Difference between revisions of "Stats"
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|{{WikiHeadshot-index|name=Blood Knight}}{{WikiHeadshot-index|name=Kasyrra}}{{Headshot-index|name=Imp Lord|art=DCL}}{{WikiHeadshot-index|name=Mad Psion}} | |{{WikiHeadshot-index|name=Blood Knight}}{{WikiHeadshot-index|name=Kasyrra}}{{Headshot-index|name=Imp Lord|art=DCL}}{{WikiHeadshot-index|name=Mad Psion}} | ||
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− | |'''Plant''' ||Refers to plantfolk and other sapient creatures that share plant-like | + | |'''Plant''' ||Refers to plantfolk and other sapient creatures that share plant-like traits such as the Alraune. ||align="left"| |
*[-100] Fire | *[-100] Fire | ||
*[-50] Frost | *[-50] Frost |
Revision as of 17:11, 24 October 2024
Note: Complete overhaul in progress --Spotty McBumble Fuck (talk) 16:00, 16 October 2024 (UTC) |
Character Card
The character card acts as the primary indicator of the current status of a character, and in that character card, contain the following quick information:
XP | HP | Stats | Effects | Threat |
---|---|---|---|---|
The amount of experience shown until the next level. The bar will flash slowly when full, indicating that the Champion can level up after sleeping. | Hit Points (HP) serves as the primary durability stats when combat is involved. There are many things that can damage and heal a character, both in-combat and out. HP can be increased through increasing its associated attributes. | Upon selecting the three dots, the following stats of a character are presented:
|
Effects are temporary positive or negative changes that can affect a character. Split into three different types; Combat Effects are typically found and used during combat, Boons which are bonuses obtained through items or service but only one can be active at a time, and Status Effects which are effects obtained outside of combat, and are sometimes sex-related. | Threat controls the ebb and flow of battle — the higher Threat you pose to the enemy, the more likely you are to be singled out from your party to be attacked. |
HP, XP, and Leveling Up
TODO
As of version 0.5.0 Resolve has been removed from the game. Resolve used to serve as the secondary durability stat, and would act as a character's sanity when facing horrifying and sexy things. Now, any remnants that increase or decrease Resolve apply to Health instead.
Attributes
Attributes serve as the main stats that can be permanently increased as the Champion levels up, through the Starting Attribute Bonuses, or temporarily increased through Boons, certain items, and etc.
Attribute Range
The base maximum score, without any boosting effects, an attribute can be for a character is: 2 + (Level) * 3
. While the 'ceiling' maximum score, with any and all boosting effects, is: (2 + (Level) * 3) * 1.5
(rounded down). This means that a Level 3 Champion can have a base maximum Strength of 11, and a 'ceiling maximum' Strength of 16. It should be noted that Boons that temporarily maximize an attribute, raise it to the base maximum score.
The Attribute Range is a frequently used mechanic where the attribute of a character is compared to the current base maximum score (i.e. a Strength Range check for a Level 3 Champion to determine if they are strong or not is to determine if their Strength is at least 66% of the base maximum score, which means that they must have at least a Strength of 7). These checks can have a small to moderate impact in a scene, and its effect can range from a few change in words to opening an alternate route in a dungeon.
Listed below are descriptions the Champion can gain if they maintain a certain attribute range. While these descriptors are used, there are many other instances where an attribute range is checked at a higher or lower percentage, with no significant consistency. In the case of attributes that don't have a descriptor, while they do not provide a descriptor, they are still used in attribute range checks.
