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Alex's DBZ RPG 6 // Battling

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Overview
 

Many activities on ADBZ come with some level of risk. Should the right conditions be met, you can attack or be attacked by others. Battling is first and foremost a system to get people to write with each other. Because of this, players are incentivized to take risks and participate in battles even if they don’t think they can win. After all, the only way to get stronger is by writing more!

Battle Types
 

There are two categories of battles – Moderated and Unmoderated.

Unmoderated battles are battles that are relatively low stake and are not overseen by a battle mod. Things such as dodges and damage are determined strictly by damage formulas and mods are only to be involved for rule clarifications. Most battles are Unmoderated.

Statless battles are a type of Unmoderated battle. If both sides agree, then the battle can be done without any formulas or stats. This is a freeform kind of battle where participants are expected to play fairly and resolve any issues themselves. If there are major disagreements, the winner will be determined by a coinflip.

Moderated battles are reserved for high stakes activities where major objectives or plot points are at stake. Players are given an opportunity to choose a willing battle mod, else one will be assigned to them. In these battles, roleplay becomes the only determinant for whether dodges are successful or not. Additionally, roleplay can give a mod reason to increase or decrease the effectiveness of blocks or even modify the damage of techniques.

Battle Conditions
 

This section covers the conditions that must be met in order to attack someone.

Duel: Two players can agree to duel each other for any reason. This is a one on one Unmoderated fight that disallows outside interference. This is the most common type of battle when no objectives are at stake. Participants are able to gamble Zeni on the match.

Brawl: Like a duel, but there are no restrictions as to how many people can participate in the fight. Players can come and go based on their IRL availability.

Raid: While you are on the same planet as your target, you are allowed to attack them. Keep in mind that some organization or sector policies may disallow you from doing so, so make sure to consult your Sector Page (WIP). It is easier to raid people when they are travelling within a sector, and even easier when they are travelling between sectors.

You are only allowed to Raid a certain number of times per season. You get 3 Raid Slots per season, although this value can be increased with Organization, Alliance, and some Skill benefits. Players can only be raided up to 3 times per season.

When you decide to raid someone, post in the appropriate thread (WIP), attempt to message them on Discord, and tag them in the appropriate channel (WIP). This gives them notice of your attempt and gives you 24 hours to start the battle. The target can choose to concede the battle at this point.

The initiator of the Raid gains 1 Base Wage.

The target of the Raid gains 1 Base Wage if they participate in the battle. This is to encourage players to fight even if they think they will lose, as gaining Base Wage will more than offset losing Wage Multiplier. Players are expected to fight to their fullest, so this value may be reduced for extremely low effort. Players are encouraged to concede if they don’t actually want to battle.

The winner of the Raid gains 50 Wage Multiplier and the loser losers 50 Wage Multiplier. You can choose to claim this during the present or following season.

More battle conditions will be released as more systems are developed.

Death
 

During certain Unmoderated and Moderated battles, you may be killed. Dying sends you to the Next Dimension for 2 weeks, during which you're in Time Out. Mechanically, this means you are unable to raid or participate in battles during this time. You are still able to roleplay in existing threads, although any new topics created during this time must be Telepathic Threads.

Death is currently disabled for all battles.

Actions
 

During battle, each player has 5 actions per round. Actions are used to perform abilities, dodge, block, and use items.

The abilities available to you are located on the Skills Page (see Ability Descriptions).

In addition, everyone has access to the following Base Abilities:

Basic Physical Combo
Cost: -
Damage: 50
Effect: -
Tags: Physical Combo
Cooldown: -

Basic Weapon Combo
Cost: -
Damage: 50 + Weapon Bonus
Effect: -
Tags: Weapon, Physical Combo
Cooldown: -

Basic Dodge
Cost: -
Damage: -
Effect: 5% chance to dodge any attack. Note that this is a last resort option. Players should use their Free Dodges when possible.
Tags: Dodge
Cooldown: -

Basic Block
Cost: -
Damage: -
Effect: 10% damage reduction + Passive Damage Reduction
Tags: Dodge
Cooldown: -

Battle Mechanics
 

Throughout a battle, you will use your Energy Reserves to perform various abilities. The number of reserves you get is covered in the Formulas section.

The cost section of any given ability will generally reference one of the following terms:
  • Low (3.7)
  • Med (11.1)
  • Med-High (33.3)
  • High (100)
  • Very High (300)
But what do these actually mean? Well, all players will have a certain number of High reserves. Each High reserve can be split into 3 Med-High reserves which can each be split into 3 Med reserves and so on. It's a fractional system at its core. Don't worry, you don't have to think in fractions, since we assign number values to these costs as well.

So, say you have 4 High reserves. That gives you a value of 400. When you use a Med cost ability, you will have 400 - 11.1 = 388.9 reserves left to work with.

Other mechanics are as follows:

Fatigue: When you’re under 50% health, all techniques that cost Low now cost 2x Low.

Extreme Fatigue: When you’re under 75% health, all techniques that cost Med cost 2x Med.

Stat Checks: These abilities generally cannot be dodged. They are less efficient but can guarantee hits or force targets to use an Enhancer to resist the effects.

Gang Up: When you’re outnumbered, it’s hard to keep track of what’s going on. Your multi target attacks can only target the number of people on your side. Negated with Combat Focus (Gifted Fighter).

Clashing: Generally, offensive techniques can be cancelled out by hitting them with an equal-cost technique regardless of how much damage is involved.

Formulas
 

Here you will find the various formulas for the battle system.

Health: how much damage you can take before you’re knocked out.
Endurance Stat * 10

Passive Damage Reduction: Reduces all damage received by a percentage.
Unblocked: 2 * (Endurance / 100) % - May be increased by Armor Equipment
Blocked: 4 * (Endurance / 100) % - May be increased by Armor Equipment

Passive Damage Amplification: A bonus to all your damage that increases as time goes on.
Round # * (Strength / 250) % (round down)

Free Dodges: how many times you can guarantee a dodge per 5 rounds of combat. Dodging a med or lower costing attack costs 1 dodge. Dodging a med-high or high costing attack costs 2 dodges.
1 dodge per 100 speed from 0-500
1 dodge per 250 speed from 750+

Concentration Limit: how many concentration techniques you can maintain at once.
Meditation/350 (minimum 1)

Armor: A buffer that gets damaged before your health takes damage. This cannot be healed.
Number of Combat and Magic Skills * 100 + Equipment Modifier

Energy Reserves: This is your mana pool. Subtract from this every time you use an ability in battle.
Energy reserves can be split into smaller denominations and vice versa. See the Battle Mechanics section for more info.
Reserves = 100 * Number of Combat and Magic Skills + 300 * Number of Major Combat and Magic skills

Status Effects
 

Burn: TBD

Poison: TBD


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