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 Weapons, damage, status, and spells.

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Wilfred Locks
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Weapons, damage, status, and spells. Empty
PostSubject: Weapons, damage, status, and spells.   Weapons, damage, status, and spells. EmptyMon Apr 13, 2020 10:20 am

In Sword Art Online: Remastered, your Avatar is as unique as your capability to apply damage through your weaponry and the arsenal available to you through your choice of Combat Skills. As such, the scale in which damage is calculated and applied through the use of weapons is variable dependent on the spread of your Statistics. The list for damage calculation is shown below, and as you may notice — unlike Armor types and Durability Rating, your ability to deal damage is solely dependent on your build as an Avatar.

Basic damage calculation

Based on what you use as an weapon. That will determine how effective you deal damage. As each of these require 1-2 stats followed by an solid number. As shown in the following list.  It is wise to remember to add the requested  stats, and finally the solid number. After which any bonuses from stats, items, weapon, and class are added to the final number.

magic/theurgy

Magic, or better known as Theurgy. Is widely used in mage classes, but can infact be used by anyone. So long as they have Theurgy and a element as one of their skills. Now the spells will indeed cost an certain number of ACR. Based on the level of a spell. To learn, or use a spell. You must have the element as one of your feats, and your theurgy must be at the correct level.

With magic you will use up the coorisponding ACR points, in order to cast a spell. Their spell ranges may vary depending on various factors. Including potency, and the various effects a spell may posess. Spells When used go on a cool down for posts equal to the level of the spell +2.

With dealing damage spells will be based on their respective calculation. While overall damage is increased by a large if staves, or wands are used. Most schools of magic involve various types of added effects to their spells.  As listed this will be adjusted as more schools may be added in the future.


Abilities

These are the other side of ACR usage. While spells will have the blunt for various effects. Abilities too can have specific effects, Think of them like special activating effects like an attack, defense, or even in some cases healing. These either geared towards the avatars class, weapon equipped, or even a and also deal damage respectively. Based on the level, and class of sn ability. Note to use an ability you must equip the respective, weapon/item at the time, And also meet the level requirement with proficency in said weapon/item.

When dealing damage with an attack based ability. You will add your basic attack total, to the ability damage total. And then add any additions from strength stat physical damage bonus, or class/ weapon, armor, item damage buffs.

Status effects

These are temporary effects, but can play a huge part in both your avatar susccess, and demise in SAO remastered. While they have inherint values that depend on what applies them. In the spoiler below there are a list of current effects in the game. With time new ones will be applied.


status effects list:


Buffs from magic, food, and items

Some spells, items, food, and even abilities will infact  apply a buff for a set duriation to damage. During this time you will add the  respective buff, which will be applied in each attack/other effects which includes increased stats and the likes. These last an certain number of posts so they must be reapplied. Consistently.


Weapon types

There are many types of weapins and offensive styles in SAO remastered. Each one can be effective, and at times with multiple opponents will have the capacity to use diffrent weapons.  Here they will have various calculations listed and the required stats in their calculations.

The list in the spoiler below will reveal the weapons,and their respective stats.



weapon damage calculations.:


theurgy triangle

each magic type has an effective use and disadvantage. fron longer range weapons being able to both hit far, but logically be highly inefficient in close quarters, to spells of fire being doused by ice, and ice being conducted through and electrified by lightning spells.


in order

fire. weak to frost

frost weak to lightning

lightning weak to earth

earth weak to fire.


light weak to dark

dark weak to light.


enemies of the corresponding type will take +20% damage to an element they are weak to.



Re equip system

since there are many types of weapons in SAO remastered. There comes a good use to being able to use them in a pinch. maybe someone initiated a trade for a super rare weapon, or is carrying one for you and you accepted the trade.  in combat you can indeed swap your current weapon to the inventory, for another one.

This however comes at a cost of using 2 Actions, and being unable to use a skill/spell for 1 post. Requiring an ally or even companions to cover your are swapping. In PVE this will count as an surprise attack, and will grant an additional +10% ACC to hitting a target.

