Training (Old System)
Training is a vital part of the the roleplay on the server, and what many spend their time in RP doing. It is what typically allows people to rank up their abilities and thus grow their characters in strength.
Training itself is measured in hours and minutes.
Training can be done in two ways.
Passive Training
Passively, meaning you just leave a message saying “X Character trains in Y for Z hours”.
Passive Training can be done 8 hours per day. During this time, one cannot RP as that character during the time of passive training. You will still be able to play any other character you own, as long as they are not passive training too!
If you passive train at all in one day, passive training is prohibited the next day.
You can only passive train in one ability at a time, and it can only be done on abilities you have.
Force Users, in regards to their Force Abilities, can passive train three abilities at a time.
Alternatively, they can forgo doing passive and use that passive training slot to meditate; and once that is done, they get a x2 multiplier for one training session in the 24 hours after.
Passive training can be done from Begun Training. However, until one reaches Proficient level, they must passive train assuming someone with Highly Proficient or above is passively training/teaching you. Once the Proficient level is reached, they can start passively training on their own.
One cannot passively teach until they reach Highly Proficient in an ability.
Breaching any of these rules will result in the technique being unrefined.
When one's character gets used to passive train another, be that through permission the player has granted or actively done by the player, this takes up the passive slot of both teacher and learner.
Passive training does not get multipliers added to it
If you passive train while you sleep, it means your character doesn't sleep and you get exhaustion debuffs.
You must write a message to stop training at the time you said you would, with 5 minute margins on either side. Missing it invalidates the training.
For example, if you say you are going to finish passive training at 18:00, then you must write your finishing message between 17:55 and 18:05.
Active Training
Actively, which means you do RP manually with another person, typically someone well versed in the ability you want to train in. This can have numbers multiplied to it to increase the training time, which will be explained later in the page.
Active Training is vital, and cannot be ignored in favour of pure passive training. There will need to be legitimate sessions contained within the hours, and you will be asked to continue training until @StemmedAxis06 feels it is sufficient. Furthermore, to upgrade to the next level of an ability, a feat is typically required. But this will also be explained later.
There are designated training channels where one is allowed to do training in. They are as follows:
#gar-training
#cis-training
#ee-training
#gs-training
#sith-training
#training-room
#just-like-the-simulations
#actual-fleet-training
As stated throughout this page, players can teach other players with their characters so they can learn abilities faster, or teaching itself is a necessity when one begins to learn an ability.
When one teaches other players enough, the number of hours trained can provide a multiplier that the teacher can use for their own personal training. The multipliers follow the following levels:
Top Tier Teacher level provides a constant x1.75 multiplier
High Tier Teacher level provides a constant x1.5 multiplier
Average Tier Teacher level provides a constant x1.4 multiplier
Low Tier Teacher level provides a constant x1.25 multiplier
Lowest Tier Teacher level provides a constant x1.15 multiplier
Be sure to track through your own method the number of teaching hours you have, with message links to the training sessions, and you can send this to StemmedAxis06#2372 at any time for him to assess if you qualify for one of/the next teacher level.
Since training is an hour-based system, if it is discovered training is taking place in a channel that DMs do not have access to (unless only @StemmedAxis06 has sanctioned); or training sessions are being dragged out deliberately for time extensions, the following may take place:
The training gets retconned
The character belonging to the player gets nerfed
The factions belonging to both player and DM get nerfed
The DM in question has their role removed
Any exceptions to this must be approved by a Group Dungeon Master. Make sure to tell your Group Dungeon Master when you are done training so they can log it!
Feats
It is a requirement to get a feat to upgrade an ability before any future hours are permitted to be trained in.
For example, say you train 200 hours, which is enough to get you to Highly Proficient. Well, you need to get a feat and have it approved, and for the ability to the next level on your profile; before you can add more hours to that ability.
Once you reach an hour threshold, no more hours may be added to that ability until you get a feat submitted and approved.
Spreadsheet to Calculate Training Times
A spreadsheet to calculate training times for Force Users can be found here. It is recommended you SAVE A COPY FOR YOURSELF, as opposed to using the main one. This is because if someone else is using the main one, then you cannot use it. If for whatever bizarre reason you are using the main one, make sure to clean up after yourself!
https://docs.google.com/spreadsheets/d/1ypGCSKdy6Gxs_Uz4_tMkE2jpmDJN-tVTlyxXQU2NSBo (credit to Dawnangel#7710)
A Non-Force User sheet is still a work in progress!
