Stats System: General Stats explanation
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Stats System: General Stats explanation
The General Stats Explanation is divided into four posts, all in this thread:
A total of six statistics control avatar characteristics.
Note: System skills are defined as passive and active skills; moves that a player can execute and consume Killer Gauge (KG). Passive skills are the so-called Normal Moves, while Active skills may be called Killer Moves (KM).
Every player has 200 points to distribute into their characters at Level 1:
SDF (special defense) - Special characteristics of the avatar to resist particular types of attacks.
AGI (agility) - The ability of an avatar to move, inversely proportional to AMR.
KG (Killer Gauge) - The efficiency of gaining KG when taking or dealing damage in battles.
There are now ten ranks of stats: F, E, D, C, B, B+, A, A++, and S.
So the steps to distribute points are as follows:
The minimum number of stat points required to reach a rank is listed:
When ranking the armour density of the pure colour avatars from strongest to weakest, the following arrangement and relationship is obtained:
The reasoning is, the more heavily armoured you are, the slower you'll be compared to someone with high agility. Conversely, a speedy, lightweight fighter won't be able to take much damage neither is he going to have much weight behind his punch, unless it's enhanced by a skill.
Bringing together the ability to physically strike and armour density, STR - Strength is a measure of how strong your avatar is physically.
The special attack ability and special defense ability comes together as TAC - Tactical.
Combat statistics:
When using a system skill, then the sum of SKL and DIR are added. This is to account for the system skill in executing the move, adding the avatar's body weight behind it. Hence:
ATK = DIR + SKL
Defending will have to be covered separately for chromatic and metal avatars.
More may be added in the future too.
- General Stats and a brief outline of guidelines
- Attacking & Defending
- Characteristics: Chromatic DAs
- Characteristics: Metal DAs
General Stats Explanation
A total of six statistics control avatar characteristics.
Note: System skills are defined as passive and active skills; moves that a player can execute and consume Killer Gauge (KG). Passive skills are the so-called Normal Moves, while Active skills may be called Killer Moves (KM).
Every player has 200 points to distribute into their characters at Level 1:
- DIR (direct) - The weight behind a punch, kick, headbutt, elbow, etc physical strikes... cannot be used for system skills.
- AMR (armour) - The thickness of the avatar's armour plating, defends against attacks.
- SKL (skill) - The ability of a system skill that isn't a physical strike that would fall under DIR.
- This includes abilities like Aviation/riding a bike (non-offensive abilities), and firing a gun, shooting arrows, casting spells, drawing up illusions (offensive abilities).
- For most chromatic avatars, they are assumed to be resistant to their own attack type. Metal colours can be resistant to multiple attack types, to be elaborated upon later.
There are now ten ranks of stats: F, E, D, C, B, B+, A, A++, and S.
So the steps to distribute points are as follows:
- 1. Distribute 200 points among DIR, AMR, SKL, SDF, AGI, and KG, following colour guidelines.
2. Add DIR and AMR to get your STR. Add SKL and SDF to get TAC.
3. Add the values of DIR and SKL together to get ATK, which you'll mostly use in battles.
4. Add the values of AMR and SDF together to get DEF, which you'll mostly use in battles.
The minimum number of stat points required to reach a rank is listed:
Rank | Min. stat points needed |
F | 0 |
E | 5 |
D | 10 |
C | 30 |
B | 50 |
B+ | 70 |
A | 100 |
A+ | 200 |
A++ | 400 |
S | 800 |
Green, Blue, Purple, Red, Orange, and Yellow
AMR and AGI are opposing traits.
The reasoning is, the more heavily armoured you are, the slower you'll be compared to someone with high agility. Conversely, a speedy, lightweight fighter won't be able to take much damage neither is he going to have much weight behind his punch, unless it's enhanced by a skill.
STR = DIR + AMR
Bringing together the ability to physically strike and armour density, STR - Strength is a measure of how strong your avatar is physically.
TAC = SKL + SDF
The special attack ability and special defense ability comes together as TAC - Tactical.
Combat statistics:
When using a system skill, then the sum of SKL and DIR are added. This is to account for the system skill in executing the move, adding the avatar's body weight behind it. Hence:
ATK = DIR + SKL
Defending will have to be covered separately for chromatic and metal avatars.
Guidelines for colour-based stat distribution:
These are important and every character is expected to follow them, exceptions allowing for the light and dark-saturated colours:- Green colours must have AMR as their highest stat, followed by SKL.
- Blue colours must have DIR as their highest stat, followed by AMR.
- Purple colours must have equal DIR and SKL.
- Reds have SKL as their highest stat, followed by SDF.
- Oranges have equal SKL and SDF.
- Yellows must have SKL as their highest stat.
More may be added in the future too.
Last edited by Tusjecht on Sun Dec 01, 2013 2:13 am; edited 3 times in total (Reason for editing : Completed.)
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Re: Stats System: General Stats explanation
Attacking and Defending
Permanent link for link: http://www.accelworldrp.com/t1582-stats-system-general-stats-explanation#17121Now, ATK and DEF is not always a hard and fast rule. Depending on the kind of attack you throw at your opponent, DIR and AMR may be used instead.
System skills (SS)efer to both normal moves and killer moves. When one attacks or defends not using such skills, or relying on their DA's armour characteristics, then avatar attributes (namely DIR and SDF) are taken into account, rather than the overall ATK and DEF.
ATK & DIR:
A system skill specifies that an avatar can take a particular action to activate a motion, subsequently inflicting damage. To do so otherwise implies that one is merely throwing his/her weight behind their blows and relying on their physical strength to hurt or defend.So the distinction between ATK and DIR here is that the former applies when using a system skill, while DIR is used for ordinary slaps, punches, etc.
