One vs One (regular)
This is the typical battle format. A single player will fight against a single opponent until one gives up, dies, or is simply defeated. During the match, each individual will be given offensive and defensive actions (amount determined by speed as well as other factors).
One vs One (duel)
A duel is a special type of battle since nobody may jump in or leave the battle once it has begun. Both sides must agree to a duel. Duels are to the death.
One vs Two (or more) - Handicap Match
If someone chooses to have a partner in battle while the other fights alone,
certain rules apply. Fighters ganging up against a single opponent will each receive -1
action per post. Once the battle is complete, any gains are halved for the team.
Additionally, if they win, only one may steal or kill. If the one person wins, their power level gain is based on the stronger opponent. All other gains are doubled.
This battle type is logical
when you are roleplaying alongside someone and a fight ensues.
No one expects you to sit back and watch your partner die in combat ten
feet away from you.
In a one vs two or more, the one battler may target any of his opponents without needing to spend an additional action.
Two vs Two (or more)- Team Match
Team battles are the same as other battles but with more people on each side. Posting order is determined by speed.
A maximum of 2 people can participate on each side of the battle (can be increased by certain factors).
If you wish to have more
than 2 non-alliance members fight, your opponent(s) must first OK it.
Attacks that effect "all opponents" will not affect your allies
unless otherwise specified. Each team would take turns on the offensive and
defensive and gains would be equal between respective partners. Battle gains are based on strongest power level from each side.
In a team match, you may only target one specific opponent during your post unless using a technique that specifically states it hits multiple opponents or has an area of effect. You may switch targets by spending 1 extra action to do so.
Two vs Two (or more)- Tag Match
In a tag match, one fighter from each side fights while others in the group stand on the sidelines watching. If someone from the sidelines interferes to assist their ally, they will take the place as the active combatant and their ally will be
sidelined from then on. Normal 'side limits' still apply to each side.
Side Limits/Battle Handicaps
2 v 2 is the limit and going to 3 will require Alliance (both members), Organization (both members), Loyal.
+1 Fighter on a Side: That side gets -1 Action Each (2 v 1 would be 8 Actions vs 5 or 6 Actions)
+2 Fighter on a Side: Previous Handicap and opponent gets +2 Actions (3 v 1 that would be 12 Actions vs 7 or 8)
In group battles your character may "rest" in certain situations.
One such situation would be both sides agree
to have a volley of 1 on 1's instead of a large melee.
Resting will replenish 10% ki and 10% damage. To rest, you have to use all of the actions in your post and cannot be in the middle of
a of direct combat. If you are attacked while resting it will negate the benefit. Cannot be done by Androids.
A member who has 25,000 power level or less may elect to make their first battle a training battle. A training battle is meant
to help a new member learn the ropes of the battling system so there is no killing, no stealing, and it can only be 1 on 1. The loser also does not need to take two weeks to heal. Stat gains are half what they would be for the usual battle.
An intervention is the best way to turn the tides of battle. A perfectly timed appearance from your character can prevent a substantial amount of damage being dealt by the opposing team. You can do this in either the offense or defensive stage of either side.
Players may intervene in any battle as long as they are on the same planet, haven't battled that week, and won't go over the maximum limit for participants on that side for the battle.
If you are carrying over 6,000 zeni
or have a Dragonball or a rare/Maverick item, you are subject to be sneak attacked. Alliance Captains and Co-Captains may be sneak attacked if there is a rare/Maverick item or over 12,000
in their alliance vault.
Scenario characters also may sneak attack characters that are on the same planet regardless of whether or not they meet criteria. If you are sneak attacked, this means that you must battle the person who attacked you or forfeit.
Unless you have a scouter, sense, or something similar, the attacker receives +1
in their initial attacking post (action limit cap still applies). Additionally,
their first attack cannot be blocked or dodged if they open the battle with a physical attack because from your perspective, it came out of nowhere.
Sneak Attacks will be posted on the Sneak Attacks board, but the attacker must also PM (private message) you upon attacking.
If you are attacked you are still subject to the 24 hour rule unless a reason can be given.
Turns & Actions
Battles are turn-based with each character getting a certain number of actions to perform each turn. The number of actions
your character may perform per post is initially 4
. This may be increased or decreased
by in the following circumstances:
- If you are faster than your opponent by at least 50%, you receive +1 action, but only if that action is used to attack that opponent or defend something from that opponent.
