Battles: Difference between revisions
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== | ==Setup== | ||
[[HentaiVerse]] battles are initiated by [[Random Encounter]]s which happen approximately once per hour while browsing the E-Hentai site | [[HentaiVerse]] battles are initiated by the player entering one of the battle modes manually or via [[Random Encounter]]s which happen approximately once per hour while browsing the E-Hentai site if the player is not already in combat. Each battle will spawn a number of [[HentaiVerse Bestiary|monsters]] to fight. The player always acts first. The [[difficulty]] of the HentaiVerse battles may be selected out of battle. | ||
A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flees or dies. A "battle series" refers to a set of battle rounds that last until completed or until the player flees or dies. e.g. The "Graduation" [[Arena]] challenge is a battle series with 5 rounds. [[Random Encounter]]s, the [[Ring of Blood]] challenges, and the first [[Arena]] challenge all contain only 1 round. | A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flees or dies. A "battle series" refers to a set of battle rounds that last until completed or until the player [[Skills|flees]] or dies. e.g. The "Graduation" [[Arena]] challenge is a battle series with 5 rounds. [[Random Encounter]]s, the [[Ring of Blood]] challenges, and the first [[Arena]] challenge all contain only 1 round. | ||
==Combat== | ==Combat== | ||
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*'''Focus''': Increases your chance of landing a [[spell]] on the following turn (+50% hit chance, -25 effective [[Interference|interference]]), but reduces your your evade, block, and parry chances to 0% for the current turn. Hotkey is 'F'. | *'''Focus''': Increases your chance of landing a [[spell]] on the following turn (+50% hit chance, -25 effective [[Interference|interference]]), but reduces your your evade, block, and parry chances to 0% for the current turn. Hotkey is 'F'. | ||
Enemies can also be targeted using the hotkeys '1' through '0' (either on the home row or number pad), with 1 corresponding to the Monster A and 0 to Monster J. | Enemies can also be targeted using the hotkeys '1' through '0' (either on the home row or number pad), with 1 corresponding to the Monster A and 0 to Monster J. Targeting is important for certain [[Fighting Styles]] that can hit multiple targets. | ||
The Quickcast spells can also be selected using the hotkeys 'Alt+1' through 'Alt+0', where the number corresponds to the spell's slot number. | The Quickcast spells can also be selected using the hotkeys 'Alt+1' through 'Alt+0', where the number corresponds to the spell's slot number. Note that these bars are linked with your [[Character Menu#Equipment|Equipment Set]] and will be blank when switching to a new set for the first time. | ||
After you select your command and execute it, each enemy may perform an attack, spell, or spirit attack. Most of the time, this will result in the end of a turn, though sometimes certain abilities [[Action Speed|take longer to perform]] than others, like Area-of-Effect spells. In these cases, some enemies may act a second time before you can respond. Combat ends when either you or your enemies' health is reduced to 0, or you successfully [[Skills|flee]] from battle. | After you select your command and execute it, each enemy may perform an attack, spell, or spirit attack. Most of the time, this will result in the end of a turn, though sometimes certain abilities [[Action Speed|take longer to perform]] than others, like Area-of-Effect spells. In these cases, some enemies may act a second time before you can respond. Combat ends when either you or your enemies' health is reduced to 0, or you successfully [[Skills|flee]] from battle. | ||
==Losing== | |||
Losing occurs when your Hit Points are reduced to zero and Spark of Life did not proc. You will be given a message to indicate your defeat and will be ejected from the battle series in which you were fighting. Entering any new battle series without recovering at least 1 HP will result in another immediate loss. Fleeing allows you to leave a battle at any time (given a few turns) with slightly less penalties. | |||
*'''There is no direct penalty for being defeated''', except for the ejection from the battle series in which you were fighting. | |||
*Any progress made in a multi-round battle series will be lost. No [[credits]], [[EXP]], or drops are given for the incomplete round. | |||
*Any [[Items#Battle_Powerups|powerups]] held will be lost. | |||
*[[Arena]] and [[Ring of Blood]] challenges may not be attempted again until the next [[Dawn of a New Day]] and any [[Items#Tokens|Tokens of Blood]] used will not be refunded. | |||
