COMBAT
STAT-ASSISTED
Below you will see various formulas and tables which makes the combat seem stat heavy, however, this is not the case. The formulas are simple and the tables give you a guideline of how the difference in two fighters stats would have an impact on the actions taken in combat. Remember, these are guidelines and you are still free to role play as needed while using the guidelines to help determine the outcomes of different actions taken.
- Endurance: Used to determine your defense against attacks and how long you can battle before exhaustion.
- – Defense: Attack Damage – Endurance = Defense.
- – - Example: Goku attacks Vegeta with a basic punch which has an attack damage of 20. Vegeta’s endurance stat is 15. Therefore, Vegeta’s defense against the attack is (20 – 15) 5. This attack would do minor damage to Vegeta’s character.
| Stat Difference | Projected Outcome |
| 0 | No damage. |
| 1 – 10 | Minor damage. |
| 11 – 20 | Average damage. |
| 21 – 30 | Good damage. |
| 31 – 40 | Great damage. |
| 41 – 50 | Massive damage. |
| 51 – 60 | Grave damage. |
| 61 – 99 | Deadly damage. |
| 100+ | Instant kill. |
- – Exhaustion: Refer to the below table, the number on the right hand side is how many posts (counting only yours) that your character would realistically last until they are exhausted.
| Endurance | Post Count |
| 0 | 10 |
| 1 – 20 | 12 |
| 21 – 40 | 14 |
| 41 – 60 | 16 |
| 61 – 80 | 18 |
| 81 – 100 | 20 |
- Ki: Used to determine how many energy techniques you can use in a given battle and the damage of energy techniques.
- – Energy Use: Simply subtract the amount of Ki cost for the energy technique from your current Ki.
- – Energy Attack Damage: Each energy technique has a base damage and Ki cost. You may add Ki to the attack in increments of 10 and for every 10 Ki added is an extra 1% damage.
- – - Example: Goku uses an Ki Wave (base damage: 10, ki cost: 10) and decides to power it up with an extra 20 ki. Therefore, his total attack damage is 10 (Base Damage) x .02 (2% from adding 20 Ki) = 2 (2% of 10) + 10 (Base Damage) = 12.
- Speed: Used to determine change to hit and change to dodge.
- – Chance to Hit/Dodge: Simply subtract the defenders speed from the attackers speed and then refer to the table below.
| Stat Difference | Projected Outcome |
| 0 | 50% Hit/Dodge |
| 1 – 10 | 55% Hit |
| 11 – 20 | 60% Hit |
| 21 – 30 | 65% Hit |
| 31 – 40 | 70% Hit |
| 41 – 50 | 75% Hit |
| 51 – 60 | 80% Hit |
| 61 – 99 | 90% Hit |
| 100+ | 100% Hit |
- Strength: Used to determine physical attack damage.
- – Attack damage: Strength + technique modifiers (if any) = Attack damage.



