Technical: Move Types

There are several different categories of "Move Types" in Power Advantage, which seem to be causing a great deal of confusion when it comes to combinations and synergetic movesets. This article's aim is to clear these up as best as possible.

For starters, there are a few terms that need to be defined:

Basic Attack: See Minor Technique.
Energy Attack: The standard Warrior attack. Often differentiated from their Minor and Physical attacks. Considered to be long range.
Long Range: Usually used in weapon-classification, defines that a move is a, or uses a, projectile of some sort. Some moves, such as Dual Smasher, require Long Range weapons. A Weapon Master's Signature is considered both Short and Long Range.
Minor Technique: One of the starting, or notably basic moves fighters possess.
Physical Attack: An attack which is physical, hitting with a physical force or with your body. Non-Warrior signature attacks are normally excluded from this. Often confused with Minor Attacks. Some can be blocked by such moves as KI Shield, but no moves such as Koshoko may block them.
Short Range: Usually used in weapon-classification, defines that a move is close-range, only, not using any sort of projectile, and requires contact with the foe. Often broken down further in "Blunt", "Slashing", "Stabbing", etc., although these play very minor roles in most moves. Some moves, such as Dual Smasher, specifically require a Long Range, not Short Range weapon. A Weapon Master's Signature is considered both Short and Long Range.


Minor Attacks

See Top Reference.

NameSpecifics
Punch
Kick
Diving X[Non-Namek/Human]
Headbutt[Swordsmen]


Warrior Physical Techniques

Attacks and status moves, not transformations. Raging Energy Retrieval turns a Part-Saiyan counter-move into a Physical move.

NameSpecifics
Diving Rage Assault[Part-Saiyans]
Dokegu Arukeni Webs[Humans]
Earthen Multi-Toss[Evil]
Furiiza Cutter[Aliens]
Furiiza Slash[Aliens]
Kiaiho[Nameks]
Maha Mach Punch[Saiyans]
Mystik Attack[Nameks]
Power Plexus Punch[Saiyans]
Primitive Power Punch[Humans]
Raging Headbutt[Part-Saiyans]
Sticky Aruko Web[Humans]
Tail Whip Stun[Saiyans]
Team Twister[Anyone]
Yodan no Tsuki[Saiyans]


Swordsman Non-Sword Techniques

Attacks and status-moves. Not transformations. Techniques which directly relate to sword techniques are not mentioned here [Ex. Sharper Edge or Accuracy Chop]

NameSpecifics
Abnormal Reversal[Non-(Part-)Saiyans]
Affliction Be-gone[Good Align]
Barrier[Androids]
Demon Raising[Demons]
Demon Raising Enhancement[Demons]
Desperate Recouperation[Good Align]
Dim-Witted Reflexes[Saiyans]
Distractive Blast[Aliens]
Diving Fury Kick[Part-Saiyans]
Dokegu Arukeni Webs[Humans]
Energy Absorption Offense[Androids]
Energy Defense[Anyone]
Energy Defense Enhancement[Anyone]
Extremespeed[Part-Saiyans]
Futile Guard[Humans]
Genki Dama[Anyone]
Healing[Good Align]
Healing Blast[Good Align]
Heavy Tackle[Androids]
KI Absorption Defense[Androids]
Koshoko[Evil Align]
Life's Blood[Good Align]
Life Protection[Good Align]
Mafuba[Demons]
Maha Mach Punch[Saiyans]
Majin Control[Demons]
Meter Exchange[Good Align]
Mysterious Guard[Aliens]
Power Ball[Saiyans]
Power Plexus Punch[(Part-)Saiyans]
Racial Peace[Humans]
Rapid Chop[Anyone]
Rising Fury Punch[Part-Saiyans]
Saimin No Jutsu[Aliens]
Saimin no Jutsu Enhancement[Aliens]
Saiyan Regeneration[(Part-)Saiyans]
Self Destruct[Androids]
Sense of Honour[Aliens]
Sovya no Cheiko[Part-Saiyans]
Sticky Aruko Web[Humans]
Stunning Tone[Aliens]
Tail Regrowth[Saiyans]
Tail Regrowth(Meat)[Saiyans]
Tail-Whip Stun[(Part-)Saiyans]
Team Twister[Anyone]
Turtle Shield[Z Fighters]
Ultra Mafuba[Demons]


Now, with these rolls, there must obviously be maximum possible rolls, and averages of the max and minimum values.

To figure out the max value, one could use the formula of xy+z, or . In this case, you multiply the x and y values together, then add z to the result, yielding the maximum possible value.
Let's give this a test:

A player has a 10d3+5 Flaming Rapid Cut, and wishes to find the maximum possible damage.
So, if the player wanted the maximum damage, he would need to roll perfectly on every d3, thus getting ten values of three. Using the formula, it can be much easier than counting these all up.
xy+z, so (10)(3) + (5) = 35, max.