- Grapples give each participant +2 actions but they can only use physical combos (see below).
- Sneak attacks give the attacker +1 actions in the first post.
- In the first post of the thread, the thread starter receives -1 action.
- Handicap battles can result in -1 action per post for the larger side.
- Certain items, techniques, or other perks, may increase or decrease actions.
Blocking can reduce incoming damage from attacks by up to 50%. The battle ref can determine how much of an attack gets through based on RP quality of your block as well as comparing relevant stats with your opponent.
The physical attack combo system (explained below) is also still in effect here. This means that one action is considered 2 quick attacks (Knee, Elbow, Punch) or 1 special attack (Leg Sweep, Kick, Power Punch, Hammerblow, Tail Swipe). Any learned techniques requires at least 1 action.
Note that 7
actions is the maximum that be used in a post in any given scenario unless otherwise specified and players cannot fall below 1
action per post.
You can also attempt to dodge an attack. A successful dodge will completely bypass any damage done by an attack, but are much harder to accomplish than a block, and are done on a 1-for-1 basis which means 1 action required to dodge 1 attack (unless using a speed teleport). The success of dodging
is generally determined by the battle ref by comparing the speed of each combatant as well as the specifics of the attack and battle situation overall. Attempting to dodge too often risks them failing. If a dodge attempt fails, watch out. Not only do you end up taking the full damage from the attack, but it will also Stun
you now, thus causing you to
lose 1 action on your next post.
When engaged in a battle you can usually perform one of eight actions:
1. Use a physical attack (see below).
2. Use a ki attack or special technique.
3. Use an item.
4. Charge a ki attack to increase it's strength.
5. Defend or attempt to flee (explained later).
6. Unequip one piece of equipment and equip another.
7. Rest (Group battles only.)
*As of Patch 5.7.0, you may only use 2
Advanced/Finisher techniques per post.
Physical Attack Combos
In spars and battles, you can choose to use a combination of physical strikes with your an action. There are Quick attacks, which are fast and deal less damage (like a jab),
or Special attacks which are slow and devastating (like a right cross).
Types of attacks and damage
Quick Attack (I.E.- Knee, Elbow, Punch)
Special Attack (I.E.- Power Punch, Leg Sweep, Kick, Hammerblow, Tail Swipe)
Normally you can choose to do a maximum of 2
quick attack or
1 special attack per action. Special attacks tend to deal more damage and may stun opponents (5% chance - 1d20 roll).
If your speed is at least double your opponent's,
you can do 4 quick attacks or
2 special attacks or
2 quick attacks
and 1 special attack per action.
Counter attacks take 1 action and are used to defend against a physical combo. Not only will
it fully block the combo but it will also allow you to perform a physical combo of your own with the same action.
Counter attacks are much
harder to block or dodge than normal attacks and cannot themselves be countered but may still be defended against by your opponent in very rare circumstances.
*If your power Level is higher than your opponents then you can perform 1 counter attack.
*If your power level is more than double your opponent's you can counter twice per battle.
*If your intelligence is higher than your opponents then you may perform 1 counter attack.
*If your stamina is at least 50% higher than your opponents then you can perform 1 counter attack.
*If your character level is 10 or move levels higher than your opponents' you may
perform 1 counter attack.
You may perform 1 attack per action with a weapon. Weapons cannot be used during grapples unless you know the technique sword grappling.
In a battle when your character takes hits,
he will become fatigued. With each hit
you receive your stamina, vitality, or ki are slightly lowered, weakening you
as the fight progresses. Click here
for a tutorial on how to calculate
Fatigue can be further reduced if you go over the ki cost reduction soft cap.
In battles, you will be able to initiate a grapple with your opponent.
A grapple is when you and your opponent exchange physical attacks (and defenses)
at an increased pace. To initiate a grapple you will have to use your final action in one of your posts to "Start Grapple."
Your opponent may choose to avoid the grapple. To do this, they may use one counter against it or use 2 of their actions to "dodge grapple."
If the opponent does not choose to avoid the grapple, then they will have the first attacks in it.