DEF & SDF:
Specialised defenses too imply that they're only particularly useful against a particular type or range of attacks. For example, Chrome metal is resistant to corrosion, and later Silver Crow gains Optical Conduction, rendering him immune to light-based skills (silver has the property of being 95% reflective). Therefore, a high specialised defense couldn't fairly make full use of the DEF stat if it's mismatched against a different attack type.So the gist is, while you will use DEF to take on most attacks, if you face an incoming attack of your own affinity: (eg. Lightning Gadget facing an incoming electrical attack)
The number of stat points in SDF is multiplied by 1.5, and then added to DEF.
Using Gadget as our example, he has 10 points in AMR and 40 points in SDF, for a DEF of 50.
When facing an electrical attack, his SDF is multiplied by 1.5x: 40 x 1.5 = 60. So his total DEF is now 70 - B+ Rank, and so his DEF against the attack has risen!
With more points in his SDF, he certainly could rise two ranks or more...only if the attack is an electrical attack.
This boost only applies to points in SDF, so even if one's AMR is high, like a Green-type, there will be little or no advantage to be gained from facing one's own attack type.
Summarising:
Attacking↓Defending→ | DEF SDF (Match) | SDF(Mismatch) |
System Skill | ATK vs DEF (SDF x1.5 if match) | ATK vs DEF (SDF unchanged) |
Non-system Skill | DIR vs DEF (SDF x1.5 if match) | DIR vs DEF (SDF unchanged) |
And if the defense characteristics match, you get a bonus in defense.
Blues who depend on their CQC ability are encouraged to keep using physical attacks; they have the natural strength and armour to tank most hits and go on.
Reds and Yellows who depend on skills are encouraged to use their own skills rather than settle things with fists, they just don't have the strength nor armour to fight in close combat. And the bonuses to SDF means that they don't have much to worry about having their attacks reflected at them.
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Re: Stats System: General Stats explanation
Characteristics of Chromatic Colours
Pros:
- Good, all-rounder defense. (i.e No particular weakness to any damage type, save their own.
- Able to use most types of Abilities and EAs.
- Good mix of strength and Abilities.
Cons:
- Sacrifice strong defense against any particular attack.
- Can't have strong abilities at Level 1 (eg. Something like Aviation can't be held by a chromatic avatar.)
- SDF only works against their own attack affinity.
Conditions for Chromatic:
- The purer the colour, the more closely you must follow the colour-based distribution guidelines (see above).
- Trauma must match the colour.
I'll give good Example Characters to assist you in this.
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Re: Stats System: General Stats explanation
*Gadget attempts to decode the new stat system explanation*
Okay... so Armor is still part of overall Defense and as long as you have points in Armor you can take everything people can throw at you. *exhale* I knew you weren't going to change anything
Okay... so Armor is still part of overall Defense and as long as you have points in Armor you can take everything people can throw at you. *exhale* I knew you weren't going to change anything
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Re: Stats System: General Stats explanation
So would SDF rise for CQC avatars against a CQC SS? Or only if it's a SKL-based attack?
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Re: Stats System: General Stats explanation
Characteristics of Metal Colours
Pros:
- Good Specialised Defense (minimum rank of SDF for metals is B rank)
- A particularly strong ability/DA
- Good agility for their body weight.
Cons:
- Low DIR and AMR (maximum STR for metals is C rank at Level 1)
- Weakness to other types of attacks
Conditions for metals:
- Elemental metal from the periodic table
- Clear evidence of repression in History
- Good/Bad/So-so Matching for SDF listed
Defending with Metals has an even greater boost to SDF if the attack type matches the armour characteristic. Because of your RL properties, some attacks may even be completely nullified or cut, on top of the Good/Bad/So-so matching. State if you have any such immunities in your colour first, though!
Hence, when defending with a metal colour:
Match against attack type | AMR & DIR used | Defending stat |
Good | AMR + (2 x SDF) = | DEF |
So-so | AMR + SDF = | DEF |
Bad | AMR + (0.5 x SDF) = | DEF |
What this means thus, is that whether your DEF is higher or lower all depends on the attack types. If it is not stated in any of the three categories, it will be assumed to be a So-so Match and you will use AMR + SDF = SDF instead.
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Re: Stats System: General Stats explanation
Gadget: No, this I am not going to change. Armour definitely has to count for something, so if it can't stop an attack, then there would be no point to having Armour. That's why Greens and Blues give up long-range attacks and skills for close combat and armour.
I also hope you now understand why your Conduction is still an attack that uses ATK instead of SKL now.
Charles: for CQC avatars, their attacks might be Blunt-impact for punching, piercing for types like Cyan Pile, slashing for swordsmen...etc. SDF only rises if the incoming attack (which will be using ATK usually) matches their own attribute.
I also hope you now understand why your Conduction is still an attack that uses ATK instead of SKL now.
Charles: for CQC avatars, their attacks might be Blunt-impact for punching, piercing for types like Cyan Pile, slashing for swordsmen...etc. SDF only rises if the incoming attack (which will be using ATK usually) matches their own attribute.
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Re: Stats System: General Stats explanation
so in other word, my conduction move was a bad choice for an attack move. I should have just gave myself a electricity shot from my hands and it would do a lot better.
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Re: Stats System: General Stats explanation
It would still be the same thing.
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Re: Stats System: General Stats explanation
Where's the KG gain table?
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Re: Stats System: General Stats explanation
In the Battle rules section.
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