![]() Spells still work even if you lose a turn, but all effectiveness is halved. When attacks are life stealers, like absorption, the amount of health recovered is half of the FINAL damage dealt, after the damage bonus is applied. So if a Sacrier uses Absorption after the Iop dealt 50 damage, he would add 25 more damage to his attack. ![]() Cumulative spells like the Sacrier’s punishment spells are calculated as damage per turn divided by 2. if the Iop deals 40 damage with Pressure, you then add however many points Compulsion gave you. These effects would be applied after the roll’s damage is dealt i.e. For instance, Iop’s have Compulsion, which increases damage for several turns. That is the critical hit of that spell at that level- this is so that fights aren’t dragged out and become too complicated.Ĭertain races have multipliers outside of their basic stats (which are ignored for the sake of simplicity). For instance, if an Eniripsa uses Curative Word at level 6 and wins the turn, the spell will heal 40. Damage or healing is chosen via the maximum of the spell damage/healing at the current rank is. Please make sure to state your HP on your characters tumblr page. (Note: Because there isn’t a whole lot of effective and trustworthy dicerolling programs for people to use, if you don’t know/can’t trust your RP partner to tell you the truth of their rolls, it may be helpful to have a third party judge do the rolls for players for each turn.)įor the sake of simplicity, all HP is set at the level 100 Dopple HP for each class. Each turn you get 6 AP to spend, so keep in mind how much each spell costs! You may get equipment via the RP vendor to boost your AP or spell effectiveness, but only at the Masterlist’s discretion. Determining the victor of each turn is based on how many points you earn after doing as many spells as your AP allows. So, if you have a level 6 spell, you can roll a d6. It is up to your discretion as to how many ranks you decide to put into a spell, and which spells you decide to level.įor each rank in a spell, you get One side of a dice for that point. Thus, a fully capped skill at level 6 costs 15 points. You can look at all of the spells on the dofus wiki: įor clarification, spell level progression is as follows: That means you have 100 skill points to assort to your races spells. For many people, it may be more fun to use the simplified system here to set up what actually happens each turn, and then write out a more interesting and robust fight scene from that.įor the sake of simplification, we’re going to assume that all players are level 100 for this RP. This is entirely up to the players to decide to do this, though. I’m going to be basing it off of the Dofus spells and stats, since they are more stable than the Wakfu Beta.įirst and foremost, you can bypass all of this nonsense by simply having a duel in game on Dofus, on the Zatoishwan server. These are the guidelines for fighting within the Wakfu/Dofus RP. So, you wanna roleplay Wakfu/Dofus? Well, what good is roleplaying without some good old fashioned fisticuffs?
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