Post by joshheartbrand on Oct 16, 2009 16:55:36 GMT -5
Refbot Advanced FAQ v1.0
Welcome to the new Refbot Advanced system! Much of the things you loved before about Refbot are still the same and have not changed. However, many other things have been modified and therefore it is of great importance that you keep this FAQ handy until you get used to the new changes.
Stats
When you type !stats, you will inevitably notice that you now have many more stats. Here is a description of what your stats do, note, this will change over time as new things are added. If any major changes are made that completely revamp the way a certain stat operates you will be offered a one time free stat revamp.
Strength: This affects your ability to pull off strength moves. You require a certain amount of strength to do certain moves, and it will help you pull off those moves more often. Strength also helps you reverse strength moves. Finally, having Strength will help you avoid the Strength moves of your opponent.
Technical: This affects your ability to pull off technical moves. You require a certain amount of technical to do certain moves, and it will help you pull off those moves more often. Technical also helps you reverse technical moves. Finally, having Technical will help you avoid the Technical moves of your opponent.
Agility: This affects your ability to pull off High Fly moves. You require a certain amount of agility to do certain moves, and it will help you pull off those moves more often. Agility also helps you reverse High Fly moves. Finally, having Agility will help you avoid the High Fly moves of your opponent.
Endurance: This stat decreases the amount of damage you take from moves. More abilities will be tied to this stat in the future when a stamina system is implemented further down the road.
Brutality: This stat increases the amount of damage you deal. Look for more abilities to be tied to this stat in the future.
Precision: This stat increases your chance to pull off a critical hit. Critical hits are especially important on Refbot Advanced since they have a chance to knock your opponent out; the only way to pin your opponent currently.
Hardcore: This stat increases your chance to make your opponent bleed. It is also the stat that will in the future effect your ability to get weapons and use them, as well as help you in "hardcore" matches.
Charisma: This stat raises the amount of momentum you gain from moves as well as raises the amount of momentum you subtract from your opponent by doing moves. It also increases the amount of charisma you start the match with. Charisma will also effect many of the special shop zone abilities that are coming in the future such as bribing the referee.
How a match works
The objective of a match remains the same; injure your opponent and pin him. What has changed is how to get to this point. You will now see on !h an additional stat, M:. M refers to Momentum. Instead of having to reduce your opponent to a certain level of health to do higher moves you now need higher momentum. You gain momentum by performing moves. Generally, the higher the move type, the more momentum you gain. All moves will increase your momentum except Large Moves, Trademark moves, and Finishers. These moves all involve a decrease in your momentum. This is because the only way to pin someone is when they are knocked out. These three move types are the only ones that can "knock out" your opponent currently (there are plans to give other moves the ability to do so in the future when your opponent falls below a certain health level). When your opponent is knocked out you will be able to pin. The opponent then has the chance to use one of three kickouts (many more to be added) to get out of the pin. Currently they are: Powers Out (uses your strength), Slides Out (uses your agility), and finally, Kicks Out (uses your technical). Pin success depends initially on the health of the person knocked out. After deciding whether a pin will happen, then the success depends on your stat in the kickout you use and the health difference the pinner has over you. Even if you have a significant advantage in stats in the kick out you choose, a large health difference will severely hamper your ability to kick out.
There are three main "archetype" of moves. Strength, High Fly (uses agility), and Technical. Each have their own plus and minuses. Strength moves deal average damage, average damage to yourself, and give you the lowest momentum. On bad misses they deal an average amount of damage to you. High Fly moves deal the most damage, increase momentum an average amount, and deal the most damage to you, especially on misses. Technical moves deal the least damage, the least damage to yourself, but increase your momentum the fastest.
When you reach 30 momentum you are able to "store" a finisher. You type /me stores. This adds a finisher to your !h. You can now use a finisher. Higher level finishers and trademarks can be added via the IWWF !shopzone which is still in development.
Weapons are currently disabled.
