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Materia, Equipment And Damage
Topic Started: Nov 23 2008, 06:03 PM (1,171 Views)
[-Cloud-]
Member Avatar
Apocalypse (Lv4)
Materia: The hardened thoughts and knowledge of the Life Stream condensed into a small orb about the size of a golf ball. Materia come in different forms and each one can alter the other. There is no known number of Materia nor is it known how to make specific Materia. Since the Life Stream is made up of the souls of those who died, it is thought that Materia are the abilities of the Cetra who once ruled this planet. But there is no proof supporting this document.

Below I will list the different types of Materia and then give the basic functionality of them all. Before we go into detail do know that ALL Materia have a basic weight of 1. Equipping a Materia to a weapon or armor will increase the weight of that weapon or armor by 1. The Two Handed statement for weapons does apply for the added weight.

  • Magic
  • Command
  • Summon
  • Support
Magic

Magic Materia is green and often carries spells that consume MP. These can be used any number of times in a thread without limitation (Unless the Materia says otherwise). The major downside to these Materia is that they usually have high MP costs that are difficult or sometimes impossible to reduce by Abilities.

Command

Command Materia is yellow and often carries techniques used by those in the past life that you are unable to do. It is thought that these techniques were once Limit Breaks of those of the old days and their knowledge has simply passed into Materia form. Unlike Magic Materia, you can only use the same Command Materia once every three posts (Unless the Materia says otherwise). Now, if you have two of the same Command Materia equipped you may use it twice every three posts (Unless the Materia says otherwise).

Summon

Summons are ancient beings who once walked the earth. They sometimes lend their powers to one who can host their spirit. A summon Materia links a user to a Summon, allowing the Summon to take over the Summoner's body for a short period of time.

  • Using Summon Materia Requires the "Summoner" Ability.
  • No same Summon can be used more than once per thread.
  • When Summoning, the Summon uses the Summoner's body as a host for their return to the living world for a short period of time.
  • The Body of the Summoner must be in link with the Summon to host it (Thus specific requirements must be met).
  • Summons Cannot be used in Techniques since you cannot draw onto their power without becoming them
  • When you become a Summon your character loses control of themselves and does not remember the event
  • You cannot attack after before or after Summoning. Summoning takes up the whole post. So make it flashy.
  • Since Summons are using your body, they are limited by your powers and skills. Ability Boosts do apply.


Support

Support Materis is blue and often only has a use when linked to another Materia. Support Materia are good to have but sometimes can be useless during some situations.

Materia Format

Quote:
 

Fire [Fire, Fira and Firaga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By harnessing the knowledge inside the Materia, one can utilize fire by sending a scorching flame at the opponent. At higher levels it is more severe and larger. It is meant only for a single target.
Requirements: 10 Casting for Fire; Level 2 and 50 Casting for Fira; Level 3 and 100 Casting for Firaga.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Fire; 12 MP for Fira; 24 MP for Firaga.


The above is the format for Materia. I'll break it down so that even a child would understand how it all works.

Quote:
 
Fire [Fire, Fira and Firaga: 0 AP] Level 1


Fire is the name of the Materia. All Materia have a unique name and a different name may appear there. The [Fire, Fira and Firaga: 0 AP] of the Materia states all the spells that Materia can do and the total AP that Materia has at the moment. After finishing a thread and getting it graded, you get AP that goes into all the Materia used in that topic. That AP is stated there. So if you got 50 AP in a thread it would state 50 AP. The Level 1 states what Level the Materia is currently at. Most Materia have levels that grant access to better spells when leveled. If that is the case then the Level 1 Spell is listed first in the [Fire, Fira and Firaga: 0 AP] with the Level 2 Spell following, so on and so forth. When a Materia levels up, you can still use the Levels before it.

[500 AP Level 2: 1,000 AP Level 3] This part of the Materia shows what AP your Materia must be at before it levels up. Materia doesn't change in shape or color when it levels up, it's knowledge just becomes greater. In this case, once your Materia has 500 total AP it will have a Level of 2. Do note that Materia can sometimes Level up and leave you unable to use the next Level of that Materia.

Quote:
 
Requirements: 10 Casting for Fire; Level 2 and 50 Casting for Fira; Level 3 and 100 Casting for Firaga.


The above is simply stating what stats you need to be able to cast that Level of Materia. So to cast Level one you would need 10 Casting according to this Materia.

Quote:
 
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Fire; 12 MP for Fira; 24 MP for Firaga.


The above, like the Requirements part states the effects and cost of each level. It's easy to get.

