Combat

The combat system in Age of Gezo is a turn based one that allows each player participating in a fight a chance to detail their actions for that turn, whether it's performing their own attack or reacting to an enemy's. Actions performed by a character are limited to their current collection of jutsu, perks, and stats. Stats are the core of all combat in AoG, as they provide players a clear representation of what they can and cannot physically do in both a combat scenario, and an everyday scenario.

When engaging another player, or even an NPC or EC (Event Character) in combat, both parties must utilize the game's various combat formulas to determine whether or not an action is successfully executed, and if it was executed, how successful it would be. For example, if Player A attacks Player B by throwing a punch, Player B has three ways he can respond; First, he could avoid the attack if his Reflex stat is higher than Player A's Attack Speed stat. Second, he could simply take the hit, which then triggers a damage calculation, where Player A's Strength and Taijutsu stats are added together and compared against Player B's Durability stat multiplied by 2. Lastly, he could attempt to counter the attack with his own punch, resulting in a parry that is calculated by each player adding their Attack Speed and Reflex stats together and seeing whose is higher. Below is a list of all combat formulas currently present in AoG.

Note: Round up your stats if they have a .5 after them, if it is below .5, such as .4 you round down. This means if your Speed stat is 7.4 then when calculating formulas that include Speed, you will use 7. If your Speed is 7.5 or higher, then when calculating formulas including Speed, you will use 8. When calculating a formula that divides a stat, round the stat first, then round the result if needed.
 * Hand Signs - The default maximum number of hand signs capable of being weaved per round is 5. This can be increased by purchasing the Hand Seal Speed perk.
 * Running Speed - (Speed Stat/2) + Tier # of Speed perk = Tile distance. Example: your speed stat is 10 and you have a T2 Speed perk. 10/2 + 2 = 5 + 2 = 7 tiles of speed per turn.


 * Jump Height - Strength / 4 tiles OR Control / 4 + 3 tiles due to Suimen


 * Using Shunshin: (Speed Stat/2) + Tier # of Speed perk + (Control/2) + # of tiles stated in flicker fighter perks (if you have flicker fighter perks) = Shunshin tile distance


 * Carry Capacity - Strength x 20 (increments of +20 to the multiplier per Weight Training tier.)


 * Dodging Calculation - Dodger's Reflex vs Attacker's Attack Speed or Jutsu Travel Speed


 * Reflex vs Attack Speed - If difference is less than 5 - Slight difficulty on landing an attack or dodging an attack. If difference is greater than 5 but less than 15 - Difficulty landing an attack or dodging an attack. If difference is greater than 15 but less than 20 - Heavy difficulty landing an attack or dodging an attack. If difference is greater than 20 - Impossible to dodge the attack / land it.


 * Parry Calculation - Attack Speed + Reflex vs Attack Speed + Reflex (When parrying, the one who is attempting a parry must have a total that's at minimum 10 points under the one that is attacker's total. But if you're person attempting the parry is below the amount, it doesn't leave the attacker open to an attack. It only redirects the attack.) A drawback to someone using parry back to back in a combat situation recieves a -2 to their parry calculation each time.


 * Blocking - Removes 1/4th of the Damage Recieved. During combat, this is your second to last line of defense if you can't dodge or parry someone's attack in hand to hand combat. It only works towards blunt force and has no use against ninjutsu and weaponry with blades or sharp tips.


 * Taijutsu Damage - Strength + Taijutsu vs Durability x 2


 * Ninjutsu Damage - Control + Ninjutsu vs Ninjutsu Defense x 2


 * Landing Genjutsu - Intelligence + Genjutsu vs Genjutsu Resistance x 2


 * Genjutsu Damage - Intelligence + Genjutsu vs Intelligence + Genjutsu


 * Breaking out of Genjutsu - Control + Genjutsu vs Control + Genjutsu + (1 x Mastery Level of Kai) or 5 damage over Durability x 2


 * Breaking Weapons - Weapon Durability x 2 vs Strength x 2 or Control + Ninjutsu (to break in one blow, the breaker has to deal 40+. Adhere to the damage scale system for this.)


 * Hitting an armored enemy - The damage will be reduced by the armor's durability FLAT. The damage will also be calculated against the armor's durability x 2 to see whether or not it gets damaged.


 * Projectile Speed - Ninja Tools (Kunai, Shuriken, Senbon, Windmill Shuriken) = Strength / 2 + 3 + Marksman Perk. Bow and Arrows = Strength / 2 + 3 + Marksman Perk + Bow Proficiency Perk


 * Jutsu Tile Range and Speed - Con/2 tiles per turn


 * Regular Sand Moves - Control / 2


 * Iron Sand Moves - [Control / 2] - 1


 * Gold Sand Moves - [Control / 2] - 2

Damage Scale
It's important to note that damage in AoG has various scales to it, and that each individual body part (i.e. left arm, left leg, head, torso, etc) has its own health. This means that dealing 80 damage to a target's head would kill them, but dealing that same damage to their arm would simply remove the limb, or make it entirely useless. Certain Jutsu are also capped at certain scales, meaning they will only ever do up to a certain amount of damage. Below are the scales for physical damage. It's worth nothing again that lethal damage to an arm or leg doesn't necessarily mean the target is dead. All it means is that the appendage receiving the damage has either been severed or damaged beyond use.

1-10 - '''Minor Damage 11-25 - Medium Damage 26-40 - Major Damage 40+ - Lethal Damage 80+ - Deathly Lethal Damage'''

There is also a scale for mental damage, which applies to things like Genjutsu that affect the target's mind rather than their body. Depending on the intensity of the Genjutsu versus the target's mental strength, illusionary techniques may provide an opening for a physical attack, or may be so strong that it leaves permanent brain damage to the target.

1-10 - '''Minor Damage 11-30 - Medium Damage 31-50 - Major Damage 50+ - Temporary Brain Damage 100+ - Permanent Brain Damage 150+ - Brain Fry'''

Note-worthy Combat Mechanics
There are still a couple of things left to cover about Age of Gezo's combat system. Though these are occurrences that don't happen very often, they are still important to cover in the event that they do occur. First and foremost, there are certain parts of the body that are defenseless, regardless of how hard one trains to become the ultimate tank. These areas include the eyes, the privates, the inside of the mouth, and internal organs.

To target the eyes, however, even in close ranged, a person has to at least have T1 Marksmanship to aim for it. Human beings aren't trained, even swordsmen and the like, to aim for such small targets in the heat of combat where the participants are actively in locomotion. However, if the target is immobile, this restriction is considered void. Do note that this only applies to specific aiming for the eyes. If slashes encompass a wide area, it naturally has a             -chance- of landing on the eyes.

Lastly, there remains how elemental jutsu clash against one another. If the clashing jutsu have opposing elements, for this instance Fire versus Water, the advantageous element gains +20 to the damage during the calculation of the clashing of the jutsu, which is Damage of the Jutsu vs Damage of the Jutsu.