- Writing Levels
- Give-No-Fucks
- Douche
- Adaptable
- Preferred Character Gender
- Primarily Prefer Male
- Genres
- Original anime trope RPs with good plot and/or mechanics regardless of genres
Formulas, design, mechanics, notes, etc.
Performance modifier adjustment
S = 1.1 (prime condition)
A = 1 (combat ready)
B = 0.9 (normal)
C = 0.7 (off focus)
D = 0.4 (sick)
Attacking Base Hit% (ABH)
(Accuracy/2 + 140) x Performance Adjustment + Skill adjustments
Defending Base Evasion% (DBE)
(Evade/2 + Mobility) x Performance Adjustment + Skill Adjustments
Final hit%
(ABH-DBE) + Range bonus + Command aura bonus
Range bonus
(3 - range)x3
Range
1. Close range 2. Mid range 3. Long range
Command aura
Increases hitrate and evasion by 5% per level
If final hit% after calculation = 50%, throw 1/90 dice with natural miss of 1%
45 and lower would hit, anything higher would miss.
Might need to recalculate everything since 90% is the max.
RNG hits 6 times out of 12
If final hit% = 91%, RNG hits 11 out of 12
Not user friendly
If final hit% after calculation = 53%, throw 1/10 dice.
5 and lower would hit, anything higher would miss.
Rounding down/up stuffs, might prove to be inaccurate.
RNG hits 5 times out of 12
If final hit% = 91%, RNG hits 10 out of 12
If final hit% after calculation = 56%, throw 2d10 dice.
56 and lower would hit, 57 and higher would miss.
Max number is 99. Hitting 10 in first dice = 0, 10 in second dice =10%
16% = 1 in first dice, 6 in second dice
RNG hits 5 times out of 12
If final hit% = 91%, RNG hits 10 out of 12
Performance modifier adjustment
S = 1.1 (prime condition)
A = 1 (combat ready)
B = 0.9 (normal)
C = 0.7 (off focus)
D = 0.4 (sick)
Attacking Base Hit% (ABH)
(Accuracy/2 + 140) x Performance Adjustment + Skill adjustments
Defending Base Evasion% (DBE)
(Evade/2 + Mobility) x Performance Adjustment + Skill Adjustments
Final hit%
(ABH-DBE) + Range bonus + Command aura bonus
Range bonus
(3 - range)x3
Range
1. Close range 2. Mid range 3. Long range
Command aura
Increases hitrate and evasion by 5% per level
45 and lower would hit, anything higher would miss.
Might need to recalculate everything since 90% is the max.
RNG hits 6 times out of 12
If final hit% = 91%, RNG hits 11 out of 12
Not user friendly
If final hit% after calculation = 53%, throw 1/10 dice.
5 and lower would hit, anything higher would miss.
Rounding down/up stuffs, might prove to be inaccurate.
RNG hits 5 times out of 12
If final hit% = 91%, RNG hits 10 out of 12
If final hit% after calculation = 56%, throw 2d10 dice.
56 and lower would hit, 57 and higher would miss.
Max number is 99. Hitting 10 in first dice = 0, 10 in second dice =10%
16% = 1 in first dice, 6 in second dice
RNG hits 5 times out of 12
If final hit% = 91%, RNG hits 10 out of 12
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