Post by Hayate on Nov 21, 2007 22:50:33 GMT -5
The following is a final draft of the rules for use in Player VS. Player (PvP) battles in the Arena.
(1) Before each PvP battle begins, the levels, stats, and health points of all participants are temporarily scaled to the same level based on the Palace.
-----Demon Palace: Level 50
-----Holy Palace: Level 100
-----Sage Palace: Level 150
-----Crystal Palace: Level 200
-----Azure Palace: Level 255
Participants are advised to be within ten levels of the Palace scale before participating.
Also, each character's HP is multiplied by a multiple of 10 to make for fairer, longer battles.
-----Demon Palace: HP x10
-----Holy Palace: HP x20
-----Sage Palace: HP x30
-----Crystal Palace: HP x40
-----Azure Palace: HP x50
(2) The effects of all healing skills and spells are halved.
(3) Overload gives damage based on a different scale:
-----Overload 1: 1.5x
-----Overload 2: 1.75x
-----Overload 3: 2x
-----Overload MAX: 3x
(4) Attack order is determined by DEX scores and must be followed explicitly. However, if a participant has an auto-revival ability, that participant acts at the end of the round he or she was revived. Afterwards, attack order is followed again.
(5) Lengths of all status ailments are limited according to the following scale.
-----Poison: 3 turns
-----Stun: BANNED. No stun skill will inflict a stun in the arena.
-----Paralysis/Petrification: 2 turns
-----Silence/Sleep: 1 turn
(6) Rengekis cannot be used on the first turn, regardless of skill level. Furthermore, Rengekis cannot be used within one turn of each other (thus prohibiting the use of Rengeki Chain).
(7) The number of Rengekis allowed for use by a single participant in a single PvP battle varies according to the Palace.
-----Demon Palace: 5
-----Holy Palace: 7
-----Sage Palace: 10
-----Crystal Palace: 12
-----Azure Palace: 15
(8) Each participant may boost their stats through the use of a spell or Rengeki a maximum of two times per battle. Additionally, each participant's stats may only be reduced a maximum of once.
(9) The damage count/damage percentage cap for the Arena is also altered for use in PvP battles, and vary according to Palace.
-----Demon Palace: 9999, 25%
-----Holy Palace: 24999, 35%
-----Sage Palace: 34999, 50%
-----Crystal Palace: 49999, 65%
-----Azure Palace: No cap
(10) Techniques that would normally result in the target's instant death instead cut the target's current HP in half.
(11) Damage boost given by opposing Wave elements is reduced to 5%. Damage boost given by Rapid Attacking is limited to 20%.
(12) Data Drain is unusable.
(13) Players inflicted with the 'Charm' status aliment have special mechanics for the action.
A dice roll of 100 will be done by the battle moderator after the status has been inflcited. If the result is an even number, then the victim has to attack an ally.
After this, a dice roll is done to determine the action the charm victim will do by the battle moderator.
A dice roll of 5.
1: The charm victim must use a normal attack against an ally.
2: The charm victim must use a spell against an ally.
3: The charm victim must use a weapon skill against an ally.
4: The charm victim must use a rengeki against an ally. If the victim cannot use a rengeki, they use a weapon skill.
5. The charm victim is out of range of allies and cannot attack
After this, the battle moderator then decides what spell or ability gets used based on the profile online.
(14) Items cannot be used in the arena.
(15) Auto-Revival style abilities have a limited number of times that they will work in one given battle. Abilities that count as dodging a fatal blow can only be used once per a battle.
-----Demon Palace: 1 time
-----Holy Palace: 1 time
-----Sage Palace: 2 times
-----Crystal Palace: 2 times
-----Azure Palace: 3 times
(16) Participants of an arena match must post within 24-Hours of the last action taken in the battle. Exceptions may be made for emergency situations. Further, starting two hours after the last post is made in a match, every hour that passes without the next action being done causes the opposing team to gain 2 morale. This way, it is possible that the waiting team can activate an awakening and counter attack somebody delaying a match.
