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Karasu(the crow)

Karasu(the crow)


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Join date : 2011-05-15
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PostSubject: Weapon Explanations   Weapon Explanations Icon_minitimeThu Jan 02, 2014 5:06 am

The weapon costs beli, and the devil fruit costs AP so we will charge 30mil beli for adding a devil fruit to the weapon. Next, there will be the following types of abilities:
 
 
Logia: Passive Trigger
 
-all Logia-based devil fruit weapons will release their element on strike. A Magu Rifle will fire magma bullets. A Goro Katana will electrocute on contact with the blade, etc. passive like that. The devil fruit will not be damaged by their element.
 
 
Paramecia: Passive Constant or Passive Trigger
 
-Depending on the nature of the devil fruit and the will of the creator, a devil fruit weapon will either have a Passive Trigger effect (ei. Gura Pistol tremors all bullets, creating far more destructive bullets but also increasing the recoil) or a Passive Constant effect (ei. Gomu Staff functions like a normal staff except it can bend like rubber).
 
Zoan: Active Effect
 
-The weapon gains a will of its own. The weapon, if treated properly by the owner, will serve him as an extension of his or her will. If not,  it will refuse to function or escape. In the event of a weapon transfer, the weapon will cease to function as anything other than a normal weapon until the new owner's charisma is at 50%. Using your devil fruit weapon comes from the same stat as normal devil fruits and full master takes 100%  in that skill.
 
 
These abilities determine what your weapon can do. Certain zoans, which may have paramecia or logia effects, can gain a second ability that functions as a logia or paramecia weapon. For example, if I made a hammer with a Zeus zoan, the hammer might create thunder and lightning on impact, as well as have it's own free will. Similarly, a copper-head whip I have might always be venomous, not just the head. This is also coupled with stats. Since devil fruit weapons cannot train themselves to become stronger, we will have a purchasing system for you, as to allow them to be at the proper strength. While the mythical and normal zoans have the same amount of abilities per beli tier, the abilities allowed to a mythical and in some regular zoans are generally stronger or more versatile.
 
-30million purchase: Normal and Mythical zoans have 100% to distribute amongst stats. Ancient zoans have 150%. 0 special abilities.
-40million purchase: Normal and Mythical zoans have 200% to distribute amongst stats. Ancient zoans have 300%. 0 special abilities.
-45million purchase: Normal and Mythical zoans have 100% to distribute amongst stats. Ancient zoans have 150%. 1 special abilities.
-60million purchase: Normal and Mythical zoans have 100% to distribute amongst stats. Ancient zoans have 150%. 2 special abilities.
-70million purchase: Normal and Mythical zoans have 200% to distribute amongst stats. Ancient zoans have 300%. 1 special abilities.
-80million purchase: Normal and Mythical zoans have 300% to distribute amongst stats. Ancient zoans have 450%. 0 special abilities.
-85million purchase: Normal and Mythical zoans have 200% to distribute amongst stats. Ancient zoans have 300%. 2 special abilities.
-95million purchase: Normal and Mythical zoans have 300% to distribute amongst stats. Ancient zoans have 450%. 1 special abilities.
-125million purchase: Normal and Mythical zoans have 300% to distribute amongst stats. Ancient zoans have 450%. 2 special abilities.
 
Only one character can start with a devil fruit weapon. Of all your devil fruit weapons, no single character possessing them can have more than one Mythical or Ancient zoan, nor more than one logia. You may have one logia and one M/A zoan, but not both a Mythical and an Ancient zoan. Ancient zoans are rare, logias rarer, and Mythical zoans are extremely rare, and that is why we limit this and we can't have you taking all our fun toys. Keep in mind that your devil fruit weapon may be using the fruit someone else wants to use. It's still first come first serve, but in my personal opinion characters are far more important than weapons, so you may be screwing someone over and wasting their hard work.
 