Wielding Materia

You can have one Materia in every slot on your weapon and you may use Materia if you are gripping it in your hand. So if you are holding, say Fire Materia, you could use that Materia. But note that hand would be used up and you wouldn't be able to use Two Handed weapons or that hand for anything.
Now that Materia is broken down so everyone can understand I expect all of you to be able to utilize it better. Good luck and have fun!!!
Edited by Cloud, Jan 13 2010, 03:50 PM.
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[-Cloud-]
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Apocalypse (Lv4)
Equipment

Equipping items is fun and dandy, but do remember one thing. EVERYTHING has a weight; Every item, every Accessory, every Materia, every Weapon and Armor. So you can only bring into a thread what you can carry. Your character sheet can state as many items, weapons, etc. as you please. But at the start of a thread in DNaC! you must state what you have on you at that moment. There are several ways to do this, one easy way to do it (Easier for those who don't like writing the details of it out). Just simply post in a quote what you have:

Quote:
 
Steel Cutlass x1
Potion x4
Ether x2
Fire Materia x1
All Materia x1
Leather Vest x1
Fire Ring x1
Iron Pistol x1
Box of Lead Bullets x1


Post it in a format like that at the end of your first post or after any post you use a one use item. This keeps it so you don't have an "Endless" amount of items in a thread and will keep it so you know what you can and cannot carry with you. If I were to guess, the above would have a combined weight of like 22 meaning you would need 22 Strength to carry it all. Do note that when you use anything it lowers your speed by that weight when used. So if you're using a Potion and your Speed is 20, your speed will drop to 19 since Potion has a weight of 1. This will only happen during the use of that. Once it is used, all drops to speed are done. This also applies to weapons, when swinging a sword around your speed is reduced by that weapons weight.

Now with this said let's cover a few rules with Equipments:



  • When using an item, do not state it was successful. There are a number of things your opponent can do to stop you


  • You may only have ONE accessory equipped at one time (Unless you have an Ability that allows an extra one)


  • You may only have THREE pieces of armor equipped at any time (They may be made to cover large portions of the body)


  • You only may wield ONE weapon at a time (Unless you have an ability that says different)


  • You may only use Materia in Weapons and Armor you are currently wielding. This means if you have four swords on you, but are only using one you can only use Materia in that one.



Damage

Damage is an interesting thing. Let's cover the basic stats that determine your damage:

Quote:
 
Strength
Magic
Agility


Strength would cover Melee damage, Magic would cover Magic Damage and Agility would cover Ranged damage (As well as bullets). The three stats don't all work the same, so don't assume they do. Let's cover them separately so things don't get confused.

Strength

When using hand to hand combat, Strength determines the damage of your punches. Now, before we get into the use of weapons we should touch down onto Skill. Just because you're strong doesn't mean you are skilled in fighting. When it comes to fighting hand to hand, you would need the Hand to Hand stat to aide in this. It determines how well you fight and how well you are at deciding what to do with your punches. It's the knowledge of fighting with the hands. It is in no way your agility in Hand to Hand. But simply knowing things. So if your Hand to Hand is crappy, don't try to be an Expert like Tifa.

When using a Weapon, many things come into consideration.



  • Weapon Strength


  • Weapon Weight


  • Your Speed


  • Your Strength


  • Weapon Skill



But it's simple, so don't worry. We'll touch Speed first, something people often forget. The speed of your swings is (Speed - Weapon Weight). Do know that Agility also plays a part in this. Say that your Speed is 40 and your Agility is 20. Let's also say you swing your sword as fast as you can and you miss. Well, you wouldn't be able to stop at full speed and it would leave you open for attack. You would have to slow your strike down and then stop, but when it gets to a difference like that, you wouldn't be able to. If your speed is higher than your Strength and you swing at full speed and miss, it would cause you to lose balance.

Now that Speed is out of the way, let's touch onto Damage. Damage is simply (Strength + Weapon Strength). That determines how much HP you shave with every blow. So to be effective with a weapon you would need to raise Strength, Speed and Agility. But that's only if you want to use the absolute basics of a Weapon and not use any Materia or abilities.

Weapon Skill is your knowledge of that sword use. If it's low, don't expect to be able to do anything beyond a basic slash.

Magic

Magic is the Strength of your Magic Spells that are utilized in Materia. The following take part in Magic



  • Magic


  • Intelligence


  • Casting



Magic is simply that, the Strength. The Materia will dictate how powerful the spell is. Generally Spells move as fast as (Magic + Intelligence)/2 unless the spell says otherwise. Casting on the other hand is your skill at using Magic. Certain Materia will be unavailable to you until your Skill at using it is much higher.

