06. Fighting & Judging
11-25-2014, 08:40 PM
(This post was last modified: 08-12-2019, 06:20 PM by Nyx.)
Tier 2 Fighting Guide
So you’re ready to begin the first of your required two rounds (or more!) in your fight. What do you need to know?
Fighting has 4 rolled sections:
Attack Score (how well you know how to hurt people)
Defense Score (how well you can take a hit)
Agility Score (the ability to evade and move quickly)
Perception Score (knowledge of the terrain, observation skills)
A 100-sided die is rolled for each of those sections, giving you the base scores for each section. Character-specific bonuses can then be applied to each section as a percentage of the rolled score, and then each section (with their bonuses) is added together to give you your final score. This is for the entire fight, not per round, so don’t wait on the judges to decide a round before moving to the second one!
At the end of your first post of your two (or more) you need to post the filled-out form. Bonuses are locked in from the first post, so if you buy a battle accessory or gain skill between round 1 and round 2, it won’t count towards that particular fight.
The rules for Tier 2 fights go into more detail for what bonuses are currently available, but they include bonuses for Size, Build, Accessories, Companions, Mutations, Fighting Skill, and Specialties.
- Size and build are self-explanatory - they are your character’s height range and their build at the time of the fight beginning and different heights and builds give bonuses to different abilities.
- Accessories come in two types: Offensive Battle Accessories are used as weapons and give an attack bonus. Defensive Battle Accessories are used as armor and give a defense bonus. Both can be purchased in the gemstone store but must be approved by staff as being valid to be used in battle.
- Companions can be used in two ways in a fight: either through purchasing a large companion pass (or upgrading a small companion pass) to give your companion the ability to attack and give an attack bonus, or by having a flying companion of any size observing the battle and giving a perception bonus. More than one companion can be purchased to provide bonuses, but only one bonus can be applied per companion (so a large sized flying companion cannot give both an attack and a perception bonus).
- Mutations can also be used two ways in a fight. Though they need to be run by admin before being accepted (because some mutations are clearly only cosmetic in use) a mutation can be used either offensively or defensively in a fight, giving either an attack bonus or a defense bonus respectively. A character can have more than one mutation in use, but each mutation can only claim one bonus not both.
- The fighting skill gives a special bonus that is added at the very end as a percentage of the total of the four sections that varies depending on your character’s skill level.
- Specialties can be chosen when your character reaches master level in a skill. Some specialties give bonuses in fights, though when and where the bonus is applied depends on the specialty. When your character reaches master level in two skills, you have the option of choosing from a variety of cross-skill specialties that can give special fight bonuses based on the secondary skill.
There are some penalties that will take points away from your character's score. These include Moderate and Severe Disabilities and pups.
- Moderate Disabilities are physical disabilities that have a moderately adverse effect on your character's ability to fight. Examples include severe limps, partial blinding, and impairments of the jaw/teeth that impede their ability to use them. They do not include minor limps, superficial scarring, or minor amputations such as ears and tails.
- Severe Disabilities are physical disabilities that have a severely adverse effect on your character's ability to fight. Examples include complete blinding and missing limbs (not to include ears/tails) and severe spinal deformities.
- Pups are wolves under the age of one. Because they have not yet reached their full adult height, pups are penalized and do not receive any bonuses related to height.
So when you post your first round (and again on subsequent rounds) you will fill out (or copy and paste from your character’s profile) this form:
(character) vs (opponent) for (fight type)
Round x/x
Age: (Only include: over 1 year, under 1 year, or under 6 months as applicable)
Size:
Build:
Offensive Accessory:
Defensive Accessory:
Companion 1: (specify whether battle or flying)
Companion 2: (specify whether battle/flying)
Mutation: (attack/defense)
Disability: (Moderate/severe)
Fight Skill Level:
Specialty:
The first, second, third, and fourth lines remains the same from the other system. We will need your character’s name, their opponent’s name, the type of fight, and the rounds. Remember, if it’s a maim you need to specify what the maim is to be for, and remember also that only minor maims are Tier 2 fights, so things like scarring, tail docking, ear cropping, minor tendon damage/broken bones that don't permanently cripple in a major way. We require a minimum of 2 rounds for judged fights, and the rounds are to be decided by the challenged player. The size portion has changed a little, since we are looking for the size range rather than the exact height (though if you want to add your character’s height as well it certainly makes things easier to picture your character and their opponent together!)
