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The stats system's first incarnation.

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The stats system's first incarnation.

Post by Destination on Sat Oct 19, 2013 12:52 pm

As promised.

The colour determines the stat distribution.

I will expand upon this theme later in the explanation.

Stats now fall into several different categories which I list thus:


    STR (strength) - Replaces Melee Prowess. The physical strength of the avatar to move its own weight, not with a skill. Higher values means that the same movement carries more punch to it.


      >DIR: the strength of a non-system specified physical attack.
      >AMR: the strength of the avatar against physical attacks.


    TAC (tactical) - Replaces Ranged Prowess. The potential of the avatar in indirect abilities (anything that isn't hitting your opponent in the face with your own hands).


      >SPL: The strength of a non-defensive skill. Just as examples: Aviation, long-range firepower strength, or the effectiveness of Silly Go Round all fall into here.
      >INT: The relative strength of a defensive skill/specialised defenses. Things like Current's Water Armour fall here.


    If the above is very confusing (and it probably is) fret not, I will explain further later in Attacking and Defending. Scroll downwards!

    ATK (attack) - The strength of an offensive system skill. DIR + SPL.

    DEF (defense) - The defensive strength against attacks. AMR + INT.

    ===========

    AGI (agility) - The speed of the avatar. Closely related to AMR, explained below.

    KG (killer gauge) - The effectiveness of the rate at which KG is gained upon inflicting or taking damage.

    B&W (black and white) - the amount of black or white saturation in an avatar colour, to be explained.


Here is a visual representation of the seven stats and their relationship with each other.

A template for one to fill in their stats with the indicated rank:

STR: __ (_)

    DIR: __ (_)
    AMR: __ (_)


TAC: __ (_)

    SPL: __ (_)
    INT: __ (_)


AGI: __ (_)
KG: __ (_)
==========
ATK: __ (_)
DEF: __ (_)
B&W: (From where to where?)

And the code to copy & paste:
Code:

STR: __ (_)[list]
DIR: __ (_)
AMR: __ (_)[/list]

TAC: __ (_)[list]
SPL: __ (_)
INT: __ (_)[/list]

AGI: __ (_)
KG: __ (_)
==========
ATK: __ (_)
DEF: __ (_)
B&W: (From where to where?)
Ranks and stat points

There are now ten ranks of stats, down from thirteen previously.

Every player is given 200 points to put into the six stats DIR, AMR, SPL, INT, AGI, and KG according to their colour.

Enhanced Armaments (EAs) do not add any boosts nor extra abilities at Level One. Killer Moves (KMs) may make use of them, but they are part of the avatar's potential at Level 1 and not to be confused with the potential within the EA.

So the steps to distribute points are as follows:


    1. Distribute 200 points among DIR, AMR, SPL, INT, AGI, and KG.
    2. Shift points from one stat to another if you wish to further customise it according to the amount of Black or white saturation. B&W must increase by the same amount as the number of points shifted from one stat to another.
    3. Add DIR and AMR to get your STR. Add SPL and INT to get TAC.
    4. Add the values of DIR and SPL together to get ATK, which you'll mostly use in battles.
    5. Add the values of AMR and INT together to get DEF, which you'll mostly use in battles.



The minimum number of stat points required to reach a rank is listed:

RankMin. stat points needed
F0
E5
D10
C30
B50
B+70
A100
A+200
A++400
S800
The damage guide has been redone for increased variation:

D↓A→FEDCBB+AA+A++S
F10102040505060809090
E5101520405060608090
D551015504050606080
C55510204050606080
B0555101520405060
B+005551015204040
A00055510152030
A+0000555101520
A++000005551015
S00000055510
The KG guide has also been cut down greatly, so one hit no longer instantly fills your KG.

RankPer 1% damage dealtPer 1% damage received
F0.50.5
E0.60.6
D0.70.7
C0.90.9
B11
B+12
A23
A+24
A++48
S510
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Now for the explanation!