*[[Monster_Lab|User-created monsters]] besides your own will gain a "Battle Won" if they were alive during the round in which you were killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated you. | |||
*You will keep all remaining MP and SP, as well as any proficiency points gained during the round. | |||
==Recovering== | |||
While out of combat HP, MP, and SP regenerate over time at various rates based on your [[Character_Stats#Primary_Attributes|primary attributes]]. While out of battle the "Restoratives" option, located beneath the SP bar, is also available. It allows players to consume a few [[Items#Restoratives|potions]] to fully restore any of these points. This uses Lesser potions of the appropriate type and will only use stronger ones if the Lesser potions are insufficient in number. You may also recover all 3 points completely by using a single [[Items#Tokens|Heal Token]]. | |||
Completing any [[Arena]] or [[Ring of Blood]] challenge will restore your health and mana points to full. Leveling up will restore all 3 points to full. | |||
==Battle Window== | ==Battle Window== | ||
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===Player Side=== | ===Player Side=== | ||
*'''Status Effects''': Displays all the status effects (mostly from [[Spells#Supportive_Magic|supportive spells]] or items) currently on the player. A maximum of 8 effects can be shown, though more can be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after Auto-cast spells. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect. | *'''Status Effects''': Displays all the status effects (mostly from [[Spells#Supportive_Magic|supportive spells]] or items) currently on the player. A maximum of 8 effects can be shown, though more can be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after Auto-cast spells. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect. | ||
*'''Health Points''': If this is reduced to 0 the battle series will end | *'''Health Points''': If this is reduced to 0 the battle series will end. Health can be restored in battle via [[Items#Restoratives|Restorative Items]] or [[Spells#Curative_Magic|healing spells]]. Will turn silver if [[Abilities#Tier_11|Spark of Life]] is active and has sufficient Spirit Points (50%+) to proc. | ||
*'''Mana Points''': Used to cast [[Spells]]. | *'''Mana Points''': Used to cast [[Spells]]. | ||
*'''Spirit Points''': Used for [[Spirit Attack]]s and as a cost to proc the [[Spells#Supportive_Magic|supportive spells]] [[Abilities#Tier_11|Spark of Life]] and [[Abilities#Tier_16|Spirit Shield]]. | *'''Spirit Points''': Used for [[Spirit Attack]]s and as a cost to proc the [[Spells#Supportive_Magic|supportive spells]] [[Abilities#Tier_11|Spark of Life]] and [[Abilities#Tier_16|Spirit Shield]]. | ||
*'''Overcharge Gauge''': Displays the player's current Overcharge level. | *'''Overcharge Gauge''': Displays the player's current [[Overcharge]] level. | ||
*'''Actions''': Buttons for executing the basic battle actions. | *'''Actions''': Buttons for executing the basic battle actions. | ||
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A log of all the events during the battle. Only shows the last 100 lines. | A log of all the events during the battle. Only shows the last 100 lines. | ||
When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if a multi-round battle series such as | When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the [[Arena]]), and monsters' spawn information. | ||
Monsters' spawn information contains the following: | Monsters' spawn information contains the following: | ||
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Each monster has its own row with the following: | Each monster has its own row with the following: | ||
*'''Monster Letter''': Refers to the monster's position for targeting purposes. | *'''Monster Letter''': Refers to the monster's position for targeting purposes. | ||
*'''Monster Level''': | *'''Monster Level''': Can be at or slightly lower than the player's level. | ||
*'''Monster Color''': Indicates the monster's class/rarity. | *'''Monster Color''': Indicates the monster's class/rarity. | ||
**'''No color''' = [[HentaiVerse_Bestiary#Ordinary_.28Common.29|Ordinary]] (Common; all [[Monster Lab|player created monsters]] are of this class) | **'''No color''' = [[HentaiVerse_Bestiary#Ordinary_.28Common.29|Ordinary]] (Common; all [[Monster Lab|player created monsters]] are of this class) | ||
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**<span style="color:#A989A5">'''Purple'''</span> = [[HentaiVerse_Bestiary#Gods_.28Ultimate.29|God]] (Ultimate) | **<span style="color:#A989A5">'''Purple'''</span> = [[HentaiVerse_Bestiary#Gods_.28Ultimate.29|God]] (Ultimate) | ||
