Post by Garra Desalmados on Feb 7, 2013 5:25:25 GMT -5
This is the cheat-sheet that I use to keep tabs on the mechanics of the site that I consider 'critical'. Mostly combat material, but I figured that it might be worth sharing to others so that they can also employ my little cheat-sheet (more of a compilation I suppose...) I try to keep it updated so that it'll be useful to use so everything should be pretty accurate, if things change I'll try to keep this fixed. I have this information saved on a Notepad file because I find it convenient but I've updated it to BBCode so it looks better. Please understand this is mostly numbers and hard mechanics, so not ever little detail of the rules is covered. Check the appropriate rules threads for information regarding details.
My personal 'goal' is to ensure that this dense fog of a mechanical system can be more easily understood by both new and vet. New people have something easier to digest after they understand the basics and vets have a reference source for the rules they likely already know but have to look up every so often. Mostly because the 'combat guide' itself is far too bogged down in words and other nonsense to be effective for skimming to achieve quick, simple, answers to mechanical questions.
To that end things are even color coded for easier consumption of information.
ANYTHING DENOTED BY * IS PERSONAL INTERPRETATION. NOT OFFICIAL RULES.
Enjoy...oh? Whats this have to do with moose punching? No clue.
If you have any information to add, corrections, etc. let me know and I can tinker and edit. No biggie.
Updated as of 1/25/2014
Note: These include all bonuses or boosts.
- Non-Prestige up to 199 Reiatsu | +150
- Non-Prestige over 200 Reiatsu | +200
- Prestige | +250
- Ascendant | +300
- 0 - 20 | Equivalent
- 21 - 49 | Advantaged
- 50 - 99 | Superior
- 100+ | Dominant
- -100 or More | Dominant Defender
- -49 - -100 | Superior Defender
- -20 - -49 | Advantaged Defender
- -19 - +19 | Equivalent
- +20 - +49 | Advantaged Attacker
- +50 - +99 | Superior Attacker
- 100+ | Dominant Attacker
- Superficial Damage - Direct hit at Dominant Defender | Glancing hit at Superior Defender
- Menial Damage - Direct hit at Superior Defender | Glancing hit at Advantaged Defender
- Minor Damage - Direct hit at Advantaged Defender | Glancing hit at Equivalent
- Moderate Damage - Direct hit at Equivalent | Glancing hit at Advantaged Attacker
- Major Damage - Direct hit at Advantaged Attacker | Glancing hit at Superior Attacker
- Severe Damage - Direct hit at Superior Attacker | Glancing hit at Dominant Attacker
- Fatal Damage - Direct hit at Dominant Attacker
For the purposes of manipulating, moving, changing, etc. wound levels the wound levels, unlike check levels, are NOT color coded. Therefore they may elude a cursory glance. Please note this and pay special attention to changes referring to wound levels. A wound level is determined first by damage and then by modification, if an ability reduces or negates wound levels/wound level changes then compare them for a net effect and then apply it to the damage check for a final wound level.
Note: Dodges below Equivalent are considered 'Failed Dodges' while Equivalent or higher are considered 'Successful Dodges'.
- Dominant Attacker - Impossible to dodge, damage uneffected
- Superior Attacker - Challenging to dodge, damage reduced by one wound level
- Advantaged Attacker - Difficult to dodge, damage reduced by two wound levels
- Equivalent - Minor strain to dodge
- Advantaged Dodger - Annoying to dodge
- Superior Dodger - Simple to dodge
- Dominant Dodger - Trivial to dodge
Note: Requires your counter technique (or attack) to have Equivalent or greater attack speed to attempt.
Note2: Tier benefits only apply to techniques whose relevant skills logically apply for a counter.
Countering occurs when an offensive technique (or attack) is used to respond to another offensive technique (or attack.) For every rank of skill difference, modify by 1 tier (ex. Grandmaster Hakuda vs. Advanced Zanjutsu would mean a punch would be +2 tiers against a blade-based counter attack or technique.) Damage is reduced by the amount of damage the counter attack deals after being modified by tiers.
Blocking with a Weapon
- Dominant Attacker - Impossible to defend, damage uneffected
- Superior Attacker - Challenging to defend, damage reduced by one wound level
- Advantaged Attacker - Difficult to defend, damage reduced by two wound levels
- Equivalent - Minor strain to defend
- Advantaged Defender - Annoying to defend
- Superior Defender - Simple to defend
- Dominant Defender - Trivial to defend
Note: Moving one range only requires standard movement, advanced movement (Ex. Hoho) may move up to two ranges. Both of these require a combat action.
- Short (Melee) Range | 0 - 10 Meters
- Intermediate Range | 11 - 50 Meters
- Long Range | 51 - 250 Meters
- Extreme Range | 251 - 1250 Meters
- Non-Combat | 1250+ Meters
Note: Only techniques which specify that they function at ranges further than Long Range may do so.
- All Techniques | Close/Short/Melee Range
- Ranged Techniques | Short Range + Intermediate Range
- Ranged Techniques (150+ Power) | Short Range + Intermediate Range + Long Range
- Special Techniques (see Note) | Short Range + Intermediate Range + Long Range + Extreme Range
Note: These rules apply only to attacks or techniques which do not specify this information. Otherwise, follow the technique's specifications. (Ex. an explosive tech that does 100 damage but has a 30m radius does not have it radius reduced.)
Explosive Effects with 149 damage or less (Short Range Explosives)
Explosion consumes all within Short Range (0 - 10m) of the epicenter.
Explosive Effects with 150 damage or greater (Long Range Explosives)
Explosion consumes all within Intermediate Range (11 - 50m) of the epicenter.