To grapple, each character gets +2
actions per post which ignore the normal 6 action limit. All actions must be physical attacks, however. Special attacks have
half the chance of hitting the opponent in a grapple so using quick attacks is a better idea. If a special attack
lands on either of the characters, that character will lose the grapple and be stunned. The grapple will then be over.
While you are in a grapple, you cannot be attacked by others not participating in that grapple.
Like grappling, ki battles are unique to battling. If when in a battle you are staring down a powerful ki blast shot at you from your opponent, you might want to block or dodge it. In battles, however, you have a third option: meet it with your own ki blast.
Doing this will result in a ki battle or a cancel.
Ki Struggles are won and lost based on how many advantages you have. The six advantages are:
- Ki Spent
- Higher Technique DR
- Higher Power Level
- Boosts (Charged, Empowered, Etc)
- Higher Rank of Attack (Finisher vs Advanced)
The possible scenarios are:
- Equal Advantages - Both attacks disappear and no one takes damage.
- Win by 1 Advantage - Winning attack becomes very hard to dodge and does 40% damage.
- Win by 2 Advantages - Winning attack becomes very hard to dodge and does 40% damage.
- Win by 3 Advantages - Winning attack becomes undodgeable and does 40% damage.
- Win by 4 Advantages - Winning attack becomes undodgeable and does 60% damage.
- Win by 5 Advantages - Winning attack becomes undodgeable, unblockable and does 80% damage.
- Win by 6 Advantages - Winning attack becomes undodgeable, unblockable, and does 100% damage. (Hit with own attack as well in this case.)
If the initiator loses a beam struggle he may enter a final stage of Adding Ki. This is for the first person who fired the beam only. In this time the user of the first beam can add in Ki to his attack. This will not add DR, but what it will do is give the attack more Ki to overcome the Ki Used Advantage. If this Add Ki Phase is used it also counts to Enhancing the tech to cancel out that advantage. After that, the beam struggle is officially over and the loser gets to use one defensive action if he so wishes.
Keep in mind, as well, that a ki battle is not always the ending of a battle, so using too much ki could leave you
weakened during the duration of the fight.
You can also try to cancel out an opponent's ki blast with your own. Note that it must be a blast and not a beam because if it were a beam, they are still controlling it and could overcome you. If it's a blast, like a beam ball for example, they already fired it and no longer are in contact thus cannot empower it more.
When the above system is used with blasts, the struggle is only successful if the defending person has equal or more advantages, causing both blasts to disappear. If the defender has fewer advantages, the blast still goes through as if nothing happened.
Under certain circumstances your character may become stunned. When you are stunned, your actions will be reduced during your next battle post. Some techniques or items will stun you for a specific number of actions but you will also
become stunned if you attempt to dodge an attack and fail, and you
may also be stunned randomly when you are hit by a Special physical attack. A Special physical attack has a 5% chance (roll 1d20) to hit critically which will stun you.
The effect of being stunned is that you will lose 1 action in your next post. Stun effects cannot be stacked.
Use this dice roller from Wizards of the Coast: http://www.wizards.com/dnd/dice/dice.htm
Prepared Items & Techniques
Prepared items are items that you can bring into battle to use such as sensu beans or potions. You may go into battle with 5
prepared items. At the start of each battle, you must post the 5 items that you are bringing to the battle at the top of your first post. If you want to switch equipment that you have equipped so that you can equip armor or a weapon that you don't currently have equipped, you must designate them as prepared items. Any equipment take up 2 prepared item slots and weapons take up 4 prepared item slots.
As of the 5.4.4 patch, players must now declare 7
prepared weapon techniques to take into battle. You may then only use these techniques. You do not need to declare passive techniques as prepared.
You may spend 1 action to change out 1 piece of equipment in battle (can be done multiple times). This may be helpful to equip things that will benefit you in battle such as armor, a scouter, or other equipment that raises stats in battle, over training equipment. You can only switch to equipment that you have designated as your prepared items for that battle.
Each piece of weighted equipment (uses term "weight") will reduce all stats by 25 in battle. You may remove all weighted equipment using only one action as long as you do not equip anything else in the same action. Once the battle is over, all changes are undone so you do not have to re-equip your training gear.
Items that are equipped that add to stats no longer boost ki/pl. All base stats are increased to buff the player to make them tougher and more durable. Aka Equipment gains do not affect PL or Ki, but they still increase individual stats.
