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Combat System
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Combat System
Combat on Damnation
Combat on Damnation is quite simple on the surface. The Attacker, “A,” will typically use one of their three Combat Skills to do damage to the Defender, “D.” The Combat Skills are Unarmed Combat, or use of the body to attack such as punches or kicks, or various martial arts; Armed Combat, the use of weapons such as Zanpakuto, swords or even randomly found items used as improvised weapons; and lastly is Spiritual Combat, the use of magical abilities such as some Techniques, Kido, or the Quincy’s arrows. A’s power and skill directly corresponds to their Ranks in these three skills.
D, however, does not simply need to allow A to hurt them. D may choose to dodge the attack or block it rather than let it hit them directly. Dodging is done by comparing D’s Hoho, their speed Skill, to A’s Hoho. If D’s Hoho is equal to or one Rank higher than A’s Hoho, this is seen as partially dodging the attack, lowering the severity of damage by a single level. If D’s Hoho is two ranks or higher than A’s, then D has fully dodged the attack and takes no damage. However, if D’s Hoho is lower than A’s, D is unable to dodge the attack and takes the full damage.
But, D can also choose to block the attack instead. If D chooses to use their hand or some other limb to catch, block or deflect the attack. In doing so, we compare D’s Unarmed Combat skill to A’s attacking Skill. If D’s Unarmed Combat is lower than A’s attacking Skill, D takes the damage equal to the difference in their Skills. However, if D’s Unarmed Combat is equal to A’s attacking Skill, D may reduce the severity of damage by a single level, but to no lower than Minor Injury as described on the table below.
Alternately, D may use a weapon or shield of some type to block, catch or deflect the attack from A. This time we compare D’s Armed Combat to A’s attacking Skill. If D’s Armed Combat is lower than A’s attacking Skill, D fails to negate the damage and takes the difference between their skills as damage. If D’s Armed Combat is equal to A’s attacking Skill, D takes one level less damage, down to zero damage if possible. If D has one or more Ranks in Armed Combat higher than A’s attacking Skill, D fully blocks and negates the damage.
Finally, D may use a Technique or Ability to defend themselves. In this case, we would compare D’s Spiritual Combat to A’s attacking Skill. If D’s Spiritual Combat is less than A’s attacking Skill, D fails to defend themselves and takes partial damage equal to the difference in their Skills. If D’s Spiritual Combat is equal to A’s attacking Skill, they may reduce the damage by one level, down to no damage. If D’s Spiritual Combat is one or more Ranks higher than A’s attacking Skill, they fully negate the damage of A’s attack.
Other factors influencing Combat
A Hollow’s Hierro or Quincy’s Blut Vene are forms of damage reduction. These skills function by reducing incoming damage by one level of severity for every two (2) ranks in these Skills, down to no damage. This means at Intermediate, Expert and Grandmaster, a cumulative damage reduction is in effect.
Another way to reduce damage is by simply being stronger than your attacker. Your Tier represents the total amount of Spiritual Energy you possess, which in turn can protect you. For every two (2) Tiers the defender is above their attacker, damage is reduced by a single level of severity. If the damage would be reduced to less than zero damage, the attacker takes a level of Injury. This reduction is calculated after all other forms of damage reduction.
If a Recruit Tier character, “R,” has Beginner Armed Combat, and attacks a Shinigami Officer, the Officer takes a Minor Injury if they do not block or dodge. If R attacks a Shinigami Lieutenant or Advanced Lieutenant who chooses not to defend, the damage is reduced to nothing. But if R attacks a Captain or Advanced Captain who chooses not to defend, R instead takes a Minor Injury as the attack rebounds on themselves. If R attacks a Veteran or Ascended Shinigami who chooses not to defend themselves, R takes a Lesser Injury. If the defender has Hierro or successfully blocks R’s attack, damage is reduced by one level further, down to R taking a Major Injury. This Tier Damage Reduction cannot directly lead to a Fatal Injury, but the resulting injuries can stack with themselves if done repeatedly.
Last edited by Ma'kine on Mon Sep 16, 2019 1:16 pm; edited 1 time in total
Grandkiduchi- Captain
- Species : Vastine Amorte
Race : Hollow
Posts : 243
Re: Combat System
Kido Strength per Tier
Kido is a group of magic used by Shinigami. It is structured into Hado, Bakudo, and Kaido. The first two categories contain 99 spells each, numbered from weakest, #1, to strongest, #99. However, it can be hard to explain the difference in strength between these spells. This is why this addendum has been added to the Combat System page.
To clarify, all Hado and Bakudo spells use some fraction of your Spiritual Combat skill. This fraction, of course, is determined by the number of the spell. Kido numbered 1-20 use 1/5 of your total Spiritual Combat score. Kido numbered 21-40 use 2/5 of your Spiritual Combat score. Kido between 41-60 use 3/5, spells 61-80 use 4/5, and finally spells 81-99 use your full Spiritual Combat score. These fractions are rounded down.
Grandkiduchi- Captain
- Species : Vastine Amorte
Race : Hollow
Posts : 243
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