Your Team, in and out of battle
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Your Team, in and out of battle
Field Effects and Movement Type:
Each digimon's movement falls into three categories, but with the right things at their disposal they aren't limited to their respective movement territories.
Arial: Able to travel in the skies, they tend to be focused on speed. This type only applies to those digimon with wings or mechanical propulsion. Their base stats are as follows:
HP: *
Atk: *
Def: *
Speed: ***
Land: Travels on or near the ground, and is generally offense based, with a balanced attack and speed. This type applies to the majority of digimon, anything that doesn't fall under the other two. levitation also falls under this. Their base stats are as follows:
HP: *
Atk: **
Def:*
Speed: **
Sea: These work best in water, but are still the most defensive of the trio. This applies mostly to Deep Savers digimon, but a few others fall under this classification as well. Their base stats are as follows:
HP: **
Atk: *
Def: **
Speed: *
Leveling and Stats:
Digimon cannot go higher than level 20, and gain access to their next forms (somewhat Pokemon style). Digimon all follow the same level up scheme, shown in the spoiler below to save space.
Stats, as shown in the Movement Type section, are displayed as "dots", which represent a multiplier on a base number. (Ex: since speed is base 20, if you had an unboosted Flying digimon, it'd have 60 speed). There is currently no limit on how much of your points you can invest, but this may change eventually.
The minimum damage you can do (if defender's def is equal or greater than the attacker's atk) is 10.
Also, if you're in a mission with a map, you may move as many spaces as you have dots in speed. All terrain effects will be listed on each map, and may differ between maps.
-NOTE!- Because some people don't seem to understand it, a round lasts until either all AP has run out, or the win condition has been met. digimon will continue moving in ORDER OF SPEED until the round ends, even if all digimon have moved. if all digimon have moved, it reverts to the fastest digimon's turn once more. -
The bases are as follows
HP: 50
Atk: 30
Def: 30
Speed: 20
Equipment:
Each digimon can equip 3 items. These can be potions and temporary buffs, or permanent gear, or even things that unlock potential, such as the X Antibody.
Potions are somewhat obvious. they're consumables that restore HP or AP
Gear has multiple uses. they can up stats by 1 "dot" per slot taken. they can also boost AP. Items that grant super effective hits or unlock potential also fall under this, as do items that allow movement in ways a digimon might not be able to do, such as breathing underwater. Super Effectiveness results in an auto-crit against that Family (Deep Savers, Virus Busters, Wind Guardians, etc).
Temporary Buffs also up stats, but they're consumables that can be used many times per battle and stack. They also affect every potential target at once, ally and enemy. These CANNOT be used alongside something that restores or increases AP. They are also locked to boosting one stat by one "dot" for one Family of digimon.
Battle Mechanics:
Turn order is based on speed. In the case of a tie for the fastest, the Arena Minister or Loremaster will flip a coin in the opening post to determine who goes first, otherwise it defaults to the opponent of the digimon who moved last. When all AP is gone, the round ends and points are tallied up. the person with the higher point value wins the round, and the next round begins with the battle exactly as it left off. Battles can continue a set number of rounds, or until all of one team's digimon are defeated, as decided before the battle begins.
All users who wish to PvP must let one of the Arena Ministers know. the Minister will then open the PvP thread, and the combatants post from there.
In PvE, only your Leader digimon fights, alongside the Leader digimon of all other players present, unless specified otherwise, in which case follow the PvP rules. However, turn order is also looser, being that opponents move after 5 player turns, OR if everyone else has had a turn that rotation , and anyone can move once per rotation
Each digimon's movement falls into three categories, but with the right things at their disposal they aren't limited to their respective movement territories.
Arial: Able to travel in the skies, they tend to be focused on speed. This type only applies to those digimon with wings or mechanical propulsion. Their base stats are as follows:
HP: *
Atk: *
Def: *
Speed: ***
Land: Travels on or near the ground, and is generally offense based, with a balanced attack and speed. This type applies to the majority of digimon, anything that doesn't fall under the other two. levitation also falls under this. Their base stats are as follows:
HP: *
Atk: **
Def:*
Speed: **
Sea: These work best in water, but are still the most defensive of the trio. This applies mostly to Deep Savers digimon, but a few others fall under this classification as well. Their base stats are as follows:
HP: **
Atk: *
Def: **
Speed: *
Leveling and Stats:
Digimon cannot go higher than level 20, and gain access to their next forms (somewhat Pokemon style). Digimon all follow the same level up scheme, shown in the spoiler below to save space.