Abridged Move List
Strength Striking Moves - 2 Damage to opponent, 1 Damage to yourself, increases your momentum by 1, opponents momentum not affected.
Small Strength Moves - 6 Damage to opponent, 1 Damage to yourself, increases your momentum by 1, opponents momentum not affected.
Small Medium Strength Moves - 8 Damage to opponent, 1 Damage to yourself, increases your momentum by 2, opponents momentum decreased by 1.
Medium Strength Moves - 14 Damage to opponent, 4 Damage to yourself, increases your momentum by 3, opponents momentum decreased by 2.
Medium Large Strength Moves - 17 Damage to opponent, 5 Damage to yourself, increases your momentum by 4, opponents momentum decreased by 3.
Large Strength Moves - 23 Damage to opponent, 7 Damage to yourself, decreases your momentum by -10, opponents momentum decreased by 0.
Technical Striking - 1 Damage to opponent, 0 Damage to yourself, increases your momentum by 1, opponents momentum decreased by 0.
Small Technical Moves - 2 Damage to opponent, 0 Damage to yourself, increases your momentum by 3, opponents momentum decreased by 0.
Small Medium Technical Moves - 4 Damage to opponent, 0 Damage to yourself, increases your momentum by 5, opponents momentum decreased by 0.
Medium Technical Moves - 6 Damage to opponent, 1Damage to yourself, increases your momentum by 7, opponents momentum decreased by 0.
Medium Large Technical Moves - 8 Damage to opponent, 1 Damage to yourself, increases your momentum by 9, opponents momentum decreased by 0.
Large Technical Moves - 11 Damage to opponent, 1 Damage to yourself, decrease your momentum by 5, opponents momentum decreased by 0.
High Fly Striking Moves - 2 Damage to opponent, 1 Damage to yourself, increases your momentum by 1, opponents momentum decreased by 0.
Small High Fly Moves - 10 Damage to opponent, 2 Damage to yourself, increases your momentum by 2, opponents momentum decreased by 1.
Small Medium High Fly Moves - 15 Damage to opponent, 5 Damage to yourself, increases your momentum by 2, opponents momentum decreased by 1.
Medium High Fly Moves - 18 Damage to opponent, 6 Damage to yourself, increases your momentum by 3, opponents momentum decreased by 2.
Medium Large High Fly Moves - 21 Damage to opponent, 8 Damage to yourself, increases your momentum by 4, opponents momentum decreased by 2.
Large High Fly Moves - 30 Damage to opponent, 16 Damage to yourself, decreases your momentum by 10 opponents momentum decreased by 0.
Many of the numbers you see above will be changed as the bot is beta tested and moves are balanced. Please do not accept the numbers you see here as the "holy grail" of what you think the moves are. They will change often in the first few weeks and this faq may be slow to reflect those changes.
Experience / Gym / Skill Points
There are currently two ways to gain experience. The first is by competing in show matches. The winner and loser both gain experience, though the winner gays 2x the amount of experience the loser gains. The second is through contracts. Message refbot !contract and the bot will explain the contract system to you.
The gym is where you train your points. Every level you gain you get 10 skill points to spend. Tell refbot !gym to use them. In the coming weeks it will be coded to the bot that you can specialize in one of the three archetypes (possibly 4, with hardcore). This will double the points placed into that archetype while halving the points placed into the opposite of that stat. This is not currently live.
Shop Zone and Upcoming Future Changes
The IWWF Shop Zone will let you "spy" on another players stats for a fee of 1000$ for each level the person is. You can also buy one skill point for every 25,000$. Finally, you are currently able to reset your skills at an increasing cost. Again, with major changes everyone will be offered the chance to respec their stats.
