008: Attacking Your Target

## Calculating Accuracy

Normally, accuracy will be calculated with the stat corresponding to the type of attack the user is doing. If the user is performing a Martial Arts Taijutsu against their opponent, this will use the user's Taijutsu Skill for Accuracy as the main stat attributing to their accuracy.

* **Taijutsu Accuracy Formula**: 1d20 + Taijutsu Skill Accuracy + Proficiency Bonus + Buff/Debuff
* **Ninjutsu Accuracy Formula**: 1d20 + Ninjutsu Skill Accuracy + Proficiency Bonus + Buff/Debuff
* **Genjutsu Accuracy Formula**: 1d20 + Genjutsu Skill Accuracy + Proficiency Bonus + Buff/Debuff
* **Puppet Accuracy** will be determined on how it attacks. If it attacks with a Taijutsu, it will follow the Taijutsu Accuracy Formula.
* **Charisma Accuracy Formula**: 1d20 + Charisma Accuracy + Proficiency Bonus + Buff/Debuff -- If the user has a Proficiency in the type, they will gain Proficiency Bonuses.

## Calculating Saves

However, before an Accuracy roll can be performed, the target's Save is required to be known. There are only 2 Major Saves. A.C. (Armor Class) will be used against Ninjutsu and Taijutsu attacks (that are not Charisma Based) and Genjutsu Save which is used against Genjutsu.

* **AC (Armor Class) Formula**: 10 + Armor's AC + AC Bonuses from Speed + Buff/Debuff
* **Genjutsu Save Formula**: 10 + The user's MND Save bonus + The user's Gen Save Bonus from their Genjutsu Skill + Buff/Debuff

## Rolling Attack Accuracy

Now that you know how to calculate Accuracy and Saves, the user must roll their Accuracy against the target's Save. When in doubt of which Save to use, the jutsu, itself will state which Save to use. The user must roll OVER their opponent's Save in order to land a hit. Assuming the target has 10 Speed and No Armor equipped, they will have a Base AC of 10. The attacker must roll an 11 in order for their attack to hit. There will be no opposing dodge roll -- it will be entirely up to the attacker to roll above the AC/Genjutsu Save in order to hit their opponent. The following will be stated under "Targets" on how accuracy should be rolled.

### Rolling Single Target Attacks

Single Target attacks are the most common types of attacks in the battle system.

#### Single Target - Single Strike

The most common attack type. This is a single strike on a single target. Only 1 accuracy roll will be made against the opponent.

#### Single Target - Multiple Strike

Not as common. This is multiple strikes upon a single target. Depending on the attack, the user must roll multiple accuracy rolls against their opponent. However, only 1 must hit for the secondary effect to activate.

### Rolling Multiple Target Attacks

Also a pretty common type of attack, but this is quite varied due to how spread out an attack can be.

#### Multiple Target AoE

Imagine a bomb going off, attacking a large range. This will have it's accuracy rolled once affecting all targets. Does not have a different roll per target.

#### Multiple Target AoE - Multiple Strike

Imagine a bomb going off in waves, attacking and bombarding a large range. This will have it's accuracy rolled for as many strikes as the attack has affecting all targets. Does not have a different roll per target.

#### Single Target - Zone

This will primarily target a single target as well as everyone within Melee Range of that single target. This will have it's accuracy rolled once affecting all targets. Does not have a different roll per target.

#### Split Multi-Target

This will target a certain number of targets. Each attack will get their own specific roll against that specific target.

## Rolling Damage

If the user's attack hits, rolled over the target's AC/Genjutsu Save, then the attacker will now roll damage. Use the following formula for applying damage:

* Base Damage + Enchantment Bonus Damage (if applicable) + Static Bonus Damage + Buff/Debuff - RES

### Base Damage

Base Damage differs depending on the method of attack used.

* **Taijutsu**: Depending on the user's Weapon and Rank of jutsu (Journeyman, Master, Ultimate). Journeyman Rank Jutsu will use the Weapon's Journeyman Rank damage to deal damage, Master Rank Jutsu will use the Weapon's Master Rank damage to deal damage, Ultimate Rank will use the weapon's Master Rank damage to deal damage. Each jutsu will state Xd(Weapon Damage) with X changing depending on the jutsu and the lettered Rank (B Rank will deal more damage than C Rank).
* **Ninjutsu**: Base damage of the Ninjutsu is stated in the Ninjutsu, itself.
* **Genjutsu**: Genjutsu rarely deals damage. However, when it does, it deals Mental Damage. Reduced damage, but will ignore all RES, Barriers, etc. This damage cannot be healed normally and will require an item/jutsu to be able to heal Mental Damage to heal.

### Enchantment Bonus Damage

Depending on the Enchantment, it may deal Bonus Damage. This is generally a roll and will be treated as any other damage rolls.

### Static Bonus Damage

These are bonus damage that come as a static number. +5 damage increases the damage by +5.

### RES (Resistance)

This will only apply if the target has a RES of the same type. A shinobi with 5 Slashing RES will ward off 5 damage from a Slashing Attack, completely ignoring that damage. If an attack would have dealt 25 damage attacked into someone with 5 Slashing RES, the attack would now deal 20 Slashing Damage. **Regardless of the user's RES, however, the minimum damage dealt will always be 1 damage -- unless hitting into a barrier.** You can learn more about Barriers [Here]

## Dealing Damage as AoEs

All AoE types, except Split Multi-Target will only deal damage once, having it applied to all targets hit. Split Multi-Target, however, will deal damage on a case-by-case basis. Critical Hits with all AoE (except Split Multi-Target) will affect everyone affected by the attack.

## Advantage/Disadvantage

If the user gains the ability to have Advantage/Disadvantage on an attack, it can greatly swing the tides of battle.

**Advantage**: When rolling at Advantage, the user will roll 2 Dice and use the highest number of the 2. For Accuracy, this will affect the entire roll, picking and choosing the highest roll. For damage, this will affect ONLY the base damage.

**Disadvantage**: When rolling at Disadvantage, the user will roll 2 Dice and use the lowest number of the 2. For Accuracy, this will affect the entire roll, picking and choosing the lowest roll. For damage, this will affect ONLY the base damage

**Stacking Advantage/Disadvantage**: The user may have up to +1 Advantage/+1 Disadvantage at maximum for a single roll. +1 will cause the user to roll 3 times and choose either the highest (for advantage) or lowest (for disadvantage). Anything beyond that will be ignored.

## Critical Hit

Critical Hits are normally achieved when the attacker rolls a Natural 20 of the 1d20 roll. This may be augmented in certain ways. When performing a Critical Hit, the following bonuses are gained for that strike:

* The target's Reflex Bonus Action will not activate (regardless of Activation Trigger)
* The attack will be considered an automatic hit regardless of the target's AC/Gen Save
* All damage is rolled twice and then added together.
* This damage ignores all Barriers and RES
* Any Secondary Effect will automatically occur.

If the user has an effect that causes an action to deal Critical Damage, it will not benefit from the other bonuses. If the user has an effect that causes Critical Damage to be rolled at Advantage, it will refer to the ENTIRE damage roll, choosing the highest of each damage roll.

## Changing HP

Now that you have dealt damage, that damage will immediately be removed from the target's HP. The objective is to get the target to surrender or drop them down to 0 HP.