Difference between revisions of "Stats"

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[[Category:Newsfiles]] [[Category:Combat]]
 
[[Category:Newsfiles]] [[Category:Combat]]
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<center>''"This whole creation is essentially subjective, and the dream is the theater where the dreamer is at once scene, actor, prompter, stage manager, author, audience, and critic."''</center><br>
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==Help! What are stats?==
  
Some people are simply better at some things than other people. Many of them have clear leanings towards a certain areas above all else. At the same time, some people are worse at some things than other people, with particular fields giving them more trouble. As is the case in many games, Persona MUSH rates a character's combat prowess across several different statistics that one should consider.
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Stats show what your character is good and bad at it. Let's show an example of what stats look like (type +stats to see your own!):
 
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Stats are an abstraction for combat purposes. They reflect personal tendencies at a given time and can change along with a change in habits.
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=Stats Overview=
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You can see your stats at any time with +stats. The following is a sample statblock:
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<BR><br>
 
<BR><br>
[[File:Koro_stats.png|Example Stats]]
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[[File:stats.png|Example Stats]]
 
<br><br>
 
<br><br>
So, what does this all mean? The next few files will help you through that.
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You can see your stats at any time with the use of '''+stats'''. For more information on various aspects of the sample statblock above, please see [[Elements]] and [[Abilities]].
  
==Shared Stats==
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==What does Strength do?==
  
These stats are used not only by a character, but also by a Persona, and range from 1 to 99. 'The 'average' for Persona-users is in the 50s, and divergence from this point is common - many people have clear talents and weaknesses. However, dipping far below the 40s or far above the 70s is very rare, and much farther than that simply doesn't happen except in very extraordinary cases.
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Strength strongly affects physical attacks, adds a slight bonus to physical defense, and adds to weapon attack. It also contributes to primal attacks if the derived physical attack is higher than magical attack.
These abilities don't factor in the whole of human ability; an Olympic weightlifter is frankly irrelevant to a scale that deals mostly in combat prowess, though occasionally some very notable feats might occur thanks to the power of Persona. It is definitely true that the talents of those with that power are magnified compared to those of similar ability without Personas, however.
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When a Persona is active, a character's attributes are averaged with the Persona's. For example, if a character's "self" rating for Luck is 50 and the Persona's Luck rating is 60, their effective Luck will be 55. Odd numbers are rounded down.
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Strength measures a character's ability to use physical force effectively in combat, possibly but not necessarily reflecting their raw physical prowess and muscle. A character can be muscular with a high strength stat, or they can be physically strong but bad at applying that force, having a low stat. Similarly, a feeble character can have a low strength stat, or they can be physically weaker but good at finding and exploiting opportunities in combat.
  
In general, Personae have a higher overall stat total than a person's own self, but it is possible to have a stat that is lower through averaging, in which the bar will usually display a red portion along with a red number (as opposed to positive averages, which have yellow portions with green numbers, or rare instances where a "Self" and "Persona" have the exact same rating in a stat, which results in a white number and no specially colored bar portions). Characters with extreme high and low ends on "Self" stats are more prone to this.
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==What does Magic do?==
  
The five shared stats are as follows:
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Magic strongly affects magical attacks, adds a slight bonus to magical defense. It also contributes to primal attacks if the derived magical attack is higher than magical attack.
  
'''Strength (STR)''': Dictates how powerful the character is when making use of physical attacks and thus determines their damage output with the same. It also plays a secondary role in physical defense and the determination of HP totals.
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Magic measures a character's ability to effectively use mystical force in combat, possibly but not necessarily reflecting their intelligence or mystic inclination -- smart or mystically-inclined characters often do have higher magical capability, but this isn't always the case. A character can simply not be in tune with the world around them, or despite their efforts, simply just not good at magic. Similarly, a character might just be disciplined or have a lot of occult experience despite a lack of schooling or belief in mystic forces.
  
'''Magic (MAG)''': Quantifies how skilled the character is in matters of magic and mysticism, thus translating to greater damage with magical attacks and skill with healing spells. It also plays a primary role in determining SP totals and a secondary role in magical defense.
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==What does Agility do?==
  
'''Agility (AGI)''': This determines how accurate a character is with their attacks. It also plays a secondary role when it comes to avoiding danger headed their way. It also plays a role in the use of +cover.
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Agility strongly affects magical defense, provides a slight bonus to magical attack, and adds a bonus to evasion.
  