Agility

Agility generally governs ranged weapons and how well you use them. You can increase your damage with them by increasing your aim and where you hit. But outside of that it's generally just the weapon that determines it. When using a projectile you must purchase ammunition:

Quote:
 
Box of Bullets
Description: A box of basic bullets. These are described as you please and can come in any shape/form you want. They cannot do anything beyond basic damage and can be loaded however you want.
Weight: 3
Effect: Twenty Bullets; Deal 5 base damage each.
Cost: 200 Gil


When deciding the damage of a Gun you combine the Weapon Strength of the Gun (Which covers the force the bullet is going) and the Base damage of the ammo. This goes for all projectiles (Combine the Strength of the weapon with the base damage of that ammo). This usually doesn't lead to very high damage but when you can keep your distance like this, it can be quite effective. Now that you have the Weapon Damage it's time that your stats come into play.

Some Command Materia requires Weapon Skill to use it... but not all Command Mateira would work with projectiles. If it does, then damage can be increased by using your weapon that way. The easiest way to increase your damage is to buy a better gun or better bullets. But if you're cheap them just get a Command Materia that works for you and shoot the hell out of everyone.

When determining the speed of your shot (Not the speed of the bullet) you use your speed stat to determine if you can get your arm there in time to fire the gun/arrow/etc. Do note that your Agility stat would indicate if you got there flawlessly and was able to fire without missing. So say your Speed is 40 and your Agility is 20. Let's also say you go to fire your gun moving your arm as fast as you can to fire at your target... you would have a 20 difference in stat that would lower the damage done by that difference if you hit since you couldn't hit any important areas. That would lower your damage by 20. If your damage is lowered beyond that which the damage would even deal that means you missed. Do note that if the target's Speed is higher than yours they can dodge by moving out of the way before you pull the trigger.

Some notes with Projectiles

Quote:
 
Ammo is not used up in Limit Breaks
Ammo replenishes after a thread is over
Projectiles are not a one hit kill
Projectiles are not auto-hits
You can't dodge Projectiles but can move before fired
You can block Projectiles or catch them if the ability is granted


Armor and Breaking stuff

Armor lowers damage done to your HP by it's durability if you were hit there. Weapons and Armor only break if they are using a Materia, Limit Break or Ability to try and break it. Weapons and Armor are fixed at the end of a thread (Just say you went and got it fixed, so you'll be alright.)

NOTE: When you have Abilities or Spells that lower damage make a note NOT to combine the reduction into one huge reduction. If you have three different abilities that all lower damage by 10% it wont lower it by 30%. Instead, it would lower it by 10%, then 10% again and then 10% a third time.

EX:

100 Damage

Lower Damage by 10%

90 Damage

Lower by 10%

81 Damage

Lower by 10%

72 Damage

Whereas if you lowered it by 30% it would have been 70 Damage. This is to prevent anyone from lowering damage to 0 with Abilities and Spells.
Edited by Cloud, Jan 13 2010, 03:41 PM.
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Takeru
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The White Mage
Damage: Revisited and Revamped

With the introduction and subsequent revising of the Dice System, we feel it necessary to touch on the basic damage formulas that you are likely to run into. To be brief...

'Physical Damage'
 

1d(Strength) + (Weapon or Hand-to-Hand Skill + Weapon Strength)


In this case, there are variables. If you are attacking with a bare-fisted punch, then you would include Hand-to-Hand Skill but not Weapon Skill or Weapon Strength. If you are attacking with a sword slash or a club strike, then you would use Weapons-related stats and not the Hand-to-Hand Skill. Be sure to add up the amounts and then plug them into the roll formula. For example, use '1d100+200', not '1d100+100+100'. It just works better. Moving on...

'Magical Damage'
 

Xd(Magic) + Casting


For the above formula, the 'X' will correspond to whichever level of spell is being used. For example, Fire would be 1, Fira would be 2 and Firaga would be 3. Finally...

'Gun Damage'
 

1d(Gun Skill) + Ammo Base + Gun Strength


This one is pretty self-explanatory, I think. As with Melee Damage, remember to add the values, then plug them in. Also, if using a Technique or Ability where percentages are added to damage, be sure to roll damage without the percentage first, then do the corresponding math afterward. So if you have a 50% boost, do your damage roll and then multiply that result by 1.5.

It is our hope that by adding in stable bases in addition to the random chance of the dice, we will be able to achieve results that are a bit more fair than the completely random ones we had before. If you have any questions, please remember that we are always happy to help.
Edited by Takeru, Feb 17 2010, 08:14 PM.
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