For the new information, you will post a link to the accessory purchase with a brief description of what it is (for instance: spiked collar in the defensive accessory slot. If you don’t have one, just leave it blank. Do the same for the two companions (if you only have one, or none, leave them blank - if you have more, add more slots as needed) but also specify if it’s a battle companion or a flying companion, since remember - the bonuses are different! If your companion is a large bird, you can choose whether they will count as a battle companion or flying companion here. If your character has a mutation pass, you can add a brief description of it in that slot and specify if it's a defensive or offensive mutation. You can add more slots for more than one mutation, or leave it blank. If your character has any moderate or severe physical disabilities that affect their ability to fight, they would be marked under disabilities. You can add more slots for more than one disability, or leave it blank if they don't have any that qualify. If your character doesn’t have a fight skill or a specialty, leave those blank as well, otherwise fill in the fight skill rank there (not the exact number! Just the rank) and the applicable specialty.
So everything’s good with your form and you’ve finished your fight. What now? Well, now the judge who picks up your fight will go to the appropriate public discord channel (eventually, they will use an autoroller with an automatic log) to roll your fight. They will roll four 100-sided dice in the discord for the first character to give them a base score for each of the sections for that character. They will then add the bonus modifiers. Once that character’s score is added up and posted, they will move on to the second character. Once a results are decided, they will return to the site to post the winner in the thread.
Skip this section if math makes your head go woozy and you don’t want to know the details
Let’s look in more detail at what the judges will be doing, and eventually the autoroller will be doing for the judges. We will say this character is medium in height, with a light build, a spiked collar, a jaguar and a sparrow, with an intermediate fight skill. So he would get a 5% bonus to attack for his height, a 5% bonus to agility for his build, a 10% bonus to defense for his accessory, a 10% bonus to attack for his battle companion, a 10% bonus to perception for his flying companion, and a 10% bonus to the overall score for his fight skill.
Here’s how that would look before rolling.
Attack: x +.05x + .10x
Defense: y + .10y
Agility: z + .05z
Perception: n + .10n
Total: (x+.05x+.10x) + (y + .10y) + (z + .10z) + (n + .05n) = Subtotal (q)
q +.10q = Total Score
Woof, that’s a mouthful. Ok, so let’s break out our dice and calculators and see what we get. Let’s assume we roll a 51, a 79, a 96, and a 31. We take those numbers and multiply each bonus percentage by the appropriate base number to get the bonuses, then add them together to get the section’s total.
Attack: 51 + 2.55 + 5.1 = 58.65
Defense: 79 + 7.9 = 86.9
Agility: 96 + 4.8 = 100.8
Perception: 31 + 3.1 = 34.1
Cool, we have our section totals. Now, we add them all together to get the subtotal.
58.65 + 86.9 + 100.8 + 34.1 = 280.45
If the character didn’t have a fight skill modifier, we could stop here and that would be his score. But he does, so let’s take that score and multiply it by his bonus percentage, which is 10%, then add that together. If he had any disability penalties we would do the same thing, except that we would subtract it instead. Since he doesn't, we will move on without doing that.
280.45 + (280.45 x .03) = 308.495
Wow, that’s a bit of a strange number isn’t it? We won’t go past two decimal points for the final number, so let’s do a bit of rounding. To keep things fair and consistent, we will always follow this rule for rounding: if the third decimal place is 0, 1, 2, 3, or 4 we will round the second number down and if the third decimal place is 5, 6, 7, 8, or 9 we will round it up. So let’s apply that to this number and get the new total.
308.50
Great! We would then proceed to do the same thing to the second (or third, or fourth) character(s) to get their total scores. Once we have a score for every character involved, we can see who has the highest score!
Remember: in the event of a melee, the scores of each wolf on a team are averaged together, and then compared to the average of the other side to determine the winning team. In a melee maim, the winning team’s highest scoring character gets to perform their maim.