*'''Monster HP''': If reduced to 0, the monster is dead and can no longer take any action. Once all monsters' health are reduced to 0, the player is victorious in the battle round. | *'''Monster HP''': If reduced to 0, the monster is dead and can no longer take any action. Once all monsters' health are reduced to 0, the player is victorious in the battle round. | ||
*'''Monster MP''': Indicates how close a monster is to | *'''Monster MP''': Indicates how close a monster is to possibly using its magic attack. Monsters can potentially cast their magic attack when they have at least 50% mana. | ||
*'''Monster SP''': Most monsters will not have one as they do not have a [[Spirit Attack]]. Only Boss-class or higher monsters have these. Monsters can only use their spirit attack when they have 100% spirit. | *'''Monster SP''': Most monsters will not have one as they do not have a [[Spirit Attack]]. Only Boss-class or higher monsters have these. Monsters can only use their spirit attack when they have 100% spirit. | ||
*'''Status Effects''': Displays the status effects (usually from [[Spells#Deprecating_Magic|deprecating spells]]) with which the monster is afflicted. A maximum of 6 effects can be shown, though more may be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect. | *'''Status Effects''': Displays the status effects (usually from [[Spells#Deprecating_Magic|deprecating spells]]) with which the monster is afflicted. A maximum of 6 effects can be shown, though more may be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect. | ||
**Currently, only [[HentaiVerse_Bestiary#Trio_and_the_Tree_.22Fates.22_A.K.A._.22The_Goddesses.22_.28Ultimate.29|1 set of monsters]] have [[Enemy Procs|beneficial status effects]]. | |||
====Agitation==== | |||
*Monsters become Agitated when they are below 20% health. This is indicated when their name turns <span style="color:red">red</span>. Agitated monsters do 50% more damage than normal (150% damage). | |||
*While monsters are at above 80% health, they do 25% less damage than normal (75% damage). | |||
==See Also== | ==See Also== | ||
Revision as of 16:16, 18 October 2011
Setup
HentaiVerse battles are initiated by the player entering one of the battle modes manually or via Random Encounters which happen approximately once per hour while browsing the E-Hentai site if the player is not already in combat. Each battle will spawn a number of monsters to fight. The player always acts first. The difficulty of the HentaiVerse battles may be selected out of battle.
A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flees or dies. A "battle series" refers to a set of battle rounds that last until completed or until the player flees or dies. e.g. The "Graduation" Arena challenge is a battle series with 5 rounds. Random Encounters, the Ring of Blood challenges, and the first Arena challenge all contain only 1 round.
Combat
When it is the player's turn to perform an action, they may choose between 7 different actions:
- Attack: Basic physical attack, applying physical attack stats against the target's physical defense stats. Hotkey is 'Q'.
- Magic: Prompts you to select a spell to cast. Applying either magical damage against the target's magical defense stats, or a debuff to weaken or disable the target in various ways. Hotkey is 'W'.
- Pressing the hotkey 'R' will recast the previously cast spell on the previously selected target, or on yourself if a supportive/curative spell was cast. If no spell was cast, hitting R will have same effect as selecting Magic. If the previous target is dead, it will open the Magic menu and select the previously cast spell, but not cast it. Recast works even if you perform other actions in between.
- Spirit: Performs your Spirit Attack on a target. Hotkey is 'E'.
- Skills: Prompts you to select a skill. Note that these take a full turn to execute. Hotkey is 'A'.
- Items: Prompts you to use an item from your battle inventory. Note that items in the item inventory must be moved to the battle inventory before they can be used this way. This is accomplished from the Character's Item page. Infusions and Scrolls can be set to restock themselves during the battle but restorative items can only do so once a battle series has ended. Hotkey is 'S'.
- Defend: Increases your defenses for the turn (+25% physical and magical mitigation), but you skip your action for the turn. Hotkey is 'D'.
- Focus: Increases your chance of landing a spell on the following turn (+50% hit chance, -25 effective interference), but reduces your your evade, block, and parry chances to 0% for the current turn. Hotkey is 'F'.
Enemies can also be targeted using the hotkeys '1' through '0' (either on the home row or number pad), with 1 corresponding to the Monster A and 0 to Monster J. Targeting is important for certain Fighting Styles that can hit multiple targets.