As for updates to this sheet, the link will be updated whenever one is released; and users will be notified through #rp-announcements.
Likeness Bonus
The likeness bonus is a multiplier that makes techniques easier to learn if one has a similar technique under their skillset, meaning learning the foundation techniques helps one down the line in learning more advanced techniques.
For the likeness bonus to actually kick in, one needs a minimum of proficient.
Values of the Likeness Bonus
Proficient in the similar technique provides a:
1.15 multiplier
Highly Proficient in the similar technique provides a:
1.25 multiplier
Mastery in the similar technique provides a:
1.35 multiplier
Extreme Mastery in the similar technique provides a:
1.5 multiplier
The Mastery in the similar technique provides a:
1.75 multiplier
The Master in the similar technique provides a:
2.0 multiplier
Abilities Subject to the Likeness Bonus
Below are the list of abilities that receive a likeness bonus from knowing another ability at Proficient or above. It should be noted that some abilities cannot be found here due to being part of the Prerequisite section.
Rakatan Force Saber Combat receives a likeness bonus from Juyo.
Makashi, Soresu, Ataru, Form V, Niman, and Juyo receive a likeness bonus from Shii-Cho.
Dagger Combat receives a likeness bonus from Knife Combat.
Knife Combat receives a likeness bonus from Dagger Combat.
Shii-Cho receives a likeness bonus from Temple Sabre Combat.
Blaster Rifles receive a likeness bonus from Blaster Carbines.
Blaster Carbines receive a likeness bonus from Blaster Rifles.
Blaster Rifles receive a likeness bonus from Disruptors.
Kinetic Rifles receive a likeness bonus from Blaster Rifles.
Sniper Rifles receive a likeness bonus from Blaster Rifles.
Blaster Rifles receive a likeness bonus from Sniper Rifles.
Electrostaffs receive a likeness bonus from Staffs.
Handmaiden Hand-to-Hand receives a likeness bonus from Temple Hand-to-Hand and Street Hand-to-Hand.
Dun Moch receives a likeness bonus from Manipulation.
Slicing receives a likeness bonus from Mechanical Mind.
Throwing Knives receives a likeness bonus from Throwables.
Force Deflection receives a likeness bonus from Tutaminis.
Force Barrier receives a likeness bonus from Protection Bubble.
Telekinetic Lightsaber Combat receives a likeness bonus from Saber Throw and Saber Barrier.
Saber Barrier and Saber Throw receive a likeness bonus from Telekinetic Lightsaber Combat.
Force Crush, Force Kill, and Force Wound all receive likeness bonuses from one another.
Dominate Mind receives a likeness bonus from Mind Trick.
Force Destruction and Force Burst receive likeness bonuses from one another.
Wall of Light receives a likeness bonus from Force Light.
Prerequisite Abilities
Prerequisite abilities are abilities one must learn before learning other abilities. The ability must be at a minimum of Proficient before learning the next stage of the ability.
These are listed below:
One must learn Force Push before learning Force Wave, Force Repulse, Force Blast, Force Burst, Force Destruction, Force Throw, and Force Whirlwind.
One must learn Force Pull before learning Force Rend and Force Disarm.
One must learn Force Grip before learning Force Kill, Force Crush, and Force Orb.
One must learn Force Lightning before learning Force Storm (Lightning Variant), Chain Lightning, Lightning Shield, Lightning Grenade, Lightning Bomb, and Lightning Burst.
One must learn Force Slow before learning Force Affliction.
One must learn Force Affliction before learning Force Plague.
One must learn Force Fear before learning Force Horror.
One must learn Force Horror before learning Force Insanity.
One must learn Prakith Hand-to-Hand Combat before learning Knights of Prakith Hand-to-Hand Combat.
One must learn Jetpacks before learning Mandalorian Sabre Combat.
One must learn Fold Space before learning Aura of Freedom.
Non-Force User Skills
Standard Times
As with other abilities, a feat is needed to get to the next stage of an ability. Hours cannot be completely done by passive training, and a user may be asked to do more training sessions until management is satisfied enough time has been dedicated.
Passive Training cannot be done on one’s own until one reaches Proficient, until then, it must be done with a teacher.
These are the base times for any ability of the non-Force User variety. The timings are as follows:
Hours Needed To Go To Skilled: 20 hours
Hours Needed To Go To Proficient: 75 hours
Hours Needed To Go To Highly Proficient: 200 hours
Hours Needed To Go To Mastery: 500 hours
Hours Needed To Go To Extreme Mastery: 1000 hours
Hours Needed To Go To The Mastery: N/A (Determined on a case by case by Windu)
Hours Needed To Go To The Master: N/A (Determined on a case-by-case by Windu)
Factors of Multiplication
There are several factors of multiplication .