Note: YOU CANNOT GO IN DEBT FOR A DEVIL FRUIT THAT WILL BE USED FOR A WEAPON
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Karasu(the crow)

Karasu(the crow)


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PostSubject: Re: Weapon Explanations   Weapon Explanations Icon_minitimeSun Feb 16, 2014 1:32 am

Ammunition, in this universe and just like IRL and some anime, isn't unlimited upon purchase. A person is responsible for keeping track of their ammunition and making sure that when they use all of the ammunition they bought it must be rebought for them to use more. Ammunition can come in many prices and strength. The basic pack of bullets can cost anywhere from 200 to 10,000 belli (more depending on weapon). A modern day sniper rifle can have bullets that cost 1 million each, if they're made of sea stone it can be 5 million each (this can vary depending on the power of the sniper). Canon balls can cost the same as a sniper ammo if not more depending on the power behind the canon ball. If it explodes that one canon ball can cost more then 10 million belli depending (normal ones that do not explode are about 2 million and normal explosions are 5 million). Ammunition with special effects, like freezing objects or burning things with heat equivalent to magma, cost a lot. They can cost 10 million if the bullets explode, or 40 million if they do something like freeze everything in a certain area.

Remember though, ammunition here isn't unlimited upon purchase. An average gunslinger will spend most of his money on ammunition for his gun, so be prepared. And have a good hunting.
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Karasu(the crow)

Karasu(the crow)


Posts : 2095
Join date : 2011-05-15
Age : 31
Location : In your closet

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PostSubject: Re: Weapon Explanations   Weapon Explanations Icon_minitimeWed Apr 30, 2014 11:28 pm

Many of you users have been pester- err, asking me about the class systems for swords. "How is Ryo Wazamono better then Wazanomo?! THEY BOTH DO THE SAME THING!!"- Unknown Newbie, 2014. No, the swords aren't all the same. The swords have class systems, just like guns (both will be explained in this section). The gun's increase in price give the weapon more power, better aiming, and sometimes a better amount of rounds fired per second (semi automatic). The higher the class of swords the tougher the sword, and the better cutting ability. To summarize a very long explanation I'll give you a nice list!

Wazamono: 1million-5million. Can be up to Iron hard (which is bellow steel hardness).

Ryo Wazamono: 10million-15million (can be up to normal grade steel)

O Wazamono: 15million-50million (can be up to the hardness of high grade steel)

Saijo O Wazamono: 80million-360million (is normally nearly as hard as diamond, but can become as hard as diamond for a price)

So that's the basic explanation for the sword prices, and their hardness (giggity). On top of this people with O Wazamono grade swords get a 10% boost in cutting potential. So a person with 70% skills can cut through steel. This doesn't mean a person with 70% skill can do all the techniques a person with 80% skill can do, it just means they can cut through steel. People with Saijo O Wazamono get a 20% cutting potential boost. So at 60% skill they can cut through steel. Fun stuff huh?

Now to the gunners. Guns are an essential part of one piece, just like swords, so they deserve their own ranking system too.. soyougunnerpeoplestopbotheringmeaboutthat.

Fourth Grade: Pistols that are slightly above flintlocks. Can fire multiple rounds of flintlock powder by trigger fire, but still is a pain to reload and is very inaccurate. (1million- 5million)

Third Grade: Pistols of the cowboy times. Revolvers are very common at this stage, and can fire real bullets that are large or semi-small, these pistols have decently poor accuracy though. Real rifles with decent accuracy can be created now. These guns can be trigger-fire. (10million- 15million)

Second Grade: Pistols of modern age. These pistols can kill someone very easily, and can be fired with each press of the trigger. Semi-automatic weapons can be used now, like assault riffles and sub-machine guns, but their magazines can't have more then twenty bullets. (20million- 50million).

First Grade: This is where the big stuff come in. Giant canons, bombs, snipers, and machine guns are among the many weapons that fit First Grade. This includes a large variety of advanced weapons, including lazer shooters, and pacifista-equivalent lazer blast shooters (only cyborgs can have those). The general price range comes after this explanation, but it can easily exceed the limitation if someone goes crazy with the shooting mechanism and/or power (80million-360million).