'''Vitality (VIT)''': Measures a character's all-around toughness, playing a primary role in their ability to take both physical and magical damage. It also plays a primary role in determining HP totals.
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Agility measures how fast and agile a character is. High agility can suggest a well-honed track star, or it could reflect good perception and ability to see attacks and react before they connect. Low agility might mean that a character is clumsy or nonathletic, or it just might mean they aren't very good on their feet or have a poor reaction time.
  
'''Luck (LUK)''': How lucky a character is, governing general success in battles. It plays a primary role in determining critical hit chance, as well as how likely a character is to resist a negative effect applying. It plays a lesser role in defending against critical hits and determining how likely a character is to dodge an attack.
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==What does Vitality do?==
  
More information about all stats will be discussed later on.
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Vitality strongly affects physical defense, provides a slight bonus to physical attack, and adds a bonus to incoming healing effects.
  
==Other Stats==
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Vitality measures how tough and hardy a character might be. This might reflect a high level of health and endurance training, or it might just indicate a refusal to quit even if the character's arm is hanging off. Similarly, low vitality might suggest an nonathletic or sickly character, or it might suggest someone who just can't take pain very well.
  
These stats do not follow the rules of the five of the previous file, but are nonetheless highly important to observe.
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==What does Luck do?==
  
'''HP''': Your hit points, the total of which is dependent on the character's Strength and Vitality stats. As is the case with most games, this represents your character's remaining health. You lose this as you are struck by attacks or use physical abilities, but can be recovered with the use of healing abilities (Dia, etc.). If it drops to zero or lower, your character is unable to fight any further - this may be too tired to go on, or it may literally be unconscious, depending on the situation. Some characters' special attacks also cost HP to use, though at a far greater discount than they would be if they were normal abilities. The "average" HP count is 385.
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Luck slightly affects all derived stats, and increases the critical hit rate.
  
'''SP''': Your spirit points, the total of which is dependent on the character's Magic stat. This represents your mental fortitude in which to utilize the magical talents of certain Personae. Non-physical abilities - or 'spells' - cost SP. Usually, the higher the level or the more potent the effects, the more expensive. Some characters' special attacks also cost SP to use, though at a far greater discount than they would be if they were normal abilities. The "average" SP count is 113.
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Luck measures how lucky a character is. Luck can't solve everything, but the effects are hard to deny when it does work. High luck might be good fortune, or being adept at seeing how to turn a bad situation into a good one. Low luck might suggest literal bad luck, or it just might be someone who doesn't see all the opportunities before them, or someone who just has a bad outlook.
  
'''Resistances''': This list indicates whether an element will do more or less damage to the character if they are struck by it, and is determined by the currently equipped Persona. (Non-Persona users have a blank one called "None," which has no resistances or vulnerabilities; some Personas may also have no resistances but this is very rare) See [[Elements]] for more.
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==What do the derived stats do?==
  
'''Abilities''': This list shows you what abilities are available to your character, with their basic attack on the upper left and their unique special attack on the upper right. Everything below them are abilities granted by the currently Persona. Aside from the basic attack, all abilities use up SP or HP. See [[Abilities]] for more.
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Base stats play into derived stats, which determine a character's final combat capability. These are:
  
'''Personae''': Shows you the Personae that are available to you. Their native Persona rests in the 'M' (Main) slot, while their remaining slots are numbered (1, 2, etc). The name of the currently active one is in green, but is also listed at the top of the stat readout. Inactive ones are colored white in the list of currently held Personae. Unused slots are blank. You can type +stats/# (where # is a slot such as M, 1, 2, etc) in order to see how they would affect your character. See [[Persona]] for more info.
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* Physical Attack (PATK): This represents a character's overall damage capacity with attacks that rely upon direct force. This does not include attacks with an equipped weapon. It may affect Primal abilities if this stat is higher than Magical Attack.
  