Current Upcoming Changes
______________________
Inside and Outside of the Ring
Countouts
Weapon System
Shop Zone Items Such as Gyms, Trainers, Bribing the Ref, Interference
Top Turnbuckle Moves
Submission System
Trademark 2, Trademark 3, Finisher 2/3/Ultra
Welcome to the new Refbot Advanced system! Much of the things you loved before about Refbot are still the same and have not changed. However, many other things have been modified and therefore it is of great importance that you keep this FAQ handy until you get used to the new changes.
Stats
When you type !stats, you will inevitably notice that you now have many more stats. Here is a description of what your stats do, note, this will change over time as new things are added. If any major changes are made that completely revamp the way a certain stat operates you will be offered a one time free stat revamp.
Strength: This affects your ability to pull off strength moves. You require a certain amount of strength to do certain moves, and it will help you pull off those moves more often. Strength also helps you reverse strength moves. Finally, having Strength will help you avoid the Strength moves of your opponent.
Technical: This affects your ability to pull off technical moves. You require a certain amount of technical to do certain moves, and it will help you pull off those moves more often. Technical also helps you reverse technical moves. Finally, having Technical will help you avoid the Technical moves of your opponent.
Agility: This affects your ability to pull off High Fly moves. You require a certain amount of agility to do certain moves, and it will help you pull off those moves more often. Agility also helps you reverse High Fly moves. Finally, having Agility will help you avoid the High Fly moves of your opponent.
Endurance: This stat decreases the amount of damage you take from moves. More abilities will be tied to this stat in the future when a stamina system is implemented further down the road.
Brutality: This stat increases the amount of damage you deal. Look for more abilities to be tied to this stat in the future.
Precision: This stat increases your chance to pull off a critical hit. Critical hits are especially important on Refbot Advanced since they have a chance to knock your opponent out; the only way to pin your opponent currently.
Hardcore: This stat increases your chance to make your opponent bleed. It is also the stat that will in the future effect your ability to get weapons and use them, as well as help you in "hardcore" matches.
Charisma: This stat raises the amount of momentum you gain from moves as well as raises the amount of momentum you subtract from your opponent by doing moves. It also increases the amount of charisma you start the match with. Charisma will also effect many of the special shop zone abilities that are coming in the future such as bribing the referee.
How a match works
The objective of a match remains the same; injure your opponent and pin him. What has changed is how to get to this point. You will now see on !h an additional stat, M:. M refers to Momentum. Instead of having to reduce your opponent to a certain level of health to do higher moves you now need higher momentum. You gain momentum by performing moves. Generally, the higher the move type, the more momentum you gain. All moves will increase your momentum except Large Moves, Trademark moves, and Finishers. These moves all involve a decrease in your momentum. This is because the only way to pin someone is when they are knocked out. These three move types are the only ones that can "knock out" your opponent currently (there are plans to give other moves the ability to do so in the future when your opponent falls below a certain health level). When your opponent is knocked out you will be able to pin. The opponent then has the chance to use one of three kickouts (many more to be added) to get out of the pin. Currently they are: Powers Out (uses your strength), Slides Out (uses your agility), and finally, Kicks Out (uses your technical). Pin success depends initially on the health of the person knocked out. After deciding whether a pin will happen, then the success depends on your stat in the kickout you use and the health difference the pinner has over you. Even if you have a significant advantage in stats in the kick out you choose, a large health difference will severely hamper your ability to kick out.
There are three main "archetype" of moves. Strength, High Fly (uses agility), and Technical. Each have their own plus and minuses. Strength moves deal average damage, average damage to yourself, and give you the lowest momentum. On bad misses they deal an average amount of damage to you. High Fly moves deal the most damage, increase momentum an average amount, and deal the most damage to you, especially on misses. Technical moves deal the least damage, the least damage to yourself, but increase your momentum the fastest.
When you reach 30 momentum you are able to "store" a finisher. You type /me stores. This adds a finisher to your !h. You can now use a finisher. Higher level finishers and trademarks can be added via the IWWF !shopzone which is still in development.
Weapons are currently disabled.