These are rough estimates for general weapons. There will be exceptions to these rules, like a person that decides to create a gunblade, but for the majority of situations (with general weapons) you can count on these price ranges.
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Cobdogred
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Cobdogred


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Location : In a galaxy far far away

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PostSubject: Re: Weapon Explanations   Weapon Explanations Icon_minitimeTue Mar 24, 2015 8:16 pm

So, many of you are wondering how the money system will work in one piece. "How will I be able to buy my favorite weapon without getting ripped off?" "How expensive is sea stone?!" "WHY DON'T I KNOW THESE THINGS!". Because I am such a nice person and I don't want you people annoying me with hordes of questions I'll give you guys an example of how us mods will grade your weapon/ship/whateveritis sheet.

Poverty weapons: -250,000. Basic weapons are basically a normal sword, maybe a lance or spear found in any area in the one piece world. Other then it being a weapon there is really nothing amazing about these particular weapons. They can be made of iron for the lowest cost, or made of steel for the highest cost. But, other then being basic, these weapons are arguably better then walking around with nothing. Standard rifles can cost anywhere from 10,000 to 250,000 depending on its range, a pistol would obviously cost less. Small knives can be bought for 1,000, or less belli. Ammunition usually falls within this range if it isn't anything unreasonable like a buggy ball.

Middle-class weapons: 250,000- 15,000,000 belli. Second level weapons are above average. Sharp swords, wires, and overall weird weapons start at this basic price range. A sword that can slice things easier then an average sword, but not by an advanced amount, can easily fit this category. A hammer in this price range can be made for a giant, or even a sword. At this level one can buy powerful ammunition, like a buggy ball, for about 1,000,000- 5,000,000.

High-class weapons: 15,000,000+ belli. High class weapons are where the real fun is at. A Reject dial, which is arguably one of the most powerful weapons in one piece, can be bought for 500,000,000 belli. Impact dials can be bought for 100,000,000 belli. Canons that can shoot in succession without being broken (for ships) cost about 100,000,000 belli per canon (this also depends largely on the canon balls it can hurl at opponents, if it's a bucky ball obviously the price will stay, a normal canon ball will drop its price). Things like legendary swords also must be applied to this price range and can range anywhere from 80 million to 300 million depending on several factors. High class speaks for itself, even kairoseki fits this class. Kairoseki by itself is about 1 million to 5 million, if you add it to a weapon it can cost about 30 million belli (for a basic kairoseki katana). I could go on hours, but I assume you guys get the jist.

So yes, this is a VERY basic run-down of all of these weapons. Do not assume that buying a one shot canon (as in it breaks once after its use and you have to get another one) will cost 100 million belli, at all. Don't assume that An advanced level katana with kairoseki will cost 30 million belli, and don't assume that these are the only weapons a person can get in the beginning. There is a very large selection of weapons, don't assume just because a weapon is unique it'll cost something expensive, and don't assume that a powerful weapon will get through the staff without some serious prices, or a flat out denial.
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Cobdogred
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Cobdogred


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PostSubject: Gun Damage System   Weapon Explanations Icon_minitimeSun Jul 26, 2015 9:42 pm

Since guns don't really fit into the whole damage system based solely on skill, we've decided to make a system to help it make more sense and be a bit more realistic.  There are a number of factors that will decide just how much damage a gun can do.  Anything from caliber to the type of ammunition can make a vast difference; however the biggest factors will be the user's skill and gun grade.  The numbers that are about to follow will seem low but keep in mind that most guns don't fire just one bullet.  All bullets fired by one technique will count towards the total damage.  For example if six bullets hit that do 10% damage each that's 60% attack power that is then calculated with the foe's endurance to determine damage.  This is superior to a technique that throws six punches that do 10% damage each because each 10% has to make it past the foe's endurance.  The Math: 60% for six bullets and 50% endurance equals 10 damage to health.  10% per punch with 50% endurance would literally do no damage, no matter how many times the user punched the foe.  

Fourth Grade:

Flintlock pistols do 3% while rifles do 5% damage per bullet with the user’s skill below 50%.  After 50% pistols do 6% and rifles do 8% per bullet.  These numbers are based on a direct hit to a non-vital area.  Once again details such as caliber and special ammunition can and will increase damage output.  That will be determined when the technique and weapon sheets are being graded.  