=Stats in Depth=
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* Magical Attack (MATK): This represents a character's overall damage capacity with attacks reliant upon mystical force. It includes Magical, Ailment, and Recovery abilities. It may affect Primal abilities if this stat is higher than Physical Attack.
==Stat Scale==
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A rough estimation of the scale used for all stats follows:
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{| border="1" cellpadding="5" cellspacing="0"
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* Weapon Attack (WATK): This represents a character's overall damage capacity with their chosen weapon.
|-
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|'''Stat Range'''
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|'''Description'''
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|-
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| 86+
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| This level is generally beyond even Persona-users; it is reserved for supremely powerful entities, usually plot bosses or Shadows in their area of expertise.
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|-
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| 75-85
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| This level represents extremely good ability; someone for whom 'strength training' is a fixture of their life might have this for Str; a person capable of withstanding hardship that would take down a lesser person or able to get up again after a severe beating might have this for Vit.
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|-
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| 64-74
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| This level represents a noticeable talent; someone's good at this. An athlete who keeps in regular shape might have this for any Physical score, dependent upon their specific sport; an especially focused person or one devoting a lot of time to spiritual pursuits might have this for Magic.
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|-
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| 53-63
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| This level is roughly average competence in a given field; a nondescript man might have this for Str, while a person with no particular good or bad fortune and/or an average outlook on life might have this for Luk.
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|-
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| 42-52
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| This is a weak point for a person's abilities, albeit not excessively so in general; your average schoolgirl might be here for Str, while someone clumsy or slow to react might have this for Agi.
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|-
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| 31-41
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| This is a /distinct/ weak point for a character; not only are they 'not good' at it, they're noticeably bad at whatever this is. Someone crippled in an accident might have this for Agi; someone always expecting the worst of life (and usually getting it) might have this for Luck.
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|-
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| sub-31
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| This level goes beyond weakness and into near-complete inability. A small child might be here for Str; someone who could die any day from weakness or disease might have this for Vit.
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|}
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<br>
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==Strength==
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* Physical Defense (PDEF): This represents a character's overall protection against Physical attacks. This includes weapon attacks. If an attacker with a higher PATK uses a Primal-classed skill, then this stat will defend against it.
  
Strength is, in fact, a character's physical strength in combat. It is primarily used to determine damage with physical skills, but has some effect on defense against physical damage and the determination of HP totals as well.
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* Magical Defense (MDEF): This represents a character's overall protection against Magical and and Ailment (Support) attacks. If an attacker with a higher MATK uses a Primal-classed skill, then this stat will defend against it.
  
Most humans have a Strength between 40 and 70, while most Personas have a strength between 35 and 85. A high Strength might represent extreme brute strength, or the ability to use normal strength extremely effectively. Conversely, a low Strength might represent physical weakness, due perhaps to innate weakness or to a lack of an investment in physical activities. Or it might also represent someone who, while they have average enough physical ability, are untrained or don't apply it correctly.
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* Recovery Bonus (REC+): This is a positive modifier that indicates how much the effect of healing abilities is increased when they are used upon the character.
  
==Magic==
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* Evasion (EVA): This represents a character's overall ability to simply avoid incoming attacks, negating their damage and effects. It is applied after an attack's basic accuracy, and applies to a greater degree to high-damage attacks than to low. Recovery and Ailment (Support) attacks bypass this value.
  
Magic is a measurement of a person's ability to do magic, naturally. It can help to consider this the equivalent of Strength, but for mystical pursuits. While it might seem strange for some people, like those without Personas, to have a Magic score, even those without the capability to use magic still have some sort of innate skill with it. It just never gets used. Magic is used primarily to determine damage from magical attacks and effectiveness of healing spells as well as determine a character's SP pool. It also has some effect on defense against magical damage.
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* Critical Hit Rate (CRIT): This is the chance per attack that a given hit will be a critical hit. It is modified further by various status effects and conditions, and refers to all attack types capable of scoring critical hits.
  
Most humans have a Magic between 40 and 70, while most Personas have a Magic between 35 and 85. A high Magic might represent a great depth of arcane knowledge or a knack for using the mind's power to greatest effect in battle. A low Magic, however, does not necessarily mean that a character is stupid, simply magically unreceptive.
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==How many points do I have for stats? What are stat ranges?==
  
==Agility==
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For Persona-users and Shadow-Possessed, characters have 78 points for themselves and 232 for their Shadow/Persona.
  
