Stats

SirBlazeALot

Seven Thousand Club
STATS


[SIZE=14.666666666666666px]Alright ladies and gents, check it out. We got two types of stats. Relative Stats, which are used to describe a unit’s strengths and weaknesses. Then we got Rolling Stats, which are used for, as the name might reveal, rolling the dice. Let’s talk about Relative Stats first.[/SIZE]





Relative Stats


[SIZE=14.666666666666666px]Alright guys, there are 6 Relative Stats. Health, Attack, Defense, Magic, Resistance, and Movement. [/SIZE]


  • [SIZE=14.666666666666666px]Health:[/SIZE][SIZE=14.666666666666666px] How many health points a unit has until they get killeded.[/SIZE]

  • [SIZE=14.666666666666666px]Attack:[/SIZE][SIZE=14.666666666666666px] Physical offensive prowess.[/SIZE]

  • [SIZE=14.666666666666666px]Defense:[/SIZE][SIZE=14.666666666666666px] Physical fortitude against Attack.[/SIZE]

  • [SIZE=14.666666666666666px]Magic:[/SIZE][SIZE=14.666666666666666px] Magical offensive prowess.[/SIZE]

  • [SIZE=14.666666666666666px]Resistance: [/SIZE][SIZE=14.666666666666666px]Magical fortitude against Magic.[/SIZE]

  • [SIZE=14.666666666666666px]Movement: [/SIZE][SIZE=14.666666666666666px]Maximum amount of cells a unit can move in one turn.[/SIZE]



[SIZE=14.666666666666666px]In the 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 game which is fast paced and you know, not something you have to rely on 5 other people for before you can progress. But growths like that are tedious in slow paced things like RPs. At least in my opinion. So I designed the Relative Stat Scale to speed up that whole process. There’s no exp, each class will remain at a pretty much flat rate 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 [/SIZE][SIZE=14.666666666666666px]relatively[/SIZE][SIZE=14.666666666666666px] equal in strength.[/SIZE]


[SIZE=14.666666666666666px]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.[/SIZE]


  1. [SIZE=14.666666666666666px]Very Low[/SIZE]

  2. [SIZE=14.666666666666666px]Low[/SIZE]

  3. [SIZE=14.666666666666666px]Average[/SIZE]

  4. [SIZE=14.666666666666666px]High[/SIZE]

  5. [SIZE=14.666666666666666px]Very High[/SIZE]

[SIZE=14.666666666666666px]These are your five standard tiers for Relative Stats. The number that corresponds to each tier will be entered into the app for the four Relative Stats of Attack, Defense, Magic, and Resistance to determine the damage output of an attack! For more information on how the app calculates Damage, go visit the [/SIZE][SIZE=14.666666666666666px]Damage Calculator[/SIZE][SIZE=14.666666666666666px]. [/SIZE]


[SIZE=14.666666666666666px]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. Savvy?[/SIZE]


[SIZE=14.666666666666666px]It’s possible through buffs and personal improvement to go beyond the 5 tier scale and that’s fine. Everything beyond Very High is [/SIZE]Super High[SIZE=14.666666666666666px]. Simply enter the raised tier’s number instead of the usual 5. For instance, if your Very High Attack got boosted to Super High, you would simply enter a 6 into the app. If your Super High Attack got boosted to Super Super High Attack, you would put in a 7 for Attack. So on and so forth. [/SIZE]





Rolling Stats


[SIZE=14.666666666666666px]A Rolling Stat(AKA a Roller) is essentially a value that you must roll die for when attacking an opponent. They have 100 faces because this game is based on percentages just like Fire Emblem is. Rollers 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. [/SIZE]


[SIZE=14.666666666666666px]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 later. [/SIZE]


[SIZE=14.666666666666666px]For instance, an ACC (Accuracy) value of 100% would become 50% if the opponent has an EVA (Evasion) value of 50%. So if you roll a 50 or under, the attack will land. Anything outside of an Attack roller's value would be a miss.[/SIZE]


[SIZE=14.666666666666666px]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.[/SIZE]


[SIZE=14.666666666666666px]Attack Rollers and Defensive Rollers each have a Duo Roller, which can only be used when partnered up with someone. You can read much more about Partnering Up in the [/SIZE][SIZE=14.666666666666666px]Partnering Up [/SIZE][SIZE=14.666666666666666px]topic, but here’s a quick rundown. Whenever you’re standing next to someone, 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.[/SIZE]


[SIZE=14.666666666666666px]All Rollers have a Base Value. EVERYONE starts at these Base Values, and they will alter depending on factors such as Weapon Discipline and Class. Let’s take a look at each stat and their base values. [/SIZE]


[SIZE=14.666666666666666px]Attack Rollers[/SIZE]


  • [SIZE=14.666666666666666px]Accuracy (ACC):[/SIZE][SIZE=14.666666666666666px] This value dictates whether or not the attack will land. You will always roll for Accuracy when you're attacking.[/SIZE][SIZE=14.666666666666666px] Base Value:[/SIZE][SIZE=14.666666666666666px] [/SIZE][SIZE=14.666666666666666px]100%[/SIZE]

  • [SIZE=14.666666666666666px]Critical (CRIT): [/SIZE][SIZE=14.666666666666666px]This value dictates whether or not the character executed a critical attack. You will always roll for Critical when you're attacking and make sure you roll for every attack. If you’ve got a double attack, you need to roll a critical die for each attack. [/SIZE][SIZE=14.666666666666666px]Base Value: 5%[/SIZE]

  • [SIZE=14.666666666666666px]Assistance (ASS):[/SIZE][SIZE=14.666666666666666px] Yes I named it that on purpose. Dictates whether or not a partner can help attack the same foe. You will only roll for this when you have a partner, and the damage inflicted by your partner will be divided in half. [/SIZE][SIZE=14.666666666666666px]Base Value: 10%[/SIZE]

[SIZE=14.666666666666666px]Defense Rollers[/SIZE]


  • [SIZE=14.666666666666666px]Evasion (EVA): [/SIZE][SIZE=14.666666666666666px]Counteracts ACC, you will never roll for Evasion, it is simply subtracted from ACC. But it is an extremely important Roller and works as both an Attack Roller and Defense Roller. If the Attacker’s EVA is higher than the Defender’s EVA, they’ll be capable of attacking the Defender twice. [/SIZE][SIZE=14.666666666666666px]Base Value: 30%[/SIZE]

  • [SIZE=14.666666666666666px]Luck (LUCK):[/SIZE][SIZE=14.666666666666666px] Counteracts CRIT, you will never roll for LUCK it is simply subtracted from CRIT. [/SIZE][SIZE=14.666666666666666px]Base Value: 5%[/SIZE]

  • [SIZE=14.666666666666666px]Block (BLOK):[/SIZE][SIZE=14.666666666666666px] Dictates whether a partner will deflect an incoming attack, nullifying the Damage completely. You will only roll for this when you have a partner. [/SIZE][SIZE=14.666666666666666px]Base Value: 10%[/SIZE]
 
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