Abridged Move List
Strength Striking Moves - 2 Damage to opponent, 1 Damage to yourself, increases your momentum by 1, opponents momentum not affected.
Small Strength Moves - 6 Damage to opponent, 1 Damage to yourself, increases your momentum by 1, opponents momentum not affected.
Small Medium Strength Moves - 8 Damage to opponent, 1 Damage to yourself, increases your momentum by 2, opponents momentum decreased by 1.
Medium Strength Moves - 14 Damage to opponent, 4 Damage to yourself, increases your momentum by 3, opponents momentum decreased by 2.
Medium Large Strength Moves - 17 Damage to opponent, 5 Damage to yourself, increases your momentum by 4, opponents momentum decreased by 3.
Large Strength Moves - 23 Damage to opponent, 7 Damage to yourself, decreases your momentum by -10, opponents momentum decreased by 0.
Technical Striking - 1 Damage to opponent, 0 Damage to yourself, increases your momentum by 1, opponents momentum decreased by 0.
Small Technical Moves - 2 Damage to opponent, 0 Damage to yourself, increases your momentum by 3, opponents momentum decreased by 0.
Small Medium Technical Moves - 4 Damage to opponent, 0 Damage to yourself, increases your momentum by 5, opponents momentum decreased by 0.
Medium Technical Moves - 6 Damage to opponent, 1Damage to yourself, increases your momentum by 7, opponents momentum decreased by 0.
Medium Large Technical Moves - 8 Damage to opponent, 1 Damage to yourself, increases your momentum by 9, opponents momentum decreased by 0.
Large Technical Moves - 11 Damage to opponent, 1 Damage to yourself, decrease your momentum by 5, opponents momentum decreased by 0.
High Fly Striking Moves - 2 Damage to opponent, 1 Damage to yourself, increases your momentum by 1, opponents momentum decreased by 0.
Small High Fly Moves - 10 Damage to opponent, 2 Damage to yourself, increases your momentum by 2, opponents momentum decreased by 1.
Small Medium High Fly Moves - 15 Damage to opponent, 5 Damage to yourself, increases your momentum by 2, opponents momentum decreased by 1.
Medium High Fly Moves - 18 Damage to opponent, 6 Damage to yourself, increases your momentum by 3, opponents momentum decreased by 2.
Medium Large High Fly Moves - 21 Damage to opponent, 8 Damage to yourself, increases your momentum by 4, opponents momentum decreased by 2.
Large High Fly Moves - 30 Damage to opponent, 16 Damage to yourself, decreases your momentum by 10 opponents momentum decreased by 0.
Many of the numbers you see above will be changed as the bot is beta tested and moves are balanced. Please do not accept the numbers you see here as the "holy grail" of what you think the moves are. They will change often in the first few weeks and this faq may be slow to reflect those changes.
Experience / Gym / Skill Points
There are currently two ways to gain experience. The first is by competing in show matches. The winner and loser both gain experience, though the winner gays 2x the amount of experience the loser gains. The second is through contracts. Message refbot !contract and the bot will explain the contract system to you.
The gym is where you train your points. Every level you gain you get 10 skill points to spend. Tell refbot !gym to use them. In the coming weeks it will be coded to the bot that you can specialize in one of the three archetypes (possibly 4, with hardcore). This will double the points placed into that archetype while halving the points placed into the opposite of that stat. This is not currently live.
Shop Zone and Upcoming Future Changes
The IWWF Shop Zone will let you "spy" on another players stats for a fee of 1000$ for each level the person is. You can also buy one skill point for every 25,000$. Finally, you are currently able to reset your skills at an increasing cost. Again, with major changes everyone will be offered the chance to respec their stats.
Current Upcoming Changes
______________________
Inside and Outside of the Ring
Countouts
Weapon System
Shop Zone Items Such as Gyms, Trainers, Bribing the Ref, Interference
Top Turnbuckle Moves
Submission System
Trademark 2, Trademark 3, Finisher 2/3/Ultra