Agility is a measurement of a person's speed and skill at connecting with their attacks in combat. It has to do with speed, hand-eye coordination and any other number of physical factors, along with a good reaction time, so it's hard to generalize what sort of traits might give a high Agility. Agility is primarily used in determining the accuracy of attacks, but also plays a role in avoiding other people's attacks. Agility is also important in the use of +cover.
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For civilians, the base total is the same, but the Shadow/Persona values are automatically set to straight 30s. For civilian police, military, and others trained in a similar level of combat, these are set to 45.
  
Most humans have an Agility between 40 and 70, while most Personas have an Agility between 35 and 85. A high Agility might represent great speed or a talent for accurate strikes. A low Agility score might suggest a character who is slow on their feet or unskilled with aiming their attacks precisely.
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Personal stats range from 10 to 20; they may not be higher or lower. These mostly give an idea of a character's base proficiencies and only slightly affect combat.
  
==Vitality==
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Persona/Shadow stats range from 30-60, and may not be higher or lower. These stats play a heavier role in combat.
  
Vitality is a measurement of a person's ability to withstand punishment in combat. It has to do with toughness, determination and grit. Vitality is used primarily to help reduce incoming damage, magical or physical, although it also plays an important role in determining a character's max HP.
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Averaged stats range between 20 and 40.
  
Most humans have a Vitality between 40 and 70, while most Personas have a Vitality between 35 and 85. A high Vitality might represent being really tough, or being able to fight even on one's last legs. It might also suggest a character who takes pains to develop their endurance. Conversely, a low Vitality might represent a character who isn't able to endure pain as well, or lacks the training or endurance to take many blows. It might also suggest a character who may not possess particularly good personal habits.
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Overall, lower stats reflect lesser capability while higher is greater capability. Someone with a higher capability might shine in using a given stat, but someone with a lower stat is by no means inept. Remember, being good at one thing means being poor at another.
  
==Luck==
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Derived stats follow a similar logic: higher stats reflect better capability. These ranges can be wider than base stats, and vary -- Recovery Bonus for example can dip quite low on the lower end.
  
While luck can be a measurement of how lucky one is, even those who don't believe in luck may notice that a positive attitude and unwillingness to give up can correlate to 'luckier' situations. Whether it's taking advantage of opportunities as they come or just getting more in the first place, Luck plays a distinct role in Persona combat.
 
Luck is used for many things, although it is of primary importance in determining critical hit chance and the odds of a negative status effect applying; for the latter, a higher Luck lowers those chances. It also plays a role in defense against critical hits, and a character's likelihood to dodge attacks.
 
  
Most humans have a Luck between 40 and 70, while most Personas have a Luck between 35 and 85. A high Luck means being lucky, while a low Luck indicates a lack of luckiness, though there is a difference between the universe genuinely being out to get a character and a character who has simply suffered some unfortunate experiences. Luck can also be a reflection of a positive or negative attitude as much as anything else.
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Latest revision as of 01:54, 14 May 2014

Contents

[edit] Help! What are stats?

Stats show what your character is good and bad at it. Let's show an example of what stats look like (type +stats to see your own!):

Example Stats

You can see your stats at any time with the use of +stats. For more information on various aspects of the sample statblock above, please see Elements and Abilities.

[edit] What does Strength do?

Strength strongly affects physical attacks, adds a slight bonus to physical defense, and adds to weapon attack. It also contributes to primal attacks if the derived physical attack is higher than magical attack.

Strength measures a character's ability to use physical force effectively in combat, possibly but not necessarily reflecting their raw physical prowess and muscle. A character can be muscular with a high strength stat, or they can be physically strong but bad at applying that force, having a low stat. Similarly, a feeble character can have a low strength stat, or they can be physically weaker but good at finding and exploiting opportunities in combat.

[edit] What does Magic do?

Magic strongly affects magical attacks, adds a slight bonus to magical defense. It also contributes to primal attacks if the derived magical attack is higher than magical attack.