As explained previously, when ranking the body weights and strength of the pure colour avatars from strongest/heaviest to the weakest/lightest, the following arrangement is obtained:

Green, Blue, Purple, Red, Orange, and Yellow


This ranking is taken from both logical speculation (credits: Sunder The Gold) and V11.4, Niko ranked the power Levels of the Kings. The logic is this: at low speeds and simple movements, such as walking, shaking hands, and nodding, the same movement requires more strength for a heavier avatar to execute than a lightweight avatar. It might feel the same, therefore, for Yellow Radio and Green Grande to shake hands, but Radio has a very real concern that his hand isn't inadvertently crushed by Grande in this friendly gesture.

At high speeds and complex manoeuvres, however, there is a tangible upper limit to the ability of a heavy avatar to run or dodge fast. That's why lightweights like Dusk Taker or Silver Crow are considered speed-types, and the heavily armoured Cyan Pile is a tank. With this in mind, the following relationship is established:

AMR and AGI are opposing traits.


What this means is that armour density and speed are inversely related. 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. (Black Lotus without Terminating Sword is actually pretty weak, without that ability which lets her cut anything lower in stats than her blades.)

So the more closely you follow the pure colours, the more AGI and AMR share an inverse relationship. Greens will be the strongest and slowest, while Yellows will be the weakest and most agile.


STR = DIR + AMR


DIR (direct) measures the strength of direct attacks, not including abilities. This is part of strength logically.
AMR (armour) measures the armour density of the avatar. A weak avatar naturally has very little in the way of physical defense.

The distribution does not need to be equal. That this to say, you can have as much as 99 DIR and just 1 AMR; provided you balance it with B&W, which I will explain later.


TAC = SPL + INT


But weak avatars have their strengths elsewhere!

SPL (special) measures the strength of ranged/indirect abilities. This include exotic stuff like Aviation, illusion abilities, moving on a bike, long-range firepower, and electrocuting your opponent. If your strength isn't in a fist fight, it goes here.

INT (intelligence) is the measure of specialised defense. That is, maybe you're completely immune to lightning, or grappling attacks - it comes here. Or you have a skill that protects you from being frozen, like Tourmaline Shell's Piezo Armour. Put your numbers here.

Again, the distribution need not be equal.

Combat wise, things get a little complicating. After you have allocated your points into DIR, SPL, AMR, and INT, they now must be added together to get your overall attack and defense. As follows:


ATK = DIR + SPL


Simply put, the summation of your direct and indirect combat ability. Naturally, the strength in one must mean a weakness in the other, but if you're a balanced Purple, that isn't fair at all, eh.


DEF = AMR + INT


Same as above. Every avatar has some defensive potential that can't be restricted to either category.

So just to summarise, this is every stat that exists and their relationship with each other. The seven important ones are in boxes.

This entire system also implies that since each colours have specific strengths, therefore their stats should also reflect the same thing. Therefore, the whole idea behind the stats system finally falls into place: the colour decides the stats.

This therefore implies that different colours have different general stat distributions. There are thus a couple of rules in place:


    Assuming that B&W is zero,


      Guidelines for colour-based stat distribution:

      Green colours must have AMR as their highest stat, followed by SPL.
      Blue colours must have DIR as their highest stat, followed by AMR.
      Purple colours must have equal DIR and SPL.
      Reds have equal SPL as their highest stat, followed by DIR.
      Oranges have equal SPL and INT.
      Yellows must have SPL as their highest stat.


It is alright if the next highest stats as specified are tied with other stats in terms of points allocated.

So what's with this mysterious B&W? All colours have some sort of black or white colouring to them. Thus, the more black/white saturation in the colour, the more points you can shift to other categories to customise your stats.

Because B&W and the four sub stats aren't the ones in which you'll place points in first, when adding up the points you've placed, only STR, TAC, AGI, and KG is counted to total 200. This avoids double-counting.

Say, for example you've settled on a sword-wielding Blue avatar. To get even more points to pour into his DIR, it has to come from somewhere...which you can take from elsewhere.

The number of points you move to another stat that does not follow the colour guidelines is equal to the number of points in B&W.

What this does is indicate by how much did you adjust your stats to have a special attack affinity that may not match your colour type closely. From the example above, you're free to move points from AMR into DIR, even to the point that AMR is close to zero, therefore giving you offense at the expense of defense. The B&W stat must increase by the same amount as the amount of points you shifted.

Note: B&W shifting is only allowed for a pair of stats.

