Post by Hayate on Jul 12, 2007 16:07:22 GMT -5
Attack Overload:
During battle, it is possible to deal a critical hit to the enemy. This is known as "Overload".
When posting a message, you will notice this tag:
"Insert Dice Roll"
Click on this tag at the top of each post. When you do, the following will appear:
[ dice=100 ]
You see the 100? Change this to whatever your DEX is. Once your post is complete, post your message. The dice will generate a random number between 1 and your DEX.
Depending on the number generated, a particular level of "Overload" occurs.
– If the number generated is divisible by 5, total damage is multiplied by 1.75. This is Overload Level 1.
– If the number generated is divisible by 7, total damage is multiplied by 2.25. This is Overload Level 2.
– If the number generated is divisible by 9, total damage is multiplied by 3. This is Overload Level 3.
– If the number generated is 1 or your max DEX, total damage is multiplied by 10. This is Overload MAX.
For example, let's say the attacker's DEX is 50. The attacker would click on the dice and change the 100 to their DEX.
[ dice=100 ] –––> [ dice=50 ]
In order for Overload to occur, the generated number must be a number divisible by 1, 5, 7, 9, or 50.
Let's see what happens:
[dice=50]
The large number is the generated number. The small number is the attacker's DEX. As you can see, the generated number is 49. Since it is divisible by 7, Overload Level 2 occurs (total damage is multiplied by 2.25).
Also, if the number generated is divisible by more than one number (such as 35, which is divisible by 5 AND 7), the lower divisible takes priority (in this case, 5).
Shield Overload:
In Revision 3, there is now a new type of Overload that reduces the amount of damage you take from an enemy called "Shield Overload". This type of Overload requires the use of your DEF stat.
Before the enemy's attack, use the "Insert Dice Roll" tag to bring up the [ dice=100 ] display. Like before, you change the 100 to what your DEF is. The dice will generate a random number between 1 and your DEF. Depending on the number generated, a particular level of "Shield Overload" occurs, which determines how much damage from the enemy's attack is reduced.
– If the number generated is divisible by 5, the damage you take is reduced by 25%. This is Overload Level 1 (or Imperfect Shield).
– If the number generated is divisible by 7, the damage you take is reduced by 45%. This is Overload Level 2 (or Low Shield).
– If the number generated is divisible by 9, the damage you take is reduced by 65%. This is Overload Level 3 (or High Shield).
– If the number generated is 1 or your max DEF, the damage you take is reduced by 100%. This is Overload MAX (or Perfect Shield).
As you can see, the concept is exactly the same as Attack Overload.
(Credits for Dice Roll Code to Lawliet)
(Credits for revised system to Ovan)[rand=9816756370091543034277715612422389889050028490629430523581429784]
During battle, it is possible to deal a critical hit to the enemy. This is known as "Overload".
When posting a message, you will notice this tag:
"Insert Dice Roll"
Click on this tag at the top of each post. When you do, the following will appear:
[ dice=100 ]
You see the 100? Change this to whatever your DEX is. Once your post is complete, post your message. The dice will generate a random number between 1 and your DEX.
Depending on the number generated, a particular level of "Overload" occurs.
– If the number generated is divisible by 5, total damage is multiplied by 1.75. This is Overload Level 1.
– If the number generated is divisible by 7, total damage is multiplied by 2.25. This is Overload Level 2.
– If the number generated is divisible by 9, total damage is multiplied by 3. This is Overload Level 3.
– If the number generated is 1 or your max DEX, total damage is multiplied by 10. This is Overload MAX.
For example, let's say the attacker's DEX is 50. The attacker would click on the dice and change the 100 to their DEX.
[ dice=100 ] –––> [ dice=50 ]
In order for Overload to occur, the generated number must be a number divisible by 1, 5, 7, 9, or 50.
Let's see what happens:
[dice=50]
The large number is the generated number. The small number is the attacker's DEX. As you can see, the generated number is 49. Since it is divisible by 7, Overload Level 2 occurs (total damage is multiplied by 2.25).
Also, if the number generated is divisible by more than one number (such as 35, which is divisible by 5 AND 7), the lower divisible takes priority (in this case, 5).
Shield Overload:
In Revision 3, there is now a new type of Overload that reduces the amount of damage you take from an enemy called "Shield Overload". This type of Overload requires the use of your DEF stat.
Before the enemy's attack, use the "Insert Dice Roll" tag to bring up the [ dice=100 ] display. Like before, you change the 100 to what your DEF is. The dice will generate a random number between 1 and your DEF. Depending on the number generated, a particular level of "Shield Overload" occurs, which determines how much damage from the enemy's attack is reduced.
– If the number generated is divisible by 5, the damage you take is reduced by 25%. This is Overload Level 1 (or Imperfect Shield).
– If the number generated is divisible by 7, the damage you take is reduced by 45%. This is Overload Level 2 (or Low Shield).
– If the number generated is divisible by 9, the damage you take is reduced by 65%. This is Overload Level 3 (or High Shield).
– If the number generated is 1 or your max DEF, the damage you take is reduced by 100%. This is Overload MAX (or Perfect Shield).
As you can see, the concept is exactly the same as Attack Overload.
(Credits for Dice Roll Code to Lawliet)
(Credits for revised system to Ovan)[rand=9816756370091543034277715612422389889050028490629430523581429784]