- Level Bonuses:
1: Start, 2 stat points (0 Exp)
2: AP +1 (100 Exp)
3: Rookie Second Attack (200 Exp)
4: AP +1, 2 stat points (400 Exp)
5: Champion Unlocked, Rookie Third Attack (600 Exp)
6: AP +1 (800 Exp)
7: Champion Second Attack, 2 stat points (1,000 Exp)
8: AP +1 (1,400 Exp)
9: Champion Third Attack (2,000 Exp)
10: AP +1, Ultimate Unlocked, 2 stat points (2,800 Exp)
11: Ultimate Second Attack (4,000 Exp)
12: AP +1 (5,200 Exp)
13: Ultimate Third Attack, 2 stat points (6,400 Exp)
14: AP +1 (7,600 Exp)
15: Mega Unlocked (9,000 Exp)
16: AP +1, 2 stat points (11,000 Exp)
17: Mega Second Attack (13,000 Exp)
18: AP +1 (15,000 Exp)
19: Mega Third Attack, 2 stat points (17,000 Exp)
20: AP +1 (20,000 Exp)
Stats, as shown in the Movement Type section, are displayed as "dots", which represent a multiplier on a base number. (Ex: since speed is base 20, if you had an unboosted Flying digimon, it'd have 60 speed). There is currently no limit on how much of your points you can invest, but this may change eventually.
The minimum damage you can do (if defender's def is equal or greater than the attacker's atk) is 10.
Also, if you're in a mission with a map, you may move as many spaces as you have dots in speed. All terrain effects will be listed on each map, and may differ between maps.
-NOTE!- Because some people don't seem to understand it, a round lasts until either all AP has run out, or the win condition has been met. digimon will continue moving in ORDER OF SPEED until the round ends, even if all digimon have moved. if all digimon have moved, it reverts to the fastest digimon's turn once more. -
The bases are as follows
HP: 50
Atk: 30
Def: 30
Speed: 20
Equipment:
Each digimon can equip 3 items. These can be potions and temporary buffs, or permanent gear, or even things that unlock potential, such as the X Antibody.
Potions are somewhat obvious. they're consumables that restore HP or AP
Gear has multiple uses. they can up stats by 1 "dot" per slot taken. they can also boost AP. Items that grant super effective hits or unlock potential also fall under this, as do items that allow movement in ways a digimon might not be able to do, such as breathing underwater. Super Effectiveness results in an auto-crit against that Family (Deep Savers, Virus Busters, Wind Guardians, etc).
Temporary Buffs also up stats, but they're consumables that can be used many times per battle and stack. They also affect every potential target at once, ally and enemy. These CANNOT be used alongside something that restores or increases AP. They are also locked to boosting one stat by one "dot" for one Family of digimon.
Battle Mechanics:
Turn order is based on speed. In the case of a tie for the fastest, the Arena Minister or Loremaster will flip a coin in the opening post to determine who goes first, otherwise it defaults to the opponent of the digimon who moved last. When all AP is gone, the round ends and points are tallied up. the person with the higher point value wins the round, and the next round begins with the battle exactly as it left off. Battles can continue a set number of rounds, or until all of one team's digimon are defeated, as decided before the battle begins.
All users who wish to PvP must let one of the Arena Ministers know. the Minister will then open the PvP thread, and the combatants post from there.
In PvE, only your Leader digimon fights, alongside the Leader digimon of all other players present, unless specified otherwise, in which case follow the PvP rules. However, turn order is also looser, being that opponents move after 5 player turns, OR if everyone else has had a turn that rotation , and anyone can move once per rotation
- Possible Actions in a turn:
Attack: Use a basic, normal attack. punches, kicks, tackles, etc. Costs 1 AP
Specials: Use a move on your opponent, for various effects. Direct damage inflicted by one of these auto-crits. Costs 3 AP. if a special would do damage, you can only use that particular special once per round.
Guard: Doubles your defense for a turn, OR the defender can have the current Game Master or Arena Minister flip a "coin". if "Heads", the attack lands, if "tails" it either misses or deals no damage, at the defender's discretion. This "coin flip" will be done by "rolling" a 2 sided die in the forum post, where 1 is heads, 2 is tails. Costs 2 AP.
Item: Uses a consumable on either yourself or an ally. Has to be one of the items equiped to the user. Costs 1 AP.
Form Switch: Allows your digimon to Slide Digivolve OR change into an X Antibody form, if you have the correct item to do so held. this does not consume the item. Costs 3 AP
Analyze: Use your turn to study your opponent. the Game Master will reveal as much about the opponent as they want, and you gain the chance to crit (Damage x2) next turn. Coin flip, heads = crit, tails = normal damage. Banned in tournies and PvP challenges, but allowed in stories. Costs 2 AP.
Move: you can move spaces equal to the dots you have in speed. free action, you retain your turn unless the terrain effect specifies otherwise. only usable on scenarios with maps.
Escape: Run away from something you can't handle. can't be used in PvP, unless the opponent is an NPC that severely outmatches you. coin flip, heads = success, tails = fail. costs ALL of your AP.
CrossingWorlds- Posts : 35
Join date : 2015-08-04
Age : 25
Location : Stalking you
Digimon Storage
Current Team:Current Team Digimon (and level) Attack 1 Attack 2 Attack 3 Equiped Items Slot 1 Salamon lv1 Puppy Howling N/A Slot 2 Slot 3
Re: Your Team, in and out of battle
Updated for crit & special nerf
CrossingWorlds- Posts : 35
Join date : 2015-08-04
Age : 25
Location : Stalking you
Digimon Storage
Current Team:Current Team Digimon (and level) Attack 1 Attack 2 Attack 3 Equiped Items Slot 1 Salamon lv1 Puppy Howling N/A Slot 2 Slot 3
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