Third Grade and Second Grade:  

Revolvers/pistols do a base damage of 5% while bolt action, lever action, and semi automatic rifles do 10% damage bullet.  The numbers listed are base numbers meant for smaller caliber guns such as the .22 LR.  A revolver such as the .45 colt or a rifle like a .308 or .30-06 would obviously do much more damage.  After increasing skill to 50% or higher pistols do 10% and rifles do 15% damage per bullet.   

First Grade:

The damage per "bullet" on these weapons will be determined when the weapon is being priced.  As this section accounts for anything from a .22 with a 60 round clip to death lasers attached to cyborgs it would be much too cumbersome to even begin to guess how much damage it could possibly do.  We may cap this later on but for now the suggested maximum is 20 per shot before 50% skill and 30% bullet after 50% skill.

Skill Buff:

The gunslingers with high level of skill get awarded two fold.  First as stated above the user gains the second set of numbers for bullet damage.  Secondly the user gain a buff equal to their stat per bullet or shot or cannonball or laser blast or whatever it is.  The buff take the users skill and multiplies is by the damage of the weapon and then adds the resulting number to the original damage.  A user with a gun that does 10% damage per bullet and 60% skill would have a .6 buff using the following equation.  10x.6=6+10=16% damage per bullet. The bonus applies only when used with a technique tree.


Last edited by Cobdogred on Sat Sep 19, 2015 8:22 pm; edited 3 times in total
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Aidoneus
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PostSubject: Re: Weapon Explanations   Weapon Explanations Icon_minitimeWed Aug 26, 2015 1:07 am

So, some questions have been asked concerning multiple weapons. Honestly, we hadn't considered the damage and effect of multiple weapons. But we have come to a simple and effective solution. The effect of a weapon remains the same as if it was at its normal skill stat when multiple weapons are being used at once; however, for each weapon being used at the same time, there is a 10% skill reduction in damage calculation. This requires for you to have adequate stats in order to use multiple weapons effectively. If you are at 30% skill and you use one sword, it will be calculated at 30%. If you use two, it 30% is reduced by 10% each, to 10% each, effectively doing 20% in calculation. Three would do absolutely nothing, as each sword would be reduced to 0%. The more weapons you have, the more attacks you can use at the time. Separately, it improves your chances of being able to strike the foe, and when combined can inflict more damage. However, the lower your level the less effectively weapons can be wielded in this manner. At 100%, maximum damage would be an attack using 5 separate weapons to perform one combo attack, as it would create 250% during damage. But at 80% 5 weapons would only inflict 150% damage, whereas 4 would inflict 160%. Furthermore, as we know, each weapon has to be worth while in and of itself to be used effectively. Bonuses to a stat from a weapon will only apply when using that weapon, and therefor the best combination requires you to have both powerful weapons and the skill to use them.

(Note: While the skill translated into damage increase for each weapon used before the calculation of the debuff, strength does not increase; however it also does not incur a decrease.)
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Cobdogred
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Cobdogred


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PostSubject: Weapon Durability   Weapon Explanations Icon_minitimeMon Nov 16, 2015 8:02 pm

Not only do weapons cost the character beli, to destroy a weapon is to leave a foe weakend in a state worse than harming their body. Since this is such a serious matter we have determined a guideline in which a weapon can be destroyed. Only attacks that go beyond the durability of the blade will be allowed to harm the blade. The attack generated by the user of the blade does not harm the blade, only oncoming attacks. All attacks blocked by the blade are reduced in potency by the total ammount of the user's skill. All users of armament haki gain a passive three stage durability promotion to all purchased weaponary (this excludes armor).

Wazamono: Can be up to Iron hard (which is bellow steel hardness). Takes a blow or two over 60% to destroy.

Ryo Wazamono: Can be up to normal grade steel. Takes repreated blows of over 80% to destroy.

O Wazamono: Can be up to the hardness of high grade steel. Takes repreated repeated blows of over 100% to destroy.

Diamond / Saijo O Wazamono: Is normally nearly as hard as diamond, but can become as hard as diamond for a price. Takes repeated blows of over 110% to destroy.

Seastone Coating: Coated in a super hard and almost indestructible material. Takes repeated blows of over 150% to destroy.


Pure Carved Seastone: Indestrucable, can take and block any attack of any power and not be destroyed (attacks that the user cannot block will still harm the user).
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