Instead of having accuracy, ITA shots always hit, and deal damage to a player’s HP. However, each shot also has a chance to kill.
To fire an ITA shot, ping @FAMHost with **/ITA [player]**
. YOU MUST PING FAMHOST OR YOUR SHOT WILL NOT BE COUNTED.
I. Short Explanation
ITAs are handled via damage and HP, but all you need to know is that at the base rate (10 damage), you have an average ITA accuracy of ~18% over the course of the game if they worked conventionally (just trust us).
In short, your shots always deal damage if they connect, but have a chance to kill via a “direct hit,” and there’s a max number of shots someone can take before being guaranteed to die. Every player in the game starts with 100 HP (unless otherwise specified).
Effects that deal damage do not necessarily roll for direct hits. ITA Shots roll for direct hits because they say they do. If another effect that deals damage would roll for a direct hit, it will say so.
II. Shot Feedback
Read this at least once
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“The shot connects.” — We have processed the shot, and its damage has been applied (damage may be 0). The target is at a non-zero HP, and the shot was not a Direct Hit. To be extra clear, this shot DID NOT KILL if you see this feedback.
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“Direct hit! [Player] has died!” — The shot rolled a direct hit.
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“Hit! [Player] has died from their wounds.” — The target reached 0 HP.
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“Miss!” — There was an effect that interfered with the shot. This could be something like a “day angel”, a vest, or an effect that makes a player’s shots “miss”. Please note that an effect that reduces another player’s damage 0 would be still be processed as “The shot connects.”
III. HP Feedback
Read this at least once
HP Feedback will not be provided.
IV. Armor Plates
Read this at least once
Armor plates have been slightly modified from last year. 1 Armor Plate negates 1 point of damage against a player, and is then destroyed. However, different armor plates from different users do not stack. For example, if Arete gives you 10 Armor Plates, and then Marshal gives you 15 Armor plates, you have 15 Armor Plates, not 25. (Think Temporary Hit Points in D&D 5e).
If there is damage left over from an ITA after an Armor Plate is destroyed, the remaining damage is processed as a normal ITA.
Armor plates will expire at the end of the Day phase.
V. Longer Explanation (for nerds)
Click here for the longer explanation
Every player in the game starts with 100 HP (unless otherwise noted). ITA shots deal damage, and have a base damage of 10. If a player reaches 0 HP, they die.
Additionally, each shot has a chance of a direct hit which will kill the target regardless of their HP. Direct hits in this sense operate similarly to conventional accuracy based ITAs, but instead of having a (mostly) fixed accuracy, the chance increases as the target’s HP gets lower. The following formula is used to determine the chance of a direct hit:
Incoming Shot Damage / Target’s Current HP = Direct Hit Chance
The chance is rolled before the damage is dealt. For example, a player at 100 HP is targeted by a shot with 10 damage, the direct hit chance is 10 / 100, or 10%. If a shot isn’t a direct hit, then the target’s health is reduced accordingly to 90. The damage used for the shot is after all effects that would increase and decrease its damage for shooting its target have been applied. In other words, we looked ahead at the damage it’s going to do when rolling for a direct hit.
Only ITA shots have a chance to direct hit unless otherwise noted. Other effects that deal damage, are not ITA shots, and do not explicitly say that have a chance to direct hit, cannot direct hit.
A shot must deal damage to have a chance at a direct hit. If the shot deals 0 damage, or the damage would be otherwise prevented, it cannot be a direct hit.
Health cannot go below 0. If an effect would reduce a player’s health below 0, it goes to 0 instead. A player’s starting HP and max HP is 100 unless otherwise noted. Your HP cannot go above your max HP, and if an effect would, it’ll have it go to your max HP instead.
VI. Frequently Asked Questions
Click here for the FAQ
Q: But isn’t this system super town-sided???
A: Nope! Not significantly more so than conventional accuracy ITAs anyway. We had more than one discussion about it, and designed with the potential differences in mind. It’s not exactly untested either.
Q: What would the feedback of a “day angel” be?
A: The exact feedback would depend on the wording of the effect with the ultimate goal of “preventing death from ITAs during the Day”. In practice, we could do:
Shield target player from ITA shots by reducing shots that target them deal 0 damage during the next Day.
The above would have the feedback of “The shot connects.” because the damage is reduced to 0.
Protect target player from ITA shots during the next Day.
The above would have the feedback of “Miss!” because protection stops the shots from having any effect (they do not deal damage, and cannot direct hit).