While the rules for role-playing, training, and questing are quite simple and rather free-form, battle sessions require a much more complicated structure. Solaris RPG is unique because of its guidelines for battling, and it is something that all players should take great pride in. The Battle Basics Guide went over the general outline of combat, but some more of the technical stuff will be described here in the Advanced Battle Guide. For a study into the mathematical equations that run combat, see the Battle Calculations Guide.
This guide relies on a general understanding of combat basics, so it is highly suggested that you are familiar with the Battle Basics Guide before reading this one. Some information presented here is specific to calculations and numerical aspects of battling; therefore, not everything in this guide will make absolute sense without reading the Battle Calculations Guide as well. However, even in those instances, you probably won’t need to be familiar with that guide in order to understand the core concepts, so you can chose to read this guide either before or after the Battle Calculations Guide.
Die Rolling
In order to roll a 100-sided die (the only one used in basic combat rolls), type “/random 100” into the chat box. This roll will be displayed to all in the chat room. The type of die rolled will not be displayed nor will the identifier of the roller. Therefore, it is illegal for a player to use this function when he is not supposed to, especially when another player needs to roll a die to determine something for a battle. If it is discovered that you are doing this to play tricks on other players, you will receive harsh penalties or even total bans from the game and forums. Harsh? Yes, but if you roll at the same time as someone else, you cannot tell which is which, and while you might think this is funny, many will not like that they're battles are getting lengthened by a deviant out for a little laugh; so just don't do it. Rolls, of course, can be done during role playing sessions or other times when it would not interrupt or be detrimental to a fight.
Die rolling is used to introduce chance and luck into fighting. This aspect was missing from the game for almost one-and-one-half decades from creation to this mechanic’s implementation. There are a few instances where the rules call for a roll on a 100-sided die. In each case, there will be a “target roll” to determine if the roll is a success or a failure. If the die roll meets or exceeds the target roll, it is a success. If the die roll is lower than the target roll, it is a failure.
Avoidance
Avoiding an attack describes any way that, through normal reactions or with a Reaction Ability, you keep yourself from being hit by an attack, or at least prevent yourself from taking damage from an attack that strikes you. In general terms, when you get attacked, you will have the opportunity to dodge. Dodging works by rolling a 100-sided die and comparing the result with the target roll, determined by the attacker and defender’s statistics. See the Battle Calculation Guide to see how to discover this target value. The Stat Guide describes a character’s Agility PVS (and therefore Dodge SVS) as a measurement of a character’s mobility. That is why this stat is the one used to determine if you can completely move your body out of the path of an attack.
In some cases, you will also be able to parry. Parrying works exactly like dodging, except the target value for the roll is determined using different statistics. The Stat Guide describes a character’s Accuracy PVS (and therefore Hit SVS) as a measurement of a character’s hand-to-eye coordination. That is why this stat is the one used to determine if you can move a weapon (or shield) into the way of an attack.
When determining if you avoid an attack, you make both a dodge roll and a parry roll (if applicable, see "Parrying"). You may choose to make a dodge roll and then if it fails, make the parry roll, or vice-versa. You may decide to make both at the same time; if they are both successful, you can decide which you prefer to use. In any way you choose, it must be explicitly clear to your opponent which roll goes toward which action before the time of the roll! Most players will formally declare at the beginning of the battle that they will roll dodge then parry, or they will roll twice at the same time, and say which will always be first and second. Then, in special cases, such as if two dodge rolls are needed; you can declare each in turn for that specific case.
Also, if either or both is successful, you may actually choose to ignore your success(es) and instead take the damage as if you had failed the roll(s). There are probably very few mechanical reasons to do this, but it can happen for more cosmetic reasons or if you just feel like an attack was so good, unexpected, or awesome enough to warrant a bonus to your opponent.