When swapping you are still vulnerable, but if pulled off you will get a bonus to damage on a successful attack on your target within 2 posts. in pvp this can be quiet a feat but is extremely risky. (certain skills/abilities can in fact be used to initiate this swap.) .
based on the weapon class. there are bonuses applied.

with 1 handed weapons: +5% bonus damage per level of the weapon skill in question. (daggers get +10% if behind an target.)

2 handed weapons: +5% chance to stun target for 1 post per level of weapon skill.

staves: next spell gains +5% damage/ healing per level.

sheild: gains bonus +5% DFR that will remain until depleted.

the bonus can only be obtained twice in a single combat topic. (certain skills can increase this rate.)


Last edited by Wilfred Locks on Tue Nov 02, 2021 12:13 am; edited 3 times in total
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Wilfred Locks
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Weapons, damage, status, and spells. Empty
PostSubject: Re: Weapons, damage, status, and spells.   Weapons, damage, status, and spells. EmptyMon Jun 07, 2021 8:14 pm

ability/spell slots

As per the above post, abilities and spells, play a large part in your defense, offense and survivability in SAO remastered
 With its wide array of skills avaliable, A character can have a total of 24 spell/ ability slots divided evenly. each character can unlock additional slots through training, or certain items. 

earning slots.

bonus slots come at an Word count cost of 500 words per slot. slots bonus slots cap at a max total of 24 additional slots. 

abilities could be swapped, or trained out if not in use, or otherwise changed out with another  ability. at a cost of 250 word count. note that you will need the appropriate skill level/ skill to use said ability or spell.
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Wilfred Locks
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Wilfred Locks


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Weapons, damage, status, and spells. Empty
PostSubject: Re: Weapons, damage, status, and spells.   Weapons, damage, status, and spells. EmptySat Jun 19, 2021 1:22 am

advanced combat specific status.


these are unique combative mechanics used and initiated through specific conditions met throughout the game which includes clashing of physical attacks/spells, reflectio/ counter attacks, and flawless evasion.


Physical Clashing

when an physical attack is met in defense, or otherwise blades/fists are met. the clash system will be applied. this is a risky secondary layer of defense to respond to an physical attack. As such this is governed purely off of strength. A clash will occur contesting strength vs strength respectfully. If the users strength stat is equal or under 25% greater then the targets. the clash will result in an physical attack being negated. if the strength exceeds the user's/ NPC's by greater then 25%. then the target is pushed back taking damage equal to the weapons base stats, halved.

 This comes at an cost of 2 Actions and will increase by +1 per additional attack met. With each successful clssh, however, the attackers next post will result in one less ACR avaliable for them to use. And if an ability/weapon art is used as an attack. then the avatar/ NPC must use an ability/weapon art to clash vs the attack. In exchange the bonus damage from said ability/weapon art is halved on a clash.

clashes can fail should the user's strength stat be insufficient in meeting with an target's physical attack this will result in the attempt being overwhelmed, and the target will take +25% increased damage for 1 post. while being unable to initiate another clash for 2 posts. (note this damage increase still follows the cap of damage increasing limitations. and cannot exceed the limit.)

Theurgy clash

on the opposite spectrum spells like fireballs, and other projectile/ area effect based spells have a clash system as well.  Note that while certain advanced magics can reliably negate spells these come at a hefty cost still. When an spell clash they must be damaging spells and come in two classes.

AOE, and burst spells. one must be of the same type of spell, and either

1. a different element to clash,  that is not weak to the element.

2. stronger then the element in use.

if a different element is used then whichever one has the higher damage will win the clash, but with its total power reduced by the losing spells power. (fire ball: 55, vs lightning bolt of 45, fire ball goes through with 15 damage.)

if weaker to the element then the spell goes through adding the weaker spells damage to the spell in question. this also goes to defensive spells of an corresponding element thats weaker to another element.  ( fire ball of 45 vs earth spear of 50, fire ball goes through with 90 damage.)


flawless dodge.

this  occurs when EVR rates are roughly 85% and above. when a defense is done vs any attack, and is evaded, a flawless dodge is done. Note this is initiated a total of 2 times in a post with the second needing an 95%, EVR to activate. when activated the user will avoid 1 attack, and will get 1 free ACR the following post, that can extend past the cap. However, on completing this. the next 2 posts the users EVR is reduced by 35% on all ranks.

note in pvp this will not activate. nor could this be replicated through other skills/spells.