Force Powers
Standard Times
These are the base times for any ability of the Force User variety. The multipliers applied to each ability will make the hours spent training it worth more or less.
As with other abilities, a feat is needed to get to the next stage of an ability. Hours cannot be completely done by passive training, and a user may be asked to do more training sessions until management is satisfied enough time has been dedicated.
Passive Training cannot be done on one’s own until one reaches Proficient, until then, it must be done with a teacher.
The times, as well as some requirements for each are as follows:
Hours Needed To Go To Skilled: 50 hours
Hours Needed To Go To Proficient: 100 hours
Hours Needed To Go To Highly Proficient: 500 hours
Hours Needed To Go To Mastery: 1000 hours
Hours Needed To Go To Extreme Mastery: 2000 hours
Hours Needed To Go To The Mastery: N/A (Determined on a case by case by Windu)
Hours Needed To Go To The Master: N/A (Determined on a case-by-case by Windu)
Factors of Multiplication
There are several factors of multiplication for the Force Users. They are split into four sections: Universal, Ability Difficulty, Light Side, and Dark Side.
Universal
The universal multipliers apply to ALL Force Users, regardless of balance values or any circumstances.
Your Force Potential/Midichlorian Count
Alas, Force Potential does have some determination on your ability to learn. Let’s run through the midichlorian count…
27,000 < x = 100% increase time (2.00 multiplier)
25,000 < x ≤ 27,000 = 75% increase time (1.75 multiplier)
22,000 < x ≤ 25,000 = 70% increase time (1.70 multiplier)
20,000 < x ≤ 22,000 = 65% increase time (1.65 multiplier)
19,000 < x ≤ 20,000 = 50% increase time (1.50 multiplier)
17,000 < x ≤ 19,000 = 35% increase time (1.35 multiplier)
15,000 < x ≤ 17,000 = 30% increase time (1.30 multiplier)
13,000 < x ≤ 15,000 = 25% increase time (1.25 multiplier)
11,000 < x ≤ 13,000 = 20% increase time (1.20 multiplier)
8000 < x ≤ 11,000 = 15% increase time (1.15 multiplier)
6000 < x ≤ 8000 = 10% increase time (1.10 multiplier)
5000 < x ≤ 6000 = 5% increase time (1.05 multiplier)
Injuries
To be physically injured means you have a harder time to learn abilities, or some abilities are even restricted. The list is as follows:
You have a minor injury (cuts, concussion, illness, etc)
Will decrease the time by 5% (0.95 multiplier)
You have a moderate injury (gashes, bedridden, hospitalisation, could die if untreated, etc)
Will decrease the time by 15% (0.85 multiplier)
You have a serious injury (will die if left untreated, etc)
Will decrease the time by 45% (0.55 multiplier)
You have a nigh-fatal injury (will die if not treated immediately, and for the period post-healing, etc)
Will decrease the time by 75% (0.25 multiplier)
Cybernetics
You cannot learn certain abilities such as lightning, tutaminis, judgement, etc for those cybernetic parts
You are suffering mental debilitation, meaning you have a harder time learning abilities. The list is as follows:
Exhaustion from lack of sleep, physical drain, time of the training session (doing so at night will do this), or too many training sessions per day (2 per day maximum unless your character is an exception, to which the relevant people will be notified)
Will decrease time by 10% (0.90 multiplier)
Insanity/Mental Instability
Will decrease time by 25% (0.75 multiplier)
Grief
Will decrease time by 15% (0.85 multiplier)
Nightmares
Will decrease time by 2% (0.98 multiplier)
Skill of the individual teaching you
Skilled and Proficient
10% increase (1.10 multiplier)
Technique will be listed as unrefined
Highly Proficient
20% increase (1.20 multiplier)
Mastery
30% increase (1.30 multiplier)
Extreme Mastery
70% increase (1.70 multiplier)
The Mastery
120% increase (2.20 multiplier)
The Master
200% increase (4.00 multiplier)
Difficulty of Ability
The difficulty of the ability will determine the time it takes to learn it. This one is the most important. So, I recommend double checking this section constantly, as it is likely to undergo changes and transitions.
