Combat System Guide

Table of Contents

Combat Overview

Solaris RPG employs a turn-based combat system where players strategically execute actions through descriptive posts. The battle ends when one party concedes defeat or manages to escape. Without a clear victor, a Game Master evaluates the submitted posts to determine the outcome. Decisions made by a Game Master are final.

Combat unfolds as players take turns executing actions, including attacking, defending, evading, or escaping. Success in combat depends on thoroughly understanding your opponent's race, class, trade, magic type, and gear quality. Moreover, character-specific custom abilities and class traits introduce further layers of strategic complexity to the battlefield.

Character Statistics

Every character in Solaris has four primary attributes that determine their combat capabilities:

These base stats are determined by a combination of:

From these primary stats, combat values are calculated:

Damage Calculation

Attack damage is calculated based on your attack power values:

The Power Multiplier is a game constant (currently set to 15) that balances attack power values across the game.

Health (HIT) is calculated as: Vitality × Armor Equipment Quality × Health Multiplier (currently 150). Creatures have an additional modifier (0.75) applied to their health calculation.

Damage Avoidance

All characters have a 100% hit chance unless their opponent employs an avoidance maneuver (dodge or deflect), which reduces the hit chance by the opponent's avoidance rating. Players decide whether to accept an attack as a successful strike, balancing numerical values with common sense, fairness, and detailed descriptions.

Avoidance ratings (Dodge and Deflect) have a maximum cap of 80%, meaning at least 20% of attacks will always hit, regardless of skill level.

Example: If your opponent has a Dodge rating of 65%, your attack's hit chance is reduced to 35% (100% - 65%). This means the opponent has a 65% chance to successfully dodge your attack.

Avoidance ratings are calculated using a complex formula that includes:

Certain classes receive specialization bonuses to specific avoidance types:

Damage Mitigation

Damage mitigation statistics (Resist and Armor) help reduce the damage taken. These stats determine what percentage of incoming damage is negated.

Example: If your Armor rating is 65%, you only take 35% of the opponent's weapon attack damage. If the opponent strikes with a weapon that does 500 damage, you would only take 175 damage (500 × 0.35) to your Health.

Similarly, if your Resist rating is 50% and the opponent uses a magical attack that does 400 damage, you would take 200 damage (400 × 0.5) to your Health.

Like avoidance stats, mitigation statistics are capped at 80%, meaning you will always take at least 20% of incoming damage, regardless of how high your armor or resistance values are.

Deflect vs Dodge

While dodge can be applied against almost any attack, deflect is designed explicitly for melee and ranged attacks. In some cases, enchanted weapons or shields can deflect or block magical attacks.

Dodge (DOD): Based on Agility, enhanced by Ranged weapons and Accessories. It represents physically moving out of the way of an attack.

Deflect (DEF): Based on Strength, enhanced by Weapons and Shields. It represents actively blocking or parrying an attack.

When deciding which avoidance to use, consider:

Equipment Quality

Equipment quality significantly impacts combat effectiveness. The quality grades are:

Quality Grade Multiplier
None 1
Common 3
Noteworthy 6
Exceptional 12
Ascended 24
Legendary 48

These quality multipliers directly affect your combat stats. For example, upgrading from Common (3) to Noteworthy (6) equipment doubles the equipment's contribution to your stats.

Equipment slots include:

Abilities in Combat

Custom abilities provide characters with unique tactical options during combat, often turning the tide of battle when used strategically. Each character earns a new custom ability for every 20,000 EXP gained, allowing for personalization and distinctive fighting styles.

Abilities fall into two primary categories:

When incorporating abilities into your combat strategy, consider:

For detailed information on creating and using abilities, refer to the Abilities Guide.

Concerning Death

Upon death, a character's soul enters the Afterplane, a shadowy reflection of the living world. Deprived of sensory experiences, characters navigate this realm's distorted time and space. They may venture towards the Great Spiraling Vortex, a gateway leading to Primordia and finalization of the character. Seeking to escape, they may choose to explore methods of returning to the living realm such as the Shadowgate.

Characters who return from the Afterplane lose 20% of their total experience (EXP) level. This experience is transferred to the victor who defeated them.

For storyline bosses and creatures, the total EXP is divided among all contributing party members. For example, if a four-person party defeats a creature with 70,000 EXP, each member gains 17,500 EXP and an equal share of the creature's bounty (gold).

Combat Tips

Quick Reference: Formulas

Attack Power

Attack Type Formula
Ranged Attack Power (RAP) Agility × Ranged Equipment Quality × 15
Magic Attack Power (MAP) Intelligence × Relic Equipment Quality × 15
Weapon Attack Power (WAP) Strength × Weapon Equipment Quality × 15

Health

Character Type Formula
Player Health (HIT) Vitality × Armor Equipment Quality × 150
Creature Health (HIT) Vitality × Armor Equipment Quality × 150 × 0.75

Damage Calculation

Damage Type Formula
Melee Damage Taken WAP × (1 - ARM/100)
Ranged Damage Taken RAP × (1 - ARM/100)
Magic Damage Taken MAP × (1 - RES/100)

Level Progress

Character levels are calculated as a percentage of maximum experience (100,000), with level 100 being the maximum.