Glancing blows


rewarded as an stellar defense is done in combat based on how one posts, and the situation. A glancing blow reduces the total damage of an attack by 50-75%. (this will add other damage reduction effects but will still follow the cap for damage reductions.) in this case the damage is significantly reduced, and is an effective defensive attempt. Note that each attempt to create a glancing blow scenario will get subquently harder in a single post, and may require an individual to focus most actions on blocking, and defending to create glancing blows.

Glancing blows are judged by the mod/admin, or npc controller in general while a player must note any glancing blow attempts in their post.
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Wilfred Locks
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PostSubject: Re: Weapons, damage, status, and spells.   Weapons, damage, status, and spells. EmptyTue Nov 02, 2021 12:51 am

further advanced mechanics. Defense

Defense, and damage reduction.

As important as offense come defense, as it is why you block, or otherwise wear armor, it is why you survive, and live another day. The defense of your avatar is both the key to success, and additionally is what makes, or breaks your character.

Aside from bonuses, and the stats, and invoking the above post principles of clashing, No matter how well one may dodge, a hit will eventually occur. Your DUR, and DFR mitigates the damage you receive before your HPR is affected. Granted there are glancing blows, and the flawless dodge for high EVR percentages.

But likewise there are unique effects that come into play as well.


damage reduction.

The meat of what makes defense in SAO remastered is damage reduction. For those not aware, damage reduction reduces a set of damage from an attack, or damaging source. Think of it like what a suit of armor does in general. While it protects you in general, it also reduces the likelihood, or effectiveness of attacks against the person.

Although there are limitations to this, This bonus is based as an stacking bonus, and comes in two types. percentile damage reduction, and flat damage reduction.


percentile damage reduction

this is common to a degree, as this will affect how much damage is delt by reducing it by a set percentage. While influenced by both items, armors, skills and spells even. The percentage will take off a portion of the full damage delt. This is significant as even if large, a percentage taken off can mean the difference between life and death. Percentile damage reduction takes off the final damage delt by attack(s). (this means after all calculations are applied like bonuses and the likes.) and caps at an total of 80% damage reduction accumulated at once. (see forbiddon and limitation rules for more)

granted the downside is that this can be ignored by piercing effects.

example: 100 damage reduced by 10%= 90 damage delt. instead of 100.

100 damage reduced by 80%= 20 damage delt instead of  100.

Flat damage reduction

A much more rare form of damage reduction is "flat damage reduction.) Which instead of being a percentage taken away from the whole of an attack. This will subtract the total damage by a whole set number. Although it is much more rare due to it not being able to be pierced. VS percentile damage reduction.

Likewise this does stack and works in tandum with percentile damage reduction. Reducing the Final damage total by the flat value. The true disadvantage is that this is based on the type of damage delt. AKA like swords, or fire elemental attacks.

This also cannot be swapped normally when granted by an object, armor, or weapon. Typically this is seen on rare, or higher grade loot/prizes. And takes up multiple slots.

example: 100 fire damage reduced by fire damage reduction by 40. puts final damage at 60 instead of 100.



Blocking, parry, and overwhelmed.

Taking the key peice of weapon play, and even some magic, like conjuring a blade into existence. Comes blocking. Basic and important. As another use of ACR use, it is a reactive based action, and is not determined exactly off of word play except based on the type of attack used. Subquent blocking does not require additional ACR costs.

1.A stab must be knocked to the side,or otherwise blocked at the tip,
2.over head cut one must meet the blade edge over their head, or over the intended part, whether an attack comes at an diagonal or straight down a block must be specific.
3. While horizontal/cross body cuts must me blocked by meeting the edge of the weapon comming at the side.
4. rising/uppercut: an attack comming from an lower angel rising up. These must be blocked at the edge of the blade requiring some form of downward pressure.


Despite the length its important to note an attack must be met accordingly. A block will use the users strength stat to attempt to match, or otherwise nullify an weapon attack from damaging the user. Granted this will use the users base strength + the weapons base damage to determine the blocks effectiveness.