The above example in fact illustrates the relationship between Blue Knight and Graphite Edge; Edge is chromatically very close to pure blue, but he has a lot of black mixed with his colour. His armour strength is also as good as paper-thin, because its graphite - soft carbon.

The steps to distribute points have been covered above in revised detail, so scroll back up to refresh your memory if needed.


Examples:

So for a theoretical DA, Purple Testa, let's have an example distribution:

STR - 50
TAC - 50
AGI - 50
KG - 50

All B-rank, in other words.

She divides her STR into 25 each for DIR and AMR, and her TAC is also divided into 25 each for SPL and INT.

Her ATK is the sum of DIR and SPL, so it's 50, B Rank.
Her DEF is the sum of AMR and INT, so it's 50, B Rank.

As a Pure Colour, her B&W is zero.
As a Purple, her DIR and SPL are equal to comply with the rules.


Another example: Argon Spotlight. White mixed with Purple.

Her stats at level 1 are again divided equally into B Rank for everything:

STR: 50 (25 DIR, 25 AMR)
TAC: 50 (25 SPL, 25 INT)
AGI: 50
KG: 50

However, say her abilities are light-based attacks, and her specialty is firing lasers at a range of up to fifty meters. Her stats must reflect that, and so she  shifts points from DIR to SPL, and ends up moving all 25 over. So now she has 0 DIR and 50 SPL. Her ATK is still 50 because it's the sum of both of them, but now she doesn't follow the rule for Purple avatars.

So to account for the points moved, she indicates in B&W "25," to show that 25 points were moved from one stat to another.

Her stats at the end now look like this:

STR: 25 (0 DIR, 25 AMR. 25 points have been shifted away.)
TAC: 75 (50 SPL, 25 INT. SPL increased by 25 points from the shift.
AGI: 50
KG: 50

Total points: 200

B&W: 25
ATK: 50 (0 DIR, 50 SPL)
DEF: 50 (25 AMR, 25 INT)

Attacking and Defending

Now, 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, then avatar attributes (namely DIR) are taken into account, rather than the overall ATK and DEF.

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.

Specialised defenses too imply that they're only good 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 use the DEF stat if it's mismatched against a different attack type.

Summarising:

Attacking↓Defending→
Normal Defense
Specialised Defense (Match)
Specialised Defense (Mismatch)
Physical SS / SPL skillATK vs DEFATK vs AMR
Physical non-SSDIR vs DEFDIR vs AMR
What this therefore means is that when the player attacks or defends normally, not depending on system skills or special attributes, then it all falls to the avatar's body; it's natural strength, it's inherent characteristics, the things it already embodies without needing a system skill to point it out.


Last edited by Tusjecht on Thu Nov 14, 2013 9:10 am; edited 11 times in total
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Re: The stats system's first incarnation.

Post by Destination on Sat Oct 19, 2013 9:59 pm

redundant post


Last edited by Tusjecht on Mon Nov 11, 2013 7:55 am; edited 3 times in total (Reason for editing : Don't follow those steps to make your stats.)


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Re: The stats system's first incarnation.

Post by R4yleonard on Sat Oct 19, 2013 11:01 pm

So, B&W can only change the ratio of DIR : AMR and SPL : INT and it doesn't take any stat point? and does B&W has any risk?


Spoiler:

Jonquil Shadow

Stats :
Spoiler:

- STR : 20 (D)
  > DIR : 10 (D)
  > AMR : 10 (D)
- TAC : 100 (A)
  > SPL : 60 (B)
  > INT : 40 (C)
- AGI : 50 (B)
- KG : 30 (C)

- ATK : 70 (B+)
- DEF : 50 (B)


Killer Move : Anonymous
Cost : 30%
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Re: The stats system's first incarnation.

Post by Destination on Sat Oct 19, 2013 11:05 pm

Not just those. You can use B&W to move points in and out of AGI and KG as well. You're not 'using' stat points, you're shifting it to customise as usual, and B&W is just to show how how many points did you shift.

I don't think it entails any risk, since after all you're giving up one stat for the other, unless your idea of risk is different. Explanation?


Last edited by Tusjecht on Sat Oct 19, 2013 11:31 pm; edited 1 time in total (Reason for editing : Woops, error.)


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Re: The stats system's first incarnation.