Attribute | Percentage | Function | Sample Scene | Usage Frequency |
---|---|---|---|---|
Strength | 66%+ |
|
Still, it's not there yet, and the both of you need to work the door that leads to the outer terrace with a good thrust before it will open. Still, it's not there yet, and the both of you need to work the door that leads to the outer terrace with all that you have before it will open. |
Infrequent |
Agility | 66%+ |
|
The splinters fill the air, puffing up into spores that float and surround you. You hastily dodge out of the way, mere moments before Byvernia is following you, landing flat atop you with her rock-hard abs pressing down atop your face. The splinters fill the air, puffing up into spores that float and surround you. The huntress grabs you with a snarl, tackling and shoving you in one motion; the two of you sail clear of the cloud, landing flat atop you with her rock-hard abs pressing down atop your face. |
Infrequent |
Willpower | - | - | - | - |
Toughness | 66%+ |
|
That was quite the impressive display, your Eminence. I was almost worried I'd break you, but it would seem that I underestimated you. You have my humble apologies, your Eminence. I suppose I went too far with you, there; I was never the best about not breaking toys. |
Very Infrequent |
Cunning | 66%+ |
|
You give her a casual look-over, immediately noticed the lack of baby-bump, and grin mischievously.
You give her a casual look-over, immediately noticed the lack of baby-bump, and smile warmly. |
Frequent |
Presence | - | - | - | - |
Combat Stats
While in-game these stats are classified into Offense and Defense, with Threat not being a visible stat, for the sake of classification on the wiki, they are classified into Offensive, Defensive, and Resistances.
Unless stated otherwise, any buffing or debuffing sources that use any attributes are based on the caster's stats. Note that some sources are marked with a (*), which indicates additional requirements. Additionally, the Buffing & Debuffing list is sorted by how the changes are applied in order (i.e. for Attack Power, the effects of Warlord's Cry is added before Dragoon's Rally).
Stats | Explanation | Base Computation | Buffing & Debuffing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Attack Power | Increases the damage of Physical attacks. Treated as a percentage. | 3 * Strength |
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Spellpower | Increases the damage of Spell attacks and the amount of health healed with Healing powers. Treated as a percentage. | 3 * Willpower |
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Sexiness | Increases the damage of Tease attacks. Treated as a percentage. | 3 * Presence |
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Penetration | Acts as the base penetration for all damage types. Is not visually displayed and instead its penetration subcategories are. | Strength |
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Armor Penetration | Is the offensive stat that counters Armor. This penetration type is linked to Weapon & Physical hit types. Armor Penetration can reach a maximum value of 100. |
Penetration |
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Spell Penetration | Is the offensive stat that counters Ward. This penetration type is linked to the Spell hit type. Spell Penetration can reach a maximum value of 100. |
Penetration |
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Temptation | Is the offensive stat that counters Focus. This penetration type is linked to the Tease hit type. Temptation can reach a maximum value of 100. |
Penetration |
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Accuracy | Determines that chance to hit for all attacks. While it is treated as a percentage, accuracy does not have a maximum value. It should be noted that the accuracy stat in weapons does not add to over all accuracy as it only affects attacks made with said weapon. |
2 * Agility |
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Critical Chance | A percentage that determines if an attack or power is used at normal or becomes a Critical Hit. Critical Chance can reach a maximum value of 100. It should be noted that the crit stat in weapons does not add to over all critical chance as it only affects attacks made with said weapon. |
Cunning |
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Critical Effectiveness | Increases the amount of damage or healing done when a critical hit occurs. Treated as a percentage. | Is Champion or in Champion's Party?