Very Easy (1.25 Multiplier)
Art of Movement
Breath Control
Centre of Being
Flashburn
Hibernation Trance
Tapas
Force Smell
Force Empathy
Force Sight
Animal Friendship
Force Jump
Telekinesis (Move Object)
Easy (1.00 multiplier)
Alchaka
Control Pain
Detoxify Poison
Force Speed
Thought Shield
Force Listening
Force Sense
Precognition
Psychometry
Telepathy
Comprehend Speech
Shadow Vision
Force Blinding
Force Persuasion
Tutaminis (Proficient and lower)
Force Destruction
Force Flash
Force Shockwave
Force Shock
Force Barrier
Force Push
Force Pull
Force Grip
Force Choke
Force Wound
Force Whisper
Force Rage
Shii-Cho
Trakata
Niman
Moderate (0.90 multiplier)
Enhance Attribute
Force Healing
Force Stealth
Instinctive Astrogation
Farsight
Alter Damage
Cleanse Mind
Cryokinesis
Pyrokinesis
Dopplegänger
Ionise
Force Bellow
Force Confusion
Force Fear
Force Flight
Lightning Burst
Force Orb
Force Rend
Force Disarm
Force Wave
Force Throw
Force Kill
Force Crush
Levitation
Force Slow
Force Weapon
Malacia
Protection Bubble
Revelation
Force Guidance
Soresu
Djem-So/Shien
Temple Sabre Combat
New Jedi Order Forms
Hard (0.75 multiplier)
Force Body
Force Valour
Morichro
Force Meld
Alter Image
Alter Environment
Combustion
Force Illusion
Crucitorn
Deadly Sight
Tutaminis (Highly Proficient and above)
Force Horror
Force Lightning
Chain Lightning
Sith Barrage
Force Projection
Force Repulse
Force Blast
Force Burst
Force Whirlwind
Saber Barrier
Saber Throw
Force Wind
Force Scream
Force Stasis
Force Affliction
Force Subjugate
Mind Shard
Plant Surge
Revitalise
Teleportation
Battlemind
Force Sphere
Bolt of Hatred
Valetorn
Shatterpoint
Immovability
Ataru
Juyo
Rakatan Force Saber Combat
Above Hard (0.50 multiplier)
Force Enlightenment
Flow Walking
Drain Knowledge
Electric Judgement
Force Cloak
Force Deflection
Force Drain
Force Insanity
Force Light
Force Storm (Lightning)
Force Tempest
Lightning Shield
Lightning Grenade
Sith Seeker
Projected Fighting
Force Plague
Force Suppression
Kinetite
Dominate Mind
Sever Force
Sith Alchemy
Dark Shear
Sith Sorcery
Torture by Chagrin
Fiery Energy
Force Maelstrom
Dun Möch
Pyromancy
Ayna-seff
Odojinya
Waves of Darkness
Qâzoi Kyantuska
Dark Energy Trap
False Light Side Aura
Sutta Chwituskak
Sith Illusions
Waveform
Progenitor’s Call
Makashi
Saberstaffs
Vaapad
Telekinetic Lightsaber Combat
Jar’kai
Extremely Hard (0.35 multiplier)
Forced Shatterpoint
Battle Meditation
Dark Transfer
Force Immersion
Lightning Bomb
Wall of Light
Force Scribe
Force Breach
Force Travel
Mechu Deru
Dark Side Tendrils
Spirit Transference
Thought Bomb
Shadowstrike
Art of the Small
Force Phase
Transfer Force
Force Phantom
Fold Space
Knowledge Transfer
Fallanassi Illusion
Force Immersion
Sense Scribing
Sense Current
Necromancy
Luke’s Electric Judgement
Dark Rage
Sith Sword Combat
Very Hard (0.1 Multiplier)
Universal Portals
Midichlorian Manipulation
Force Storm (Wormhole)
Aura of Freedom
Intangibility
Force Invulnerability
Force Ghost
Aing-Tii Fighting Sight
Waveform Collapse
Force Guardian
Force Energy
Force Gaze
Light Side
This applies to those with a balance value of 90 or less.