Damage Reduction
There are three types of damage reduction – one corresponding to each of the three types of damage. You can raise your defensive values and therefore these damage reductions by improving the stat that corresponds to that type of damage (Body for physical, Mind for energy, and Spirit for elemental) and by increasing the defensive values on your armor (P-DEF for physical and F-DEF for both energy and elemental). Characters of exceptional level might begin to reach what are called the damage reduction caps, or a maximum value that each of the types of damage reduction can obtain. Your damage reduction can exceed these values, but when calculating reduced damage, a character’s maximum damage reduction will be used if his actual reduction exceeds it.
The maximum damage reductions are determined by a character’s primary job class’ Class Type.
For physical job classes, the maximum Physical Damage Reduction is 70% and the maximum Energy and Elemental Damage Reductions are 30%.
For caster job classes, the maximum Physical Damage Reduction is 30% and the maximum Energy and Elemental Damage Reductions are 70%.
For hybrid job classes, the maximum Physical, Energy, and Elemental Damage Reductions are 50%.
Death
Death happens to the best of us. If you ever fall to zero hit points in a fight outside of the Arena, your character is now dead. Now what does that mean for you?
Several characters have the ability to revive the dead. In the best-case scenario, you have died in a battle with one of these characters as an ally. He can bring you back from the dead during or immediately after the conclusion of combat and you will come back good as new. When going into a dangerous situation, make sure to bring a resurrecter with you.
The second scenario is a little grimmer. If you are killed in battle and no one is there to revive you, then you are dead as a doornail. If you were killed by another player character, then you are probably going to have your corpse robbed. On top of that, there is now a very crucial timer of 48 hours where you need to get help, fast! You can manifest yourself as a spirit and may be able to interact with other player characters (if they ignore you, then you cannot speak to them) and try to find someone with the ability to resurrect and lead them to your body. If you are brought back within these 48 hours, you are safe. However, not only will you be poor and itemless, you will also suffer a 20% permanent loss to EXP!
The last scenario is saved for dead last. If you cannot get someone to revive you in 48 hours, your soul is ripped from the Nomaverse and you are fully deceased. Your character will be removed from the Character Page and will exist from then on as simply a memory.
Doubling and Halving Base Damage
There are several effects that can “double” the base damage of an attack or cut in “half” the base damage of an enemy’s attack. If you are benefiting from several of the same effect, the do not stack! That means if you have two bonuses that say you deal double base damage on an attack, you do not deal quadruple damage – you only deal double. The same goes if you have multiple adverse status effects that give you half base damage on an attack – no matter how many you have plaguing you, it is only halved.
You do however have to take note if you have both effects that double and effects that halve. If you have a bonus that gives you double base damage on an attack and a penalty that gives you half base damage on the same attack, they cancel each other out. If you have two “doubling” effects and one “halving” effect, then the half base damage effect cancels out only one of the double damage effect, and you are left with your attack dealing double base damage. This means if you have more “doubling” effects than you do “halving” effects, you end up with a doubling effect in the end (and vice-versa).
Escaping Fights
Attempting to run away from a battle constitutes a character’s action. He must describe trying to disengage from a situation and making a break for it. During his opponent’s reaction phase, he may roll a “pursue attempt” in order to catch him. If he meets or exceeds the target value, then he catches up to his prey and then can use his action as normal. If he fails to meet the target value, the opponent successfully flees and leaves the area immediately. He may choose to have his character enter a different room (for example: he might run from a fight on the beach and enter the forest to engage in another session there). If the attacker moves rooms and tries to initiate another battle, this can be considered harassment!
If a character attempts to escape and is caught, his opponent has the chance to attack again. On the escapee’s turn, he makes his reaction as normal, then he may choose to attempt an escape again using his action (assuming that he is still alive). The pursuer must make another “pursue attempt” to catch up to the runner again, but since this is the second turn in a row he is making this roll, it will have a higher target value. If this continues again and it is the third (or higher) turn in a row, the target value will be greater still. This only counts if these attempts are made in a row! If you try to escape but are caught, then you decide to continue with the battle, and further on you change your mind once more and try to escape again, the target roll for your pursuer is the lowest value – its difficulty is only heightened for attempts made in a row.
