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Yondaime

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It's simple mathematics for the calculations. It's kind of hard trying to make some up on the spot, so I did pseudo-RO equations.

 

I'm currently making the second card look. It'll be here soon =D.

 

And yeah, Mirage, it's 30 points since your a couple of hours late. I have changed the rules a bit, the updated ones are here:

 

[spoiler=Updated RO Battle Stat Card Rules:]STR = Strength (Increases ATK)

VIT = Vitality (Increases DEF)

INT = Intelligence (Increases MATK and MDEF)

DEX = Dexterity (Increases ATK partially and HIT)

AGI = Agility (Increases ASPD and FLEE)

LUK = Luck (Increases ATK and FLEE partially and CRIT)

 

ATK = Attack

DEF = Defense

MATK = Magic Attack

MDEF = Magic Defense

HIT = % chance you will hit enemy with a standard attack

FLEE = % chance you will be able to avoid a standard attack

ASPD = # of times you attack in one second with a standard attack (Attack Speed)

CRIT = % of standard attacks that are criticals

 

How to start the game: You and your opponent decide on a set time limit (in seconds), and then you do the calculations of both stat cards. Whoever has the least amount of health left (or dies), loses. The basic rules below simply explain everything, in detail. You may skip straight to the calculations, if you wish. Each player has 1,000 health.

 

Detailed Rules:

 

1. You always attack with both ATK and MATK.

2. One MATK occurs every 2 seconds. If the duel is five seconds, for example, you do NOT do half a MATK.

3. Criticals ALWAYS deal 20% more damage for each attack.

4. Your ASPD (Attack Speed) determines how many hits you do per second. 190 is the maximum ASPD. If you have 190 ASPD, you do five standard attacks per second. (That's fast.)

5. HIT % determines the chance that you will hit. This is reduced by FLEE, however. If your HIT is only 50%, only half your standard attacks will count, and of that 50%, a certain % will be avoided depending on your opponent's FLEE.

6. The damage each standard attack deals is equivalent to your ATK. This is reduced by your opponent's DEF automatically.

7. The damage each magic attack deals is equivalent to your MATK. This is reduced by your opponent's MDEF automatically.

8. FLEE never exceeds 95%. Well, it can, but the max will always count as 95%. The extras can be used for reducing the HIT of your opponent.

9. Different character classes add different bonuses (to be implemented later).

10. Each player has 1,000 health to start. VIT does increase health, but for the sake of simplicity, we will ignore this for now.

11. Yes, you can have below 0 damage. If this is the case, your opponent is protected from your attack(s).

12. HIT can exceed 100%. It will still be considered 100%, but the extras can be used for reducing the FLEE of your opponent.

 

Note: Yes, some of this stuff is not 100% exactly like RO, but I'm trying to keep it simple. It doesn't take too much to memorize the rules.

 

Calculations (Calculate in Order):

 

# standard attacks/sec = 50 / (200 - ASPD)

Critical Damage = ATK * CRIT % * 0.20

 

Damage dealt w/ATK = (ATK + Critical Damage - Opponent's DEF) * (HIT - Opponent's FLEE)

Damage dealt w/MATK = (Avg. MATK - Opponent's MDEF) * (Time / 2)

 

Total damage = (Damage dealt w/ATK * # standard attacks/sec) + Damage dealt w/MATK

 

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Well, I'm still debating between 30 and 50.

 

If you go to my shop, the form's there. But since your lazy, all you need to give is a name, a guild name (optional), a picture URL, and distribute 300 points between STR, AGI, VIT, INT, DEX, and LUK. Read the thing for the descriptions.

 

If you want, you can be the first one to buy the new card I'm designing. Just pay 100 points =D. (It's a lot better looking.)

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No, how it works, you distribute 300 points into the three stat areas. There is no limit. You can put all 300 onto a stat, or none onto a stat. If you don't put any, it will become one by default (meaning, you get one extra point there for free, but they don't really do much).

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The new card features a job upgrade. You may choose from any of the following first classes:

 

Swordsman/Swordswoman

Magician

Archer

Acolyte

Merchant

Thief

Gunslinger

Ninja

Taekwon

 

Each job yields their own benefits. Pick wisely. They offer increased stats for certain areas. (I'm pretty sure your going to choose Ninja though.)

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No, it's because it's a new concept, I have to make up stuff on the spot. There will be a lot of switching around for now.

 

Alright, here's Yondaime. And it's against the soon-to-be-made rule that you can't use the same person twice in a fight. So your old card is more like a collector's item now. For now though, since I haven't fully implemented job changes into the rule, it's somewhat not allowed to use 1st Job Yondaime in a fight, yet.

 

Oh, and Mirage, your too late. Your not the "first" one anymore.

 

yondaime1stjob.png

 

[url=http://forum.yugiohcardmaker.net/thread-69225.html][img=http://img5.imageshack.us/img5/1904/yondaime1stjob.png][/url]

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A couple of hours because it's a fresh template...?

 

If you want one, your going to need to order a regular (which your cost already gives you), and order a upgrade tomorrow.

 

You can be the second and final person to be able to get 1st Job upgrades before it's actually released.

 

2nd Jobs don't exist for Gunslingers, Ninjas, and Taekwons, but I'll just invent them. Not hard =P.

 

You can only get a 2nd Job after two weeks since your first job. Since today's July 9th, you can only get the 2nd Job at July 23rd.

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Don't know, just wandering how long it took. Looks good.

 

Can I just add 270 points to the 30 I gave you earlier?

 

Class: Magician

 

Pic: 211q59x.png

 

With the name just Mirage without the dots.

 

 

STR = 40

VIT = 30

INT = 70

DEX = 50

AGI = 70

LUK = 40

 

Anything I forgot?

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