Now, it would be great to always roll these perfect values, but, alas, it is rarely so. So rare, in fact, that it usually isn't worth hoping for, when you need it. What is more important, however, is the fact that every roll has an average value it can be, which can usually be attained, more often than not.
The formula for this is somewhat more complicated. It follows the standard ((Max)+(Min))/2 formula, but it is suited to fit the values we use, here.
The formulas is ((xy+x)/2)+z, or . For example, in the 10d3+5, we could replace the values with:
(((10)(3)+(10))/2)+5    =    ((30+10)/2)+5    =    (40/2)+5    =    20+5    =    25.

So, if you wanted to set a goal on how much damage you needed to do with your Flaming Rapid Cut, 25 would be a very fair guess.

The last formula this article will cover will be one of my own devising, based around the Accuracy Dice that Power Advantage uses.
Brandon King came up with a very unique way to roll accuracy, which would later become the model for most online-RPG accuracy systems. Brandon King allowed Power Advantage to use this system, and although we made some minor alterations to values, it is essentially identical to the original system.

The accuracy dice, as you may see in the Handbook, start at 2dy values, then raise to 3dy values, and continue to grow, generally keeping y as a multiple of 10. When rolled during a battle, if any roll is equal to half of the max roll (Ex. 2d50, max roll is a 50, so if any are 25 the condition has been met), the attack hits.
What is odd about this system, is that although the numbers are growing larger, the chances of hitting are actually decreasing, until you reach the next x value. 2d40, in fact, has a higher chance of connecting than a 2d100.

Now, it will be claimed that this is because "there are more numbers that can miss, at higher values". This, although true, is entirely irrelevant. Yes, at 2d40, 1-19 is a miss, so there are 19 'miss' numbers and 21 'hit' numbers, whereas 2d100 has 1-49 missing, so 49 'miss' numbers to 51 'hit' numbers. The number of values that make the condition true rise in the same manner as those that miss, so that cannot be the case.

One can puzzle this out, using a pencil and paper, but it works much better at smaller values. We will begin with the ever-popular 2d6, which is what board-games, such as Monopoly(tm) use.
If this 2d6 was being rolled, it is common knowledge that there are 36 possible outcomes: the first die yielding 1 to 6, while the second yields a 1 to 6 on every possible value of the first.
Now, if either of these dice is 3, or higher, it has matched 50% of the max, and would be a hit. Therefore, the only missing combinations would be those only containing ones and twos. In fact, the only combinations of these are 1,1   1,2   2,1   2,2.
So, out of 36 possible events, 4 of them would be misses, leaving us with 32/36, or 88.8888...% accuracy.

The formula for this is somewhat strange, as odd numbers, having no direct half-value that is a whole number, will be different than even numbers.
The formula for accuracy is as follows:
(((y-v)/2)/y)^x, or

Where x and y follow the previously discussed xdy, and v is a value of my own creation.
When y is odd, v = 1
When y is even, v = 2

This formula also follows mathematical rules, and will only work when:
y > 0 AND
x > 0

Now, let's take a test run with this little formula, using the 2d6 we previously used, as to allow us to compare the truth of it.

In 2d6:
x = 2
y = 6
y is even, so v = 2

(((6-2)/2)/6)^2    =    ((4/2)/6)^2    =    (2/6)^2    =    (4/36)
And since 4 values miss, 36-4 = 32 values hit, showing us that this formula works.
This can also be tried with 3-sided dice, such as 3d4, but that will not be discussed in detail, here.

Now, to use this for an accuracy roll: We shall begin with 2d40.
(((40-2)/2)/40)^2    =    ((38/2)/40)^2    =    (19/40)^2    =    (361/1600)
So, out of the 1600 possible events, there will be 361 misses (Only 19 and lower), and 1239 hits. 1239/1600 = 77.4375%
When done with 2d100, we see everything work, as before, only the end values are (2401/10000). The final percentage for accuracy with this is 75.99%
This rights itself, however, in 3d60, where the final values are (24389/216000)(Note: You would not want to do this one by hand...), with a final percentage of 88.709...% accuracy.

Now, why would we use a system where the accuracy gets worse as you grow?
Well, when someone uses Kaioken, or any move that makes -20 to your accuracy, you certainly wouldn't want a 2d40, or 2d30. However, even if the penalty to accuracy is -50, and you have a 2d40, if you roll a 40, it hits, irregardless of accuracy modifiers.

There are many, many formulas that help to define Power Advantage, and several key ones have been named here. I am ending the article, at this point, and hope to have another up, soon.


-Lander Zander
(11/??/03, November the ??th, 2003)