The first “pursue attempt” will have a target roll of 25. The second “pursue attempt” (in a row) will have a target roll of 50. The third (or higher) “pursue attempt” (in a row) will have a target roll of 75. Note that the first time you run, the advantage is to the pursuer in terms of determining if he can or cannot catch you, so if you are thinking of running, it might be a bad idea to wait until you are one hit away from going down! Even the second attempt is going to be nerve racking.
A character does not have to choose to pursue a running opponent; he may choose to just let him run.
If you are attempting to escape from multiple opponents, all of them have to make “pursue attempts”. On that turn, only those who succeeded in their attempt may make an aggressive action against you on their turn. Any that fail still get to take their turn, probably describing that they are running through the woods in chase but cannot get close enough for a shot or readying an action in case they get another crack at you. If one or more opponents succeed their “pursue attempts”, they get to attack like normal, and if you survive you may choose to run again. All enemies (including those who have failed one or more “pursue attempts” against you already) have to make “pursue attempts” again and each opponent has a target value that increases as normal if you run multiple turns in a row (previous successes or failures do not affect their target rolls. Again, only those who succeed in their “pursue attempt” on that turn get to make an aggressive action against you. If all pursuing opponents fail their “pursue attempts”, they you have escaped.
Fighting Rewards
If you win a fight by defeating your opponent but decide to let him live, you get to take three items from his battered body. The following rules apply when taking items from defeated character:
If you decide to take his Solaris Central Bank Card in order to rob him of money, it counts as one of the three items. Furthermore, you may only take up to 500,000 credits from him.
You cannot take tokens from a defeated opponent.
You cannot take runes from a defeated opponent.
You cannot take items enchanted with Family Curse from a defeated opponent.
You cannot take Awarded Items or Holiday items from a defeated opponent.
You may take a single Unique Item from a defeated opponent.
You may take weapons, armor, other items, and clothing from the defeated opponent.
If taking any items takes you over the maximum item limit (be it overall or for too many weapons or multiple armors, etcetera) you have a 48 hour period to get rid of that extra stuff. You can do this easily by selling it in the Market.
If you win a fight by killing your opponent, you get to ransack his entire inventory. This applies even for characters that cheat death by getting resurrected during their 48 hour grace period. The following rules apply when taking items from a dead character:
First and foremost; if you kill a character within five levels of you, his 20% penalty to EXP becomes a gain for you!
You take all of the dead opponent’s currency, including credits and tokens.
You cannot take runes from a dead opponent. These will remain on the character if he cheats death. Otherwise, they will be destroyed.
You may or may not be able to take Awarded Items or Holiday Items from a dead opponent. These will be determined on a case-by-case basis by the Staff. If you cannot take them, they are destroyed.
You take all weapons, armor, other items, and clothing from the defeated opponent. This includes all Unique Items.
If taking any items takes you over the maximum item limit (be it overall or for too many weapons or multiple armors, etcetera) you have a 48 hour period to get rid of that extra stuff. You can do this easily by selling it in the Market.
Improvised Weapons
As mentioned in the Battle Basics Guide, an improvised weapon is any item without an attack rating that is used as a weapon. Random items in the environment, an item such as a shield, or others might be useful enough to use in combat. Damage caused by an improvised weapon deals damage like an unarmed attack.
Some items might make sense if they had a strength requirement to use. For example: you character might want to unearth a tree and swing it at an opponent or he may want to lift and throw a giant boulder from a mountain path. In these cases, just use your discretion – it would not make sense for a character with 50 Base STR PVS (the requirement for a medium weapon) to lift a tree, but a character with 300 Base STR PVS defiantly could make an argument for it.
Multiple Strikes
Sometimes a character will be able to make multiple strikes in a single turn. This is most common when a character attacks with two melee weapons he is wielding. But this can also occur if a character describes that he is attacking with a flurry of blows. This will likely be purely cosmetic. When confronted by multiple attacks like this, you mechanically treat them as a single attack. You make a single dodge roll and if successful, you dodge all the strikes. You can make a parry roll if applicable, and when successful, you parry all the attacks.