If equal/ higher then the attack, then the user, and their weapon will not recieve damage. and the attackers weapon will receive damage equal to the difference between the blocks total, and the attack(s) total. Should the difference between the defense total, and attack total  exceed the attackers strength stat. This will result in a parry.




A parry will disarms the attacker, and additionally reduces the attackers EVR percentage by the difference between the block total and attack total. This opens up for counter attacks. This will also prevent any further attacks from occurring to the user from that specific target. And will refund the user 2 ACR and to attack the target.

But if lower then the defenders weapon will receive damage equal to the difference, and the user will be knocked back a bit, rendering any further defense  impossible in the post. If the damage would have been high enough to exceed the users own strength stat, the user would be overwealmed.

when overwhelmed the defender is  disarmed, as their held weapon is knocked away, while they at least take the reduced damage for that attack. Subquently This disarming will also result in the defender suffering an -2 ACR penalty for 2 posts. (note this ACR reduction cannot go any lower then 2.)

disarming

The unfortunate truth is a sword not in hand will be dangerous indeed, this occurs however in a few ways through either abilities whether defensive, or offensive by knocking away the weapon held. or even a weapon broken, or shattered thanks to damage accumulated (refer to crafting basics for more)

When disarmed it is horrendously dangerous unless well practiced in unarmed attacks as well. like a martial art skill. The best bet is to realize that you are left defenseless unless using the re equip system, to grab another weapon from the inventory, but you may gave lost crucial bonuses thanks to this weapon.

When disarmed the weapon will travel in X feet equal to1/4th the power of an attack. This caps up to 30 ft. for truly monstrously strong attacks. Your options are limited. As you are best left to go run for your weapon. via movement, but this leaves one open for attacks.


spell blocking, spell feedback, and spell overwhelm.

Although looking at the physical damage,in magic every character if they choose to block a spell will create an barrier, which is equal to their INR X2. The block action will respectively brace the body with spell resistance generating around the usee. In this case if more then one avatar/creature is within 2ft of the user, they too can assist in a joint brace,This combines the totals together.

While braced like this the user and allies in the joint effect cannot be pierced by spell damage or effects. Should the defenders result be higher then the spell damage, no damage, nor status effect will occur, but this defense will be reduced by the respective value of the attack. While damage is delt to the spell caster in a feedback (see below.). Think of this as a cost for not surpassing an defense, and a risk to offensive spell casting.

Additional defenders will not restore this value once the value is reduced. In the case of DOT effects from a spell the brace must be maintained, and will be recalculated accordingly. The barrier if not  applied or damaged for 2 posts will be restored.

Should the value of the attack exceed the barrier defense total, the harsh reality to an overwhelming attack will be harsh. Affected targets will take bonus damage from spells equal to final difference between the barrier and the attack, and negative status effects will last an bonus 2 posts.  This affliction lasts for 2 posts

feeeback

magic is not perfect in offensive capabilities, and when this occurs through effects of abilities, or even failing to break the barrier of defender(s) this ghastly effect comes into play from the system.  When feedback comes into play it directly hits into the individuals DFR, and if that is depleted the HPR. Although this will not kill unless HPR is at 1. Additionally  each spell will have tgeir cool downs increased by 2, posts per feedback that occurs in combat. This stacks and lasts the topic.





launching.

when a target is launched this is a pure result of strength. This is if an parry, block, or attack is aimed to launch a target or knock them airborne. A target knocked airborne via attack/ parry, or spell will be launched into the air in feet equal to the total of the difference between an attack/ spell and the appropriate defense used.

Unless a spell, or ability that grants flight, or the target an ability to attack, act, or  maneuver in the air (these must be specific. in the respective apps.) The affected targets total actions are limited to 4. despite bonuses applied or gained. And this launch effect lasts 1 post. The accuracy of attacks, abilities, and even spells except for  abilities, and spells that grant flight, or stabilize the users decent to the ground will fail. Forcing them to miss.

Should the launched target fail to brace, or even stablize they will take additional damage upon landing on the ground equal to the original attack. In some cases follow up attacks can be done as well.
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