Combat Test Lv. 1 - Round 2The Spearman moves forward first, ducking behind a wall facing the mooks. Two mooks break off to engage, and are now in range of attacks.
The Swordsman moves to take advantage, targeting <1> Mook 1. He slashes <5-1, Damage decreased 1 rank><1-1><3-1+1> the left leg of Mook 1, biting into the flesh, hindering the capabilities of that leg. However, nothing too dangerous, dealing <3x2 = 6> damage. He then attempts to disarm the Mook, <4-1, (66) no bonus> slamming his hilt into the Mook's arm. It didn't work, but it gave the Mook a negative to accuracy. <-1 to hit for (2) turns>
The Knifethrower readies a knife and throws it, aiming for the head of <10> Mook 10, <2> but misses completely as the Mook dodges. Since when can Mooks dodge like that?
Mooks 3 through 9 are now in close range of The Swordsman and The Spearman.
The Gunman moves forward slightly, aiming at the <2> Right Leg of <8> Mook 8! <4> <4> <4-1> The bullet tears through the Mook's leg, dealing <5x(2+1) = 15> damage, and making the leg impossible to use without causing it to bleed.
The Mage takes cover behind a wall, and uses Elemental Call on <7> Mook 9! <5> <1> <4> It causes stone to start growing around the Mook's left leg, completely holding it in place for 4 turns.
Lawastooshort
Health: 70/70
Mana: 40/40
Status Effects: None
Items: Endless Weighted Test Throwing Knives
Skills: Lv. 1 Double Throw, Lv. 1 Deadeye, Lv. 1 Shadow Throw, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
Scriver
Health: 70/70
Mana: 40/40
Status Effects: None
Items: Heavy Oak Test Staff
Skills: Lv. 1 Telekinesis, Lv. 1 Elemental Call, Lv. 1 Spatial Warp, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
HmH
Health: 70/70
Mana: 40/40
Status Effects: None
Items: Test Spear
Skills: Lv. 1 Sweeping Strike, Lv. 1 Impale, Lv. 1 Haft Shove, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
Wolfchild
Health: 70/70
Mana: 40/40
Status Effects: None
Items: Test Sword
Skills: Lv. 1 Speed Strike, Lv. 1 Deep Wounds, Lv. 1 Cleave, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
Yoink
Health: 70/70
Mana: 40/40
Status Effects: None
Items: Test Pistol, Endless Ammunition Magazine
Skills: Lv. 1 Quickshot, Lv. 1 Rapidshots, Lv. 1 Aimed Shot, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
Mook 1
Health: 44/50
Mana: 40/40
Status Effects: Injured Left Leg (Negative Mobility and leg use. Lasts untill healed.), Negative Accuracy (-1 to attack accuracy. Lasts 1 more turn.)
Items: Test Mook Sword
Skills: Lv. 1 Cleave, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
Mook 8
Health: 35/50
Mana: 40/40
Status Effects: Useless Right Leg (Cannot move without inciting a bleeding effect. Lasts untill healed.), Floored (Is on the ground, +1 to incoming attack accuracy. Lasts untill standing.)
Items: Test Mook Sword
Skills: Lv. 1 Cleave, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
Mook 9
Health: 50/50
Mana: 40/40
Status Effects: Grounded <Earth Call> (Cannot move, +1 Incoming Attack Accuracy. Lasts 4 more turns)
Items: Test Mook Sword
Skills: Lv. 1 Cleave, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
Mooks 2, 3, 4, 5, 6, 7, 10
Health: 50/50
Mana: 40/40
Status Effects: None
Items: Test Mook Sword
Skills: Lv. 1 Cleave, Lv. 1 Bare Hand Strike, Lv. 1 Disarm
(My apologies for the double post. By the way, the damage formula is 1d6 (For base damage) multiplied by (Stat used halved) plus (Damage roll halved). So say you roll 5 to hit, 3 for where and 6 for damage. Then you roll base damage and you get 2. The damage your target receives will be 2x(2+3). 2 was your base damage, the x2 was half of 5 rounded down, and then +3 was because of the increased rank from 5 accuracy, and the +2 from your stat halved (Which is standard, 4), so the total damage taken would be 20.
I explained this to ask... is this a good way to do damage? Should I make it more/less lethal?)