Post by R4yleonard on Sat Oct 19, 2013 11:27 pm

Tusjecht wrote:Not just those. You can use B&W to move points in and out of AGI and KG as well. You're not 'using' stat points, you're shifting it to customise as usual, and B&W is just to show how how many points did you shift.

I don't think it entails any risk, since after all you're giving up one stat for the other, unless your idea of risk is different. Explanation?
Well, aside from the stats problem (thx to minmaxing or something like that), it might also affect the DA appearance and history (imagine a pure color with 100 B&W. It will look weird)


Spoiler:

Jonquil Shadow

Stats :
Spoiler:

- STR : 20 (D)
  > DIR : 10 (D)
  > AMR : 10 (D)
- TAC : 100 (A)
  > SPL : 60 (B)
  > INT : 40 (C)
- AGI : 50 (B)
- KG : 30 (C)

- ATK : 70 (B+)
- DEF : 50 (B)


Killer Move : Anonymous
Cost : 30%
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Re: The stats system's first incarnation.

Post by Destination on Sat Oct 19, 2013 11:30 pm

Hmm...while it *is* possible for that to happen...good point. Retcon the above: AGI and KG can't be used when shifting stats.


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Re: The stats system's first incarnation.

Post by Destination on Sun Oct 27, 2013 5:31 am

To clarify;

Moving points between AGI and KG is not allowed.

Moving points from AGI/KG to the other four substats (DIR, AMR, SPL, INT) is allowed. For this case, B&W again records the number of points shifted.

Taking the chance to explain as well;

When one receives a Level Up bonus, the points are immediately distributed to the indicated sections, as instructed by the Bonus. There is no further need to increase B&W.

In other words, B&W is a stat that only is only ever used once; at Level 1, the initial creation of a character.

Any questions, PM or find me in the chatbox.


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Re: The stats system's first incarnation.

Post by Destination on Tue Oct 29, 2013 11:03 am

Awaiting a second update come Thursday night; I'll clear up when can you use DIR/AMR in place of ATK and DEF, as well as an FAQ post. Cheers.

Updated, albeit late.


Last edited by Tusjecht on Sat Nov 02, 2013 1:03 am; edited 1 time in total


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Re: The stats system's first incarnation.

Post by Destination on Sat Nov 02, 2013 1:02 am

Attacking and Defending

Permanent link for link: http://www.accelworldrp.com/t1535-the-new-stats-system-and-explanation#16903

Now, 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, then avatar attributes (namely DIR) are taken into account, rather than the overall ATK and DEF.

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.

Specialised defenses too imply that they're only good 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 use the DEF stat if it's mismatched against a different attack type.

Summarising:

Attacking↓Defending→
Normal Defense
Specialised Defense (Match)
Specialised Defense (Mismatch)
Physical SS / SPL skillATK vs DEFATK vs AMR
Physical non-SSDIR vs DEFDIR vs AMR
What this therefore means is that when the player attacks or defends normally, not depending on system skills or special attributes, then it all falls to the avatar's body; it's natural strength, it's inherent characteristics, the things it already embodies without needing a system skill to point it out.


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Re: The stats system's first incarnation.

Post by Guest on Sat Nov 02, 2013 1:17 am

Curiosity Tusjecht.

Let's say some used a special attack against me (like say Alice Frost gains the ability to generate a blizzard attack and uses it against me,) would it clash against my intelligence because it's a special attack or do I match it against my armor?

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Re: The stats system's first incarnation.

Post by Destination on Sat Nov 02, 2013 1:23 am

Alice's ATK vs your DEF.

It's a specialised attack (SPL skill) and you did not state if you're vulnerable to freezing attacks.

For all other cases, not stating a particular weakness implies using DEF.


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Re: The stats system's first incarnation.

Post by Sado Ikaru on Mon Nov 04, 2013 10:16 pm

Since there was a slight change in the System, do I need to add an Ability?
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Re: The stats system's first incarnation.

Post by Destination on Tue Nov 05, 2013 12:09 am

No. Your sword slashes are implied to be a Normal Ability (Normal Activation Passive skills). As such damge calculated by your sword slashes use ATK stat.


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Re: The stats system's first incarnation.

Post by daidius on Thu Nov 07, 2013 3:08 am

Does this mean that a Level 1 cannot have AGI as it's highest stat?