[cond] + (3 * Cunning)
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Initiative | Determines how fast a character acts in combat (Turn Order). Increases the success chance for fleeing in-combat. | random# (1-9) + (Agility / 2) |
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Leadership | Increases the efficacy of all other party members. All other party members have their Attack Power, Spellpower, and Sexiness increased by the leader's leadership. Summoned creatures use the caster's leadership to determine how high their attributes are. Leadership can reach a maximum value of 100. |
2 * Presence |
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Threat | Determines the priority or focus target for AIs in-combat. The higher the threat, the more likely a character will be targeted. This stat cannot be dropped below 0. |
10 * Level |
|
Stats | Explanation | Base Computation | Buffing & Debuffing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Armor | Decreases the damage of Physical and Weapon hits. Treated as a percentage. This stat cannot be dropped below 0. |
Strength |
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Ward Warding |
Decreases the damage of Magical hits. Treated as a percentage. This stat cannot be dropped below 0. |
Cunning |
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Focus | Decreases the damage of Mental & Sexual hits. Treated as a percentage. This stat cannot be dropped below 0. |
Willpower |
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Physical Resist | Increases the chance to avoid Physical hits. Treated as a percentage. Physical Resist can reach a maximum value of 100. |
Toughness |
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Magic Resist | Increases the chance to avoid Magical hits. Treated as a percentage. Magic Resist can reach a maximum value of 100. |
Cunning |
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Mental Resist Lust Resist |
Increase the chance to avoid Mental hits. Treated as a percentage. Mental Resist can reach a maximum value of 100. |
Willpower |
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Evasion | Increases the chance to avoid Weapon & AOE (Area-Of-Effect) hits. Treated as a percentage. | Agility |
|
Stats | Explanation | Computation | Buffing & Debuffing |
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Combat Mechanics
TODO transfer the contents of Combat mechnics + explain how this shit works. this table is terrible and I will change it later
Attack Types, Damage Reduction, & Damage Avoidance
In regards to combat, there exist 4 different Attack Types, which determines what defensive stat is used to decrease the effectiveness of an attack. On the other side, the Hit Type, which is associated with a specific Power Tag, determines the penetration stat to counter the defensive stat.
Attack Type | Defensive | Hit Type | Power Tag | Penetration |
---|---|---|---|---|
PHYSICAL | Armor | Physical Hit | Melee | Armor Penetration |
MAGICAL | Ward | |||
MENTAL | Focus | |||
SEXUAL | Focus |
Accuracy vs all other Attack Types Damage Reduction etc
Turn Order
TODO
Summons & Party Members
TODO
Likes & Dislikes
TODO
Sensing
As of version 0.4.9, Sense is a guaranteed success every time. Sensing is an in-combat action that reveals the Perks, Combat stats, and equipped Powers of a hostile character. Once a character has been sensed, their stats can be examined at any time in their Stats menu.
Sensing may be vital to formulating strategies to defeat more complex bosses.
Taxonomy
Monsters and other enemies that the Champion encounters in their adventures will generally fall into one of several groups. While not directly visible and only seen through the Combat Stats table when sensing a character in-combat, taxonomies can provide a useful shorthand as to what tactics should be taken against them, although some special cases apply where the resistances of a character are specifically increased or decreased.
Type | Description | Resistances | Example Characters |
---|---|---|---|
Beast | Beasts include both feral animals and people with animalistic traits and behaviors, such as Minotaurs, Centaurs, and Gnolls, although some exceptions apply. |
|
Alante Brint Hydra Walrus |
Demon | Demons that may have come from Mareth, brought over or turned into by Kasyrra, or Wraith-Touched creatures. |
|
Blood Knight Kasyrra Imp Lord Mad Psion |
Plant | Refers to plantfolk and other sapient creatures that share plant-like traits such as the Alraune. |
|
Alraune Maria Treant Wyld Tree |
Ethereal | Ethereals include ghosts, specters, wisps, and other energy-based beings. Typically they are immune to physical damage and must be dealt with elemental means. |
|
Jarl Gunvaldsen Queen Atheldred Spectral Smith Unstable Elemental |
Undead | Undead are those who linger on in this world after their passing. Often mindless, they cannot be teased or cowed into submission. |
|
- |
Construct | Constructs include golems fashioned by sorcerers, and elementals of various forms. They are usually impervious to mental attacks by virtue of having no sapience, but the types of materials they tend to be fashioned from leave them weak to storm and acid attacks. |
|
Forge Golem Magma Golem Stone Elemental Rune Stone |
Fey | Fey creatures include pixies, dryads, and other similar creatures. |
|
Nihara Ninian |
Humanoid | Humanoids have no innate strengths or weaknesses. The Champion is always considered a humanoid, as are the starting races; Humans, Catfolk, Orcs, Wyld Elves, and Lupines. | - | Cait Brienne Daliza Hana |
Difficulty Modes
TODO
Sexual Stats
Libido, Feracity, Fertility, Virility TODO
For bodily stats, probably redirect to Appearance?
See and remeber if there are any other stats we need to put here and explain