The Quickcast spells can also be selected using the hotkeys 'Alt+1' through 'Alt+0', where the number corresponds to the spell's slot number. Note that these bars are linked with your Equipment Set and will be blank when switching to a new set for the first time.
After you select your command and execute it, each enemy may perform an attack, spell, or spirit attack. Most of the time, this will result in the end of a turn, though sometimes certain abilities take longer to perform than others, like Area-of-Effect spells. In these cases, some enemies may act a second time before you can respond. Combat ends when either you or your enemies' health is reduced to 0, or you successfully flee from battle.
Losing
Losing occurs when your Hit Points are reduced to zero and Spark of Life did not proc. You will be given a message to indicate your defeat and will be ejected from the battle series in which you were fighting. Entering any new battle series without recovering at least 1 HP will result in another immediate loss. Fleeing allows you to leave a battle at any time (given a few turns) with slightly less penalties.
- There is no direct penalty for being defeated, except for the ejection from the battle series in which you were fighting.
- Any progress made in a multi-round battle series will be lost. No credits, EXP, or drops are given for the incomplete round.
- Any powerups held will be lost.
- Arena and Ring of Blood challenges may not be attempted again until the next Dawn of a New Day and any Tokens of Blood used will not be refunded.
- User-created monsters besides your own will gain a "Battle Won" if they were alive during the round in which you were killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated you.
- You will keep all remaining MP and SP, as well as any proficiency points gained during the round.
Recovering
While out of combat HP, MP, and SP regenerate over time at various rates based on your primary attributes. While out of battle the "Restoratives" option, located beneath the SP bar, is also available. It allows players to consume a few potions to fully restore any of these points. This uses Lesser potions of the appropriate type and will only use stronger ones if the Lesser potions are insufficient in number. You may also recover all 3 points completely by using a single Heal Token.
Completing any Arena or Ring of Blood challenge will restore your health and mana points to full. Leveling up will restore all 3 points to full.
Battle Window
(Image Placeholder)
Player Side
- Status Effects: Displays all the status effects (mostly from supportive spells or items) currently on the player. A maximum of 8 effects can be shown, though more can be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after Auto-cast spells. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect.
- Health Points: If this is reduced to 0 the battle series will end. Health can be restored in battle via Restorative Items or healing spells. Will turn silver if Spark of Life is active and has sufficient Spirit Points (50%+) to proc.
- Mana Points: Used to cast Spells.
- Spirit Points: Used for Spirit Attacks and as a cost to proc the supportive spells Spark of Life and Spirit Shield.
- Overcharge Gauge: Displays the player's current Overcharge level.
- Actions: Buttons for executing the basic battle actions.
Battle Log
A log of all the events during the battle. Only shows the last 100 lines.
When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the Arena), and monsters' spawn information.
Monsters' spawn information contains the following:
- MID: The monster's ID number. The monster's name is also listed in parentheses.
- LV: The monster's level.
- HP: The monster's starting health.
Monster Side
Each monster has its own row with the following:
- Monster Letter: Refers to the monster's position for targeting purposes.
- Monster Level: Can be at or slightly lower than the player's level.
- Monster Color: Indicates the monster's class/rarity.
- No color = Ordinary (Common; all player created monsters are of this class)
- Gray = Mini-boss (Uncommon)
- Orange = Boss (Rare)
- Red = Schoolgirl (Legendary)
- Purple = God (Ultimate)
- Monster HP: If reduced to 0, the monster is dead and can no longer take any action. Once all monsters' health are reduced to 0, the player is victorious in the battle round.
- Monster MP: Indicates how close a monster is to possibly using its magic attack. Monsters can potentially cast their magic attack when they have at least 50% mana.
- Monster SP: Most monsters will not have one as they do not have a Spirit Attack. Only Boss-class or higher monsters have these. Monsters can only use their spirit attack when they have 100% spirit.
- Status Effects: Displays the status effects (usually from deprecating spells) with which the monster is afflicted. A maximum of 6 effects can be shown, though more may be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect.
- Currently, only 1 set of monsters have beneficial status effects.
Agitation
- Monsters become Agitated when they are below 20% health. This is indicated when their name turns red. Agitated monsters do 50% more damage than normal (150% damage).
- While monsters are at above 80% health, they do 25% less damage than normal (75% damage).