Magic measures a character's ability to effectively use mystical force in combat, possibly but not necessarily reflecting their intelligence or mystic inclination -- smart or mystically-inclined characters often do have higher magical capability, but this isn't always the case. A character can simply not be in tune with the world around them, or despite their efforts, simply just not good at magic. Similarly, a character might just be disciplined or have a lot of occult experience despite a lack of schooling or belief in mystic forces.

[edit] What does Agility do?

Agility strongly affects magical defense, provides a slight bonus to magical attack, and adds a bonus to evasion.

Agility measures how fast and agile a character is. High agility can suggest a well-honed track star, or it could reflect good perception and ability to see attacks and react before they connect. Low agility might mean that a character is clumsy or nonathletic, or it just might mean they aren't very good on their feet or have a poor reaction time.

[edit] What does Vitality do?

Vitality strongly affects physical defense, provides a slight bonus to physical attack, and adds a bonus to incoming healing effects.

Vitality measures how tough and hardy a character might be. This might reflect a high level of health and endurance training, or it might just indicate a refusal to quit even if the character's arm is hanging off. Similarly, low vitality might suggest an nonathletic or sickly character, or it might suggest someone who just can't take pain very well.

[edit] What does Luck do?

Luck slightly affects all derived stats, and increases the critical hit rate.

Luck measures how lucky a character is. Luck can't solve everything, but the effects are hard to deny when it does work. High luck might be good fortune, or being adept at seeing how to turn a bad situation into a good one. Low luck might suggest literal bad luck, or it just might be someone who doesn't see all the opportunities before them, or someone who just has a bad outlook.

[edit] What do the derived stats do?

Base stats play into derived stats, which determine a character's final combat capability. These are:

  • Physical Attack (PATK): This represents a character's overall damage capacity with attacks that rely upon direct force. This does not include attacks with an equipped weapon. It may affect Primal abilities if this stat is higher than Magical Attack.
  • Magical Attack (MATK): This represents a character's overall damage capacity with attacks reliant upon mystical force. It includes Magical, Ailment, and Recovery abilities. It may affect Primal abilities if this stat is higher than Physical Attack.
  • Weapon Attack (WATK): This represents a character's overall damage capacity with their chosen weapon.
  • Physical Defense (PDEF): This represents a character's overall protection against Physical attacks. This includes weapon attacks. If an attacker with a higher PATK uses a Primal-classed skill, then this stat will defend against it.
  • Magical Defense (MDEF): This represents a character's overall protection against Magical and and Ailment (Support) attacks. If an attacker with a higher MATK uses a Primal-classed skill, then this stat will defend against it.
  • Recovery Bonus (REC+): This is a positive modifier that indicates how much the effect of healing abilities is increased when they are used upon the character.
  • Evasion (EVA): This represents a character's overall ability to simply avoid incoming attacks, negating their damage and effects. It is applied after an attack's basic accuracy, and applies to a greater degree to high-damage attacks than to low. Recovery and Ailment (Support) attacks bypass this value.
  • Critical Hit Rate (CRIT): This is the chance per attack that a given hit will be a critical hit. It is modified further by various status effects and conditions, and refers to all attack types capable of scoring critical hits.

[edit] How many points do I have for stats? What are stat ranges?

For Persona-users and Shadow-Possessed, characters have 78 points for themselves and 232 for their Shadow/Persona.

For civilians, the base total is the same, but the Shadow/Persona values are automatically set to straight 30s. For civilian police, military, and others trained in a similar level of combat, these are set to 45.

Personal stats range from 10 to 20; they may not be higher or lower. These mostly give an idea of a character's base proficiencies and only slightly affect combat.

Persona/Shadow stats range from 30-60, and may not be higher or lower. These stats play a heavier role in combat.

Averaged stats range between 20 and 40.

Overall, lower stats reflect lesser capability while higher is greater capability. Someone with a higher capability might shine in using a given stat, but someone with a lower stat is by no means inept. Remember, being good at one thing means being poor at another.

Derived stats follow a similar logic: higher stats reflect better capability. These ranges can be wider than base stats, and vary -- Recovery Bonus for example can dip quite low on the lower end.


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