The Roleplayer's Award is a stat boost given to the participant who has exhibited superior roleplaying skills. After each character makes three posts, the battle
referee will then judge who he/she believes has been the better roleplayer up until that point. The criteria for judging will be if they are following the battle format, length of the posts, quality of the plot/story, and grammar/spelling/punctuation. After determining who receives the Roleplayer's Award, the ref will make a post on the battle disclosing their decision. What does the Roleplayer's Award do?
If you are stronger than your opponent and win the award, it will increase all of your stats by +10% for as long as you retain the award. If you are weaker than your opponent, it increases your stats by +15% instead.
This will give them an edge in combat and may help to defeat characters who are stronger.
While there is only one Roleplayer's Award, but it is rejudged every time each character makes 3 posts in battle so it may switch hands.
Flee From a Battle
If you wish to flee from a battle, you need three things for a successful flee. The first thing you need to have a higher speed than your opponent. The second thing you need is a higher intelligence, and the third thing you need is opportunity.
You can't flee a battle if you are in the middle of being pummeled, there needs to be a lull in the fighting. If these three things are all present, your flee attempt will be successful. Some exceptions where you may still flee if your speed is not
higher than your opponents are if they are
stunned or you have used a move that paralyzes them a certain amount of turns. You will then need to use all three of your next posts actions to flee for it to be successful. You might
also be able to flee in group battles if presented with an opportunity even if your speed and intelligence is lower.
Winning A Battle
When you win a battle you have the choice to kill your opponent, steal their zeni, or steal an item from him. Do not be deterred from battling because you are scared of dying. When you die your character is not erased. In fact, you don't even
lose any stats. When you die, you are temporarily held in another dimension. You will be transported back onto the planet you died after 4 weeks or
if someone can wish you back with the Dragon Balls. In some cases, however, dying might be beneficial as there is unique training to be acquired in this dimension that
is not available otherwise (see Next Dimension
*If you are defeated in a battle and you bend the knee, your life is spared and it will take you two weeks to heal. When healing you cannot do anything except for meditation training (you will not get gains from equipment). You may also still roleplay, do gem spars, and buy/sell items. You cannot do quests, however.
As stated above, a ref needs to be present for every battle. This ref can be any member on the site, even if they are not staff, as long as both
participants agree that this 3rd member is alright to ref the fight. Potential refs should refer to the section on the rules
for special referee rules. Referees must monitor battles to ensure all roleplay rules are being followed, to ensure all ki used is being calculated correctly, and to determine
damage and when someone is stunned.
If you wish to ref a fight, you should know that there is no mathematical formula
for calculating damage. Damage is generally calculated by comparing stats and on
a situational basis. Quality of roleplaying is a major contributing factor to damage. The quality
of your roleplay will determine how much "damage" any successful attack you performed with that posts actions does.
It is also important to note that
the character with the higher stats doesn't
always win or even have a huge advantage.
Stats really only make a noticeable difference
in area's that are easy to calculate
(such as who has more speed goes first, higher power level gets
X amount of counter attacks) and if there is a large difference.
If someone with 1,000 power level fights someone with 10,000 power level,
chances are the larger will win the battle, but a skilled roleplayer could
win the battle.
[Determining Critical Hits]
A ref determines critical hits by using the dice roller on the techniques page.
Certain moves have a different critical %
based on whether or not they were defended or undefended.
At various stages in the battle, the participants may ask the ref for a "damage report." The ref will then determine, based upon each person's roleplaying and stats, a percent of
damage each player has taken. For example, "Goku has taken 20% damage, Vegeta has taken 15%." There are no hit points, so a percent can be used to help gauge who is winning and if you are close to death.
A ref should also there to ensure that all rules are being followed (e.g. no god-moding no auto-hitting) and to mediate disputes if and
when they happen. If someone believes that something their opponent roleplayed was unfair, they may complain to the ref to make a third-party judgment that should be
respected and followed by all participants. Each side may ask the ref to make a ruling on something once
per battle. After that, it is up to the referee to use their own discretion on when to intervene and make a ruling if they think they see someone acting unfairly.
[Issue Roleplayer's Award]
It is up to the ref to issue the Roleplayer's Award