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Re: The stats system's first incarnation.

Post by Sado Ikaru on Thu Nov 07, 2013 3:16 am

No. It just means that you'll need to have some points shifted away from other stats.

For example: Say you're a red, your SPL should be the highest and INT should be second-highest should be even to start. But you want to be a bit faster than that lets you.

  • STR - 20

    • DIR - 10
    • AMR - 10



  • TAC - 120

    • SPL - 70
    • INT - 50



  • AGI - 50
  • KG - 10
    =====
  • ATK - 80
  • DEF - 60
  • B&W - 0
That's basically a pure Red Avatar. In order to be faster, you'd have to move points away from another stat:


  • STR - 20

    • DIR - 10
    • AMR - 10




  • TAC - 100

    • SPL - 50
    • INT - 50




  • AGI - 70
  • KG - 10
  • ATK - 80
  • DEF - 60
  • B&W - 20 (DIR→AGI)


Now, you can move a lot more than that, but this is just an example.


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Re: The stats system's first incarnation.

Post by daidius on Thu Nov 07, 2013 11:11 am

I thought it says that only the paired stats can be shifted, and that red has to have SPL as it's highest stat. Is it required to follow the rule about highest stat?

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Re: The stats system's first incarnation.

Post by Sado Ikaru on Thu Nov 07, 2013 3:25 pm

Only for pure colors. If you're not red, orange, yellow, green, blue, or purple, the B&W tells others how much you shifter from one stat to another. "Pair of stats" merely refers to any two stats, meaning that you cannot transfer points between more than two stats.
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Re: The stats system's first incarnation.

Post by Destination on Thu Nov 07, 2013 5:54 pm

You're getting better at this Charles, so I'll just add on a bit; in his earlier post with a mock stat, the later update for pure reds is that SPL is highest, followed by INT, so either you or me might want to edit that. You have the general idea correct.

The closer you are to a pure colour, the more you have to follow the rule for whichever stat is higher. So if you're a nearly pure red, then your SPL should be higher than your INT already.


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Re: The stats system's first incarnation.

Post by Sado Ikaru on Thu Nov 07, 2013 10:10 pm

You can edit it. If you don't have it edited by the time I get home, I'll do it.
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Re: The stats system's first incarnation.

Post by Destination on Sun Nov 10, 2013 2:00 am

Some time ago, someone brought up an opinion that AGI and AMR should be the opposing traits...

I reconsidered that, and have since edited the explanation. I don't think any of the approved chars are affected by this though.


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Re: The stats system's first incarnation.

Post by Guest on Sun Nov 10, 2013 4:40 am

Uh Tusjecht I think your stat system is unbalanced. It favors those with high armor making intelligence a worthless stat.

Remember my posed question about a special attack and you said according to your stat system that it would go overall attack against overall defense.

Well if someone has all armor but no intelligence and a special attack is used against them the armor still blocks the attack because it boosts overall defense.

That being said I think the two defense stats should block their respective offensive trait and only that stat and that we should ditch overall attack and overall defense because it makes things unbalanced.

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Re: The stats system's first incarnation.

Post by Vilis on Sun Nov 10, 2013 6:12 am

What Gadget said makes sense. With the way things are written now, INT by itself is useless and so is SPL.

Attacking↓Defending→
Normal Defense
Specialised Defense (Match)
Specialised Defense (Mismatch)
Physical SS / SPL skillATK vs DEFATK vs AMR
Physical non-SSDIR vs DEFDIR vs AMR
Let's take a look at this table and what it means. Whenever a person attacks, they use their ATK or their DIR. Now, let's assume you have a red avatar. Naturally, they have a lot of SPL. However, ATK is used for their special attacks. What does that mean? It means that even if they moved all of their points from SPL to DIR, their special attacks would do the exact same damage while their physical attacks would also get stronger. This creates imbalance. The same goes for AMR and INT, like Gadget already pointed out. For this system to be balanced, the individual stats for specialized attacks need to hold more gravity.
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Re: The stats system's first incarnation.

Post by Destination on Mon Nov 11, 2013 9:16 am

Further changes to be made pending Gadget's suggestions.


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Re: The stats system's first incarnation.

Post by Destination on Thu Nov 14, 2013 9:11 am

No further references to be made from this thread if possible.


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