between stuns. As for taunts this goes to 2 posts across the board between players,creatures and bosses. when a taunt ends. And only one taunt can can affect a target at one time.
blitzing
As stated in stats speed only really dictates Evasion rates, and ACR. granted this does not dictate in any way how much faster you are then any target. (sorry no " nothing personal kid" moments. unless maybe invisible, and teleportation.) As such anything could be easily reacted to and dodged, but it does not mean you can just dodge everything, and anything. like wise with attacking "in a blinding fury before the enemy can raise their arm"
sorry that does not fly. A good offense involves good defense. like knocking the opponent off balance.
various forms of manipulation via word play/ coding.
this comes down the line of general guidelines, but also a sign of respect, coding and other manipulative terms (defiantly in pvp for sure.) are a big no. It should be clear where and when you attacked, or did an action. And you must show what you used, be it spell, ability, or weapon art; links must be supplied, and the numbers for damage delt/blocked. This too goes with spell casting, and even ability use. it should be clear as day what happened to all parties. yes even mods and staff must show this.
uses of this will be leading to requests to edit posts, and even removal from/of the topic in question.
manipulating other player characters actions/vauge manipulation.
Some forums allow such a clarifying method. Although it could be good in some cases this forum will not allow such an method in any form. Each post is unique, as is each player. So trampling or otherwise manipulating what they do, via making them go left, when the say "going to the enemy's side" is grounds for immediate edit, and even removal of said post. | |
| | | Wilfred Locks Beta Tester
Posts : 188 Join date : 2020-02-13
| Subject: Re: the forbiddon, and limitation list Mon Jun 07, 2021 6:35 pm | |
| limited list
these abilities/spell effects while powerful will respectively host both watchful usage and limits to prevent abuse. As such they are commonly locked behind high level skills. or otherwise have limited durations.
reflection effects.
these typically reflect a percentage of damage back at the opposition in the means of either.
"on contact" by if the attack is physical in nature from a weapon/ object, and through maneuverability, and quick reflexes. the user the momentum of an attack against their enemy, and uses an enhanced attack on a off balanced opponent.
"counter wave" by if an attack is met by an an defense with an inbuilt magical retaliation effect. it will release an shock wave in an AOE/ area of effect that wil knockback/knock down targets.
both variations are dependent if they are physical on contact, or magical for counter wave. Any ability/spell can only possess 1 of these.And will respectfully only be avalible for defensive use only.
this can range from level 3- 10 in spells, abilities. or weapon arts.
while the % is from 15-50%
note there is no way to increase the damage reflection rate. And these abilities/weapon arts, or spells will have a base cool down of 2X their rank.
(important note, some things cannot be countered/reflected, but they will be noted. these are typically bosses in certain attacks, or actions.)
duplication/ cloning spells/ abilities.
some of these abilities/ spells (especially time magics) can create duplications. duplicatioms come in 3 variations.
person duplications: duplicitates of the user/allies.
object/equipment duplications: duplication of equipment/an object.
spell duplication: duplication of a spell.
person duplication:
limited to up to 3. each duplicate has up to 25% of the users stats, and HPR. they can only use up to level 5 in any skill the user posesses, (counts for spells, abilities, and weapon arts.)
they share cooldowns with the user, and other clones. and equipment only provides 50% of the bonuses..
when preforming a duplication this comes at the cost of HPR, equal to 25% of the users total HPR.
these will only last the combat topic and can only be used once every 3 combat topics.
duplicated items
will posess 50% of the stats of an chosen item. will only grant 50% of the full bonuses applied. these last only up to 5 posts and will fade away upon the beginning of the 5th post.
duplicated spells
these spells are applied upon either casting the first spell, or after the first spell ends. This will put said spell on a 2X cooldown. duplicated spells only deal 50% of the damage and the additional effects potency are reduced by 50%.
combat teleportation
Teleportation is limited to mostly time based magic, or space magic. it is reserved to either objects, people, or even other spells if used in conjunction. while one may teleport in combat only through this magic. the ranks are dependent on how far one may teleport. one can teleport anywhere they can see within the given range limitations. (note this is different from lodestone/floor progression teleportation)
level:1 10ft level:2 12 ft level:3 14ft level:4 16ft level:5 20ft level:6 24ft level:7 28ft level:8 32ft level:9 36ft level:10 40ft.
once a teleport spell is used there is a 4 post cooldown between using another teleportation spell. in pvp the distance is halvef at all ranks.
more will be added. | |
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