Basic Mechanics

SirBlazeALot

The Dank Knight
BASIC MECHANICS
Welcome to the Basic Mechanics Section! In this section, we're gonna cover everything there is to know about how to battle in Fire Emblem The New World. We're gonna talk about the stats that each unit has, what they can do during battle, and how the Number Cruncher determines the numbers it outputs for you to roll for. That's the keyword, I'm gonna show you how it works in this section. Check out the Number Cruncher Thread to download the Number Cruncher and learn how to properly use it. And we've got some other goodies too. It's a lot to take in, but hang in there! You got this! Once you're done here, you can move on over to Advanced Mechanics!



  • STATS
    Alright ladies and gents, check it out. We got two types of stats in the game. You got your Non-Rolling Stats, and then you got your Rolling Stats. Non-Rolling Stats are used to describe a unit’s strengths and weaknesses such as their Attack, and their Defense. Then we got Rolling Stats. As the name might reveal, these are the stats that you'll be rolling dice around.

    Non-Rolling Stats


    Alright guys, there are 6 Non-Rolling Stats.

    • Health: How many health points a unit has. Once this reaches 0, the unit will withdraw from combat. Or die. It depends ;)
    • Attack: Physical offensive prowess that determines how good a unit is with physical weapons.
    • Defense: Physical fortitude against Attack, determines how well they can take damage from physical weapons.
    • Magic: Magical offensive prowess that determines how good a unit is with magical weapons.
    • Resistance: Magical fortitude against Magic, determines how well they can take damage from magical weapons.
    • Movement: Maximum amount of squares on the map grid that a unit can move in one turn.
    In the Fire Emblem games these stats increase at varied rates, one point at a time every time a character levels up. Leveling up Fire Emblem style works for a full fledged Fire Emblem game which is fast paced and you know, not something you have to rely on 5 other people for before you can progress like we do for RPs.

    That would make a growth model of that nature tedious and way too slow paced in the RP. So I designed the Non-Rolling Stat Scale to speed up that whole process. There’s no EXP in The New World, each class will remain at a flat level for the entire game (minus non-promoting classes such as the classes in the Transforming Branch and Musical Branch. They will be made to be tougher when the characters in our army start changing to Second Classes) so that all of our characters and enemies are always be relatively equal in strength.

    The scale is simple. There are 5 standard tiers, and through extensive buffing and self improvement you’ll be capable of taking your stats even higher. So let’s take a look at this scale.
    1. Very Low
    2. Low
    3. Average
    4. High
    5. Very High
    These are your five standard tiers for Relative Stats. The number that corresponds to each tier will be entered into the Number Crunching App for the four Non-Rolling Stats of Attack, Defense, Magic, and Resistance to determine the damage output of an attack! Aight so, that stuff is still true. We still have our 1-5 ranking, but its been scaled up. I did this so there can be some nuance between classes. I'll talk about how the App calculates Damage in the Number Cruncher App's thread.

    Health and Movement are a bit different. Health has a concrete value, but it still abides by the scale. It simply climbs the tier in intervals of 20. So Very Low Health is 20/20, while Very High Health would be 100/100. So when a character’s health is raised by one level, it’s raised by 20 Health. Movement works in the same way. It too has a concrete value, except it increases in intervals of 2. So Very Low Movement would be between the range of 1-2 cells, and Very High Movement would be between the range of 9-10 cells.

    It’s possible through buffs and personal improvement to go beyond the 5 tier scale and that’s fine. For instance, if one of your characters has Very High Attack, and they get a buff that raises their attack by one level up the scale, they'll be at a level 6 instead of a level 5. If they get buffed to that level again, then they'll hit a level 7, so on and so forth.

    Rolling Stats


    A Rolling Stat is essentially a value that you must roll a die for when attacking an opponent. Each die you roll will have 100 faces because this game is based on percentages just like Fire Emblem is. Rolling Stats will dictate the outcome of the attack. That is to say, whether or not an attack lands or if it’s a critical attack, or if your buddy will help you out with an attack. So on and so forth.

    Now there are two types of Rolling Stats. Defensive Rollers and Attack Rollers. A Defensive Roller counteracts an Attack Roller by subtracting its value from the Attack Roller’s value. You will primarily enter Attack Rolling values into the Attacker section of the Number Crunching App and Defensive Rollers will go into the Defender’s section. The only exception to this rule is the EVA Roller, but we’ll get to that in just a second.

    Each Roller has a base value that every unit inherently possesses. Let's take a look at each of the 6 Rollers in the game.

    Attack Rollers
    • Accuracy (ACC): This value dictates whether or not the attack will actually hit the opponent. You will always roll for Accuracy when you're attacking.
      • Base Value: 100%
    • Critical (CRIT): This value dictates whether or not the character executed a critical attack. You will always roll for Critical when you're attacking under normal circumstances, and make sure you roll a die for every attack if your character has the chance to double attack. More on that later. Critical Attacks do not miss no matter what you rolled for their accuracy. Most physical weapons and magic do double the damage when they execute a critical attack. The only exceptions are Bows, Hidden Weapons, and Gauntlets, which do triple damage.
      • Base Value: 10%
    • Assistance (ASS): Yes I named it that on purpose. This roller dictates whether or not a partner can help you attack the same foe. You will only roll for this when the Attacker has a partner, and the damage inflicted by your partner will be divided in half. An ASS can only happen once per attack.
      • Base Value: 0%
    Defense Rollers
    • Evasion (EVA): Counteracts ACC, you will never roll a die for Evasion, it is simply subtracted from the total ACC value. But it is an extremely important Roller and works as both an Attack Roller and Defense Roller. If the Attacker’s EVA is 10 higher than the Defender’s EVA, they’ll be capable of attacking the Defender twice.
      • Base Value: 30%
    • Luck (LUCK): Counteracts CRIT, you will never roll for LUCK it is simply subtracted from the total CRIT value.
      • Base Value: 5%
    • Block (BLOK): Dictates whether a partner will deflect an incoming attack, nullifying the Damage completely. Unlike the other defensive rollers, BLOK must be rolled for as well. You will only roll for this when the Defender has a partner. A BLOK can only happen once per attack.
      • Base Value: 0%

    To give you a solid picture of how rollers work, let's use an example. Lets say an Attacker's total ACC value is 125%, and the Defender's total EVA value is 55%. Simply subtract 55 from 125 to get 70. That means the attacker has a 70% chance of hitting their opponent. Great! So if the die you roll for Accuracy lands on 70 or under, then congratulations, you've hit a guy in the face :D But if it's 71 or over, better luck next time, the guy dodged the attack.

    Attack Rollers and Defensive Rollers each have a Duo Roller, which can only be used when partnered up with someone. These are your ASS and BLOK values. You can read much more about Partnering Up in the Advanced Mechanics thread, but I'll give you a quick rundown here. Whenever you’re standing next to an allied unit, you’re considered to be partnered up. The ASS value is the chance that your partner will help you out and attack the dude you’re attacking, so this value is entered in the Attacker’s section of the app. The BLOK value is the chance that your partner will deflect an incoming attack, and that’s entered in the Defender’s section of the app.



 
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