Training on Tython, Temple on Illum, Jedha, Source Ossus, Source Yavin IV (Jedi Praxeum area), Source Yavin IV (Lost City of the Jedi), and Temple of Eedit
This will give a 20% increase (1.20 multiplier)
Balance Values
0
Increases the time by 100% (2.00 multiplier)
1 to 5
Increases the time by 50% (1.5 multiplier)
Being a member in the Jedi Order
Passive bonus that increases the time by 5% (1.05 multiplier)
Dark Side
This applies to those with balance value classified under one of the fallen types that is not Chained
Fallen to the Dark Side
This increases the time with a passive 4.00 multiplier
Being on a Dark Side Nexus World
Dagobah gives a 2.0 multiplier
Korriban gives a 2.0 multiplier
Malachor gives a 2.5 multiplier
Dromund Kaas gives a 1.5 multiplier
Coruscant Jedi Temple gives a 3.0 multiplier
Being near Darth Sidious gives a 1.25 multiplier
Nathema gives a 1.10 multiplier
Vjun gives a 1.8 multiplier
Yavin IV gives a 1.9 multiplier
Byss gives a 2.75 multiplier
Valley of the Jedi gives a 2.5 multiplier
Dathomir gives a 2.0 Multiplier
Malrev IV gives a 1.1 Multiplier
Mustafar gives a 1.3 Multiplier
Trinta gives a 1.8 multiplier
Acablas gives a 1.05 multiplier
Zigoola gives a 2.85 multiplier
Voss gives a 1.10 multiplier
Almas gives a 1.3 multiplier
Rakatan Ruins on Dantooine gives a 1.5 multiplier
Ambria gives a 1.15 multiplier
Dxun and Onderon give a 1.8 multiplier
Upekzar gives a 1.75 multiplier
Athiss gives a 1.10 multiplier
Killing your Master
10.00 Multiplier after killing active player who does not want to be PK’d (all Sith consent to this when they become Sith, Dark Acolytes or any other Dark Side orders are not subject to this rule)
Lasts for 1 day
Killing another Sith
4.00 Multiplier for 3 days
Killing a Loved One
5.00 Multiplier for 2 days
Violating the Symbiosis (killing unarmed/innocents and enjoying it)
2.00 multiplier for 1 day
Meditation
If you choose to use your meditation on a multiplier instead of getting the raw hours, it can be converted to:
8 hours of meditation can provide a 2.00 multiplier for one training session in the next 24 hours.
Equation
The equation to calculate training can be found below, for Force Users:
Combat Assimilation
This only applies for skills that fall under Martial Weapons, Hand-to-Hand Combat, or Sword/Sabre Combat.
This skill is used when you are fighting someone with a skill you do not know or have at a high level, and you can learn the skill from fighting them.
Combat Assimilation is made redundant if the opponent has an equal/higher level in Deception. If the opponent completely disengages before the end of the combat scenario, the ability is not learnt. The player with combat assimilation being beaten does not count as disengaging.
The Mastery in Combat Assimilation
If one has The Mastery, they automatically get Mastery in the skill they fought against during the fight while it is happening (after 5 minutes).
Extreme Mastery in Combat Assimilation
If one has Extreme Mastery, they automatically get Mastery in the skill they fought against after the fight is over.
Mastery in Combat Assimilation
If one has Mastery, they automatically get Highly Proficient in the ability they fought against after the fight is over.
Highly Proficient in Combat Assimilation
If one is Highly Proficient, they automatically get Skilled in the ability they fought against after the fight is over.
Proficient in Combat Assimilation
If one is Proficient, they get Skilled in the ability. However, they must fight against someone with this ability 3 times before this happens.
Skilled in Combat Assimilation
If one is Skilled, they get Skilled in the ability. However, they must fight against someone with this ability 5 times before this happens.
Pattern Recognition
This applies for any ability used by an opponent to attack the player in a combat scenario of the non-training variety.
This ability lowers the skill level of an ability you have fought against by one tier. This ability can be taught, unlike Combat Assimilation.
Pattern Recognition is made redundant if the opponent has an equal/higher level in Deception or Mental Shielding.
The Mastery in Pattern Recognition
If one has The Mastery, they reduce the abilities they have fought against before by one tier having seen them in one fight.
Extreme Mastery in Pattern Recognition
If one has Extreme Mastery, they reduce the abilities they have fought against before by one tier having seen them in two fights.
Mastery in Pattern Recognition
If one has Mastery, they reduce the abilities they have fought against before by one tier having seen them in three fights.
Highly Proficient in Pattern Recognition
If one is Highly Proficient, they reduce the abilities they have fought against before by one tier having seen them in five fights.
Proficient in Pattern Recognition
If one is Proficient, they reduce the abilities they have fought against before by one tier having seen them in ten fights.
Skilled in Pattern Recognition
If one is Skilled, they reduce the abilities they have fought against before by one tier having seen them in twenty fights.