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The Battle Grid System:

The Battle Grid is an entity that oversees battle proceedings. Quite simply it indicates each participant's position in battle. Each of the three protagonists is assigned a column (left for the first character, middle for the second, and right for the third) and then one of three positions within that column: front, middle, or back. There are 27 possible arrangements for the Battle Grid in total.

The Battle Grid is a fourth participant in battle and must be protected at all costs. Should it be KO'd at any point, the battle is lost. It has a very slow speed so will not be able to act most of the time, but when it does the Battle Grid can randomize the position of all three characters, or perform a Crisis technique that has different functions depending on the current state of the battle.

Each character has a favorable position within their column. The first participant prefers the back, the second the middle, and the third the front. Attacking in a favorable position grants the participant bonus dexterity points (DP), while attacking in an unfavorable position will cost them DP.

Combos:

Combos can be executed when multiple battle participants are in the same row position and once all characters are at least level 2. In the above image, the first and third characters are both in the back row so they can perform a combo together.

Normally either character can initiate a combo, but this is not always the case. Should the combo take place on an arrangement that one character prefers, that character needs to initiate the combo. In the above image, the preferred position of the first participant is the back, and since two characters are in the back, only this first participant can activate the combo.

The same applies with Triple combos. Only the participant who is in their preferred row can initiate the combo.

There are 12 different combos possible and combo use can affect the relationships of the three main protagonists.

Combo Probabilities based on Battle Grid Arrangement:
Triple Combo – 11.12%
Bleya/Trero Combo – 22.22%
Dud (No combo) – 22.22%

Status Effects:

The following table describes all the conditions that can affect the party in detail.

 Condition Explanation Death No actions permitted. Persists after battle. Poison 5% of Max HP + 1 HP damage each turn. Abates after 4 turns. 25% chance recovery each turn. Blind Hit percentage becomes 20%. Abates after 3 turns. 20% chance recovery each turn. Silence Skills with an intellect influence of 1+ cannot be used. Abates after 3 turns. 20% chance recovery each turn. Berserk Attacks enemies randomly, with 50% hit percentage. Abates after 3 turns. 20% chance recovery each turn. Confused Attacks allies randomly. Abates after 3 turns. 30% chance recovery each turn. If hit, 25% chance of recovery. Sleep No actions permitted. Abates after 3 turns. 25% chance recovery each turn. If hit, 80% chance of recovery. Paralyze No actions permitted. Abates after 3 turns. No chance of recovery each turn. Stun No actions permitted. Abates after 1 turn. Haste Doubles agility. Abates after 4 turns. Slow Halves agility. Abates after 4 turns. No chance of recovery each turn. Coma No actions permitted. Halved Attack/Defense/Intelligence/Agility. 10% chance recovery each turn or if hit. Dream No actions permitted. 10% of Max HP & Max DP recovery per turn. Abates after 3 turns. 80% chance recovery if hit. Nightmare No actions permitted. 10% of Max HP & Max DP damage per turn. Abates after 3 turns. 80% chance recovery if hit. Regen 2% of Max HP recovery per turn. Abates after 4 turns. Guard Evades all attacks. Abates after 3 turns. Shell Reflects skills. Abates after 3 turns.

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Wow. I'm not kidding, this sounds like the best customised DBS I've ever seen. Subbed.
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