(1) Before each PvP battle begins, the levels, stats, and health points of all participants are temporarily scaled to the same level based on the Palace.
-----Demon Palace: Level 50
-----Holy Palace: Level 100
-----Sage Palace: Level 150
-----Crystal Palace: Level 200
-----Azure Palace: Level 255
Participants are advised to be within ten levels of the Palace scale before participating.
Also, each character's HP is multiplied by a multiple of 10 to make for fairer, longer battles.
-----Demon Palace: HP x10
-----Holy Palace: HP x20
-----Sage Palace: HP x30
-----Crystal Palace: HP x40
-----Azure Palace: HP x50
(2) The effects of all healing skills and spells are halved.
(3) Overload gives damage based on a different scale:
-----Overload 1: 1.5x
-----Overload 2: 1.75x
-----Overload 3: 2x
-----Overload MAX: 3x
(4) Attack order is determined by DEX scores and must be followed explicitly. However, if a participant has an auto-revival ability, that participant acts at the end of the round he or she was revived. Afterwards, attack order is followed again.
(5) Lengths of all status ailments are limited according to the following scale.
-----Poison: 3 turns
-----Stun: BANNED. No stun skill will inflict a stun in the arena.
-----Paralysis/Petrification: 2 turns
-----Silence/Sleep: 1 turn
(6) Rengekis cannot be used on the first turn, regardless of skill level. Furthermore, Rengekis cannot be used within one turn of each other (thus prohibiting the use of Rengeki Chain).
(7) The number of Rengekis allowed for use by a single participant in a single PvP battle varies according to the Palace.
-----Demon Palace: 5
-----Holy Palace: 7
-----Sage Palace: 10
-----Crystal Palace: 12
-----Azure Palace: 15
(8) Each participant may boost their stats through the use of a spell or Rengeki a maximum of two times per battle. Additionally, each participant's stats may only be reduced a maximum of once.
(9) The damage count/damage percentage cap for the Arena is also altered for use in PvP battles, and vary according to Palace.
-----Demon Palace: 9999, 25%
-----Holy Palace: 24999, 35%
-----Sage Palace: 34999, 50%
-----Crystal Palace: 49999, 65%
-----Azure Palace: No cap
(10) Techniques that would normally result in the target's instant death instead cut the target's current HP in half.
(11) Damage boost given by opposing Wave elements is reduced to 5%. Damage boost given by Rapid Attacking is limited to 20%.
(12) Data Drain is unusable.
(13) Players inflicted with the 'Charm' status aliment have special mechanics for the action.
A dice roll of 100 will be done by the battle moderator after the status has been inflcited. If the result is an even number, then the victim has to attack an ally.
After this, a dice roll is done to determine the action the charm victim will do by the battle moderator.
A dice roll of 5.
1: The charm victim must use a normal attack against an ally.
2: The charm victim must use a spell against an ally.
3: The charm victim must use a weapon skill against an ally.
4: The charm victim must use a rengeki against an ally. If the victim cannot use a rengeki, they use a weapon skill.
5. The charm victim is out of range of allies and cannot attack
After this, the battle moderator then decides what spell or ability gets used based on the profile online.
(14) Items cannot be used in the arena.
(15) Auto-Revival style abilities have a limited number of times that they will work in one given battle. Abilities that count as dodging a fatal blow can only be used once per a battle.
-----Demon Palace: 1 time
-----Holy Palace: 1 time
-----Sage Palace: 2 times
-----Crystal Palace: 2 times
-----Azure Palace: 3 times
(16) Participants of an arena match must post within 24-Hours of the last action taken in the battle. Exceptions may be made for emergency situations. Further, starting two hours after the last post is made in a match, every hour that passes without the next action being done causes the opposing team to gain 2 morale. This way, it is possible that the waiting team can activate an awakening and counter attack somebody delaying a match.