If you get hit by multiple strikes from the same target in the same round, you only take damage from the strike that would deal the most damage. For example: a character, with 200 Body SVS and two weapons with attack values of 50 and 25, attacks you with both weapons. If you are hit, you take damage from his first weapon, 250 physical damage, and ignore any damage from the second weapon.
These rules only applies to multiple attacks from the same target – if you are facing multiple enemies and you get attacked from multiple fronts, you must make avoidance attempts against each individually and you will take damage from all attacks you fail to avoid.
Parrying
Parrying is a type of avoidance where your character knocks an attack away, avoiding all damage from the strike. (Blocking with a shield is considered a parry.) Several things must be taken into consideration when attempting to parry.
In order to parry successfully, you must be wielding a melee weapon. This means that if you are unarmed or only holding a ranged weapon, you cannot make a parry attempt. The classes of the melee weapons do not matter – you can parry a heavy weapon with a light weapon and vice-versa.
Improvised weapons may be used to parry sometimes; it really depends on the improvised weapon. Technically, the main rule is that it must be the size of or larger than a dagger, but it can come down to opinions, in some cases. It is pretty obvious to most that you cannot pick up a stone and use it to parry but a metal linked chain would probably do the trick. If you have found something in between, such as a tree branch, it might be a good idea to ask your opponent his opinion on if you should be able to use it to parry or not.
Also, in order to parry, you must be defending against a physical strike. Force attacks cannot be parried by a plank of wood strapped to your arm or a piece of folded metal.
The last parry requirement is that your Total STR PVS is at least half of your opponent’s. If his strength, his raw physical power, is more than twice yours, then holding a weapon or shield in the way of his strikes will not deter them!
If you parry with a weapon (or block with a shield) you cannot use that item until the end of your following turn. This means that if you parry with your sword against an opponent’s attack, you cannot then use it to attack on that turn. This also means that if you parry with your sword against an opponent’s attack, you cannot use it to parry another attack during your reaction phase. If an opponent attacks you with both his primary and secondary weapon in a turn, this rule is circumvented – only one parry roll must be made and on a success you knock both away with a single parry (as described above in "Multiple Strikes").
Stat Comparisons
There are some instances where PVS must be compared to determine an effect or effectiveness. There are two types of comparisons: Base PVS and Total PVS comparisons. Please be sure to know which comparison you are making, as the values can be very different. The Base PVS appear in the “Base” column of a character’s Vital Stats Page and the Total PVS appear in the “Total” column of a character’s Vital Stats Page. Base stats can only be affected by allocating AP whereas Total stats can be affected by raising the base stat by allocating AP or by obtaining greater bonus stats.
-Character: VIT PVS Base/Total
-Dave: VIT 18/18
-Kenneth: VIT 18/23
Here we can see the VIT PVS for our two characters, both base and total. Note first off that both combatants have identical Base VIT PVS, so if they needed to compare those values they would be the same; however, if they needed to compare Total VIT PVS, then Kenneth would have the advantage because he seems to have a little bit of bonus VIT which affects Total VIT PVS, but not Base VIT PVS. There are often cases where there must be a comparison between a character’s PVS and double or half of another’s (such as when blocking/parrying) but the comparisons shouldn’t ever get more complicated than that.
Throwing Weapons
When throwing a melee weapon or improvised weapon, you suffer a 25% penalty to Hit SVS for the attack. Throwing a weapon requires you to have twice the Base STR PVS requirement that it takes to wield it (light requires 0; medium requires 100; heavy requires 200). As improvised weapons don’t have a strength requirement, neither does throwing them; however, just like explained above under “Improvised Weapons”, it might make sense that certain items would require you to be strong enough to lift and wield, and therefore it would make sense that certain items would require you to be strong enough to hurl at an opponent. Many players agree that running over to pick up a weapon from the ground would constitute as an action in most cases.
