Difference between revisions of "Stats"

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(WIP Overhaul - More Things)
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Characters have 6 main attributes, with many other stats derived from them:
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__TOC__
* Strength - TODO brief description for each
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=Basic Statistics=
* Agility
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Basic statistics are where your actual combat-ready statistics are derived from. They cannot come from any source other than level-ups and permanent transformations.
* Willpower
 
* Toughness
 
* Cunning
 
* Presence
 
  
==Starting bonuses==
+
==Attributes==
You start with 2 in each attribute. Your starting race, class, and background each increase one attribute by +1.
+
Attributes serves as the main stats that can be permanently increased through leveling or temporarily increased through consuming certain items or encountering events. Each point into an attribute will continuously add to its effects.
 +
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 +
|-
 +
! width="250px" class="unsortable"|Strength
 +
! width="250px" class="unsortable"|Agility
 +
! width="250px" class="unsortable"|Toughness
 +
! width="250px" class="unsortable"|Cunning
 +
! width="250px" class="unsortable"|Willpower
 +
! width="250px" class="unsortable"|Presence
 +
|-
 +
|Attack Power +3%<br>Armor +1<br>Penetration +1
 +
|Accuracy +1<br>Evasion +1<br>Initiative +1
 +
|Health +5<br>Physical Resistance+1
 +
|Critical Chance +1%<br>Ward +1<br>Magical Resistance +1
 +
|Spellpower +3<br>Focus +1<br>Mental Resistance +1
 +
|Sexiness +1<br>Leadership +2%
 +
|}
  
{| class="wikitable"
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==Attack Avoidance==
!Attribute!!Race!!Class!!Background
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Characters have four means of avoiding the effects of an attack
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{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 +
|-
 +
! width="250px" class="unsortable"|Evasion
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! width="250px" class="unsortable"|Physical Resistance
 +
! width="250px" class="unsortable"|Magical Resistance
 +
! width="250px" class="unsortable"|Mental Resistance
 +
|-
 +
|Counters weapon attacks and area-of-effect abilities, like fireballs
 +
|Counters bodily attacks like tackles, charges, knockdowns, disarms, and poisons.
 +
|Counters most direct magic attacks.
 +
|Counters Tease attacks and many psychic or psychological abilities.
 +
|}
 +
 
 +
==Damage Reduction==
 +
Your attributes and worn equipment contribute to the Armor, Ward, and Focus stats, which decrease damage done from physical, magical, and mental (eg. Tease) attacks respectively. Damage Reduction functions as a percentage. If you have 20 Armor, then all physical damage you take is reduced by 20%. All damage reductions are capped at 75%.
 +
 
 +
Elemental Resistances are applied to any remaining damage.
 +
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 +
|-
 +
! width="250px" class="unsortable"|Armor
 +
! width="250px" class="unsortable"|Ward
 +
! width="250px" class="unsortable"|Focus
 +
|-
 +
|Decreases Physical damage
 +
|Decreases Magical damage
 +
|Decreases Lust and Mental damage
 +
|}
 +
 
 +
==Other Statistics==
 +
{| class="wikitable sortable bordered" border="1" cellpadding="2" style="text-align:center"
 +
|-
 +
! width="120px" class="unsortable"|Name
 +
! width="300px" class="unsortable"|Description
 +
|-
 +
|<span id="Accuracy"></span>'''Accuracy'''
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|Increases the chance to hit for all attacks, including weapons, spells, and Tease attempts. Every point of Accuracy increases your chance to hit or crit by 1%. Accuracy provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Accuracy to spell casts.
 +
|-
 +
|<span id="Attack Power"></span>'''Attack Power'''
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|Increases the damage of physical attacks you deal. Treated as a percentage increase.
 +
|-
 +
|<span id="Critical Chance"></span>'''Critical Chance'''
 +
|A percentage chance to upgrade normal hits to Critical Hits. Critical Chance provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Critical Chance to spell casts.
 +
|-
 +
|<span id="Initiative"></span>'''Initiative'''
 +
|How fast characters act in combat. Your Initiative is added to a random 1-20 number at the start of each round of combat, characters with higher scores act before those with lower ones. Wearing Heavy armor imposes a -5 Initiative penalty.
 
|-
 
|-
|[[Strength]]   
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|<span id="Leadership"></span>'''Leadership'''
|[[Lupines]]
+
|Increases the efficacy of your companions. All companions gain a bonus to their Attack Power and Spellpower equal to your Leadership. Summoned creatures use your Leadership to determine how powerful they are.
|
 
|[[Soldier]]
 
 
|-
 
|-
|[[Agility]]
+
|<span id="Penetration"></span>'''Penetration'''
|[[Catfolk]]
+
|Bypasses enemy damage reduction. Each point of Penetration reduces the relevant DR stat by 1 on a successful hit. Specific gear can increase Penetration's sub-categories: Armor Penetration, Spell Penetration, and Temptation (for physical, magical, and lustful attacks, respectively).
|[[Thief]]
 
|
 
*[[Hunter]]
 
*[[Slum Rat]]
 
 
|-
 
|-
|[[Willpower]]
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|<span id="Sexiness"></span>'''Sexiness'''
|[[Wyld Elves]]
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|Increases the Accuracy of your Tease attacks.
|
 
*[[White Mage]]
 
*[[Black Mage]]
 
|
 
*[[Acolyte]]
 
*[[Arcanist]]
 
 
|-
 
|-
|[[Toughness]]
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|<span id="Spellpower"></span>'''Spellpower'''
|[[Orcs]]
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|Increases the damage or healing factor of your spells. Treated as a percentage increase.
|[[Warrior]]
+
|}
|[[Barbarian]]
+
 
 +
==Starting Bonuses==
 +
Items in the class row reflect the primary attribute while the other categories provide an additional point for said attribute.
 +
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 
|-
 
|-
|[[Cunning]]
+
! width="250px" class="unsortable"|Category
|
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! width="250px" class="unsortable"|Agility
|
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! width="250px" class="unsortable"|Cunning
|[[Scholar]]
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! width="250px" class="unsortable"|Presence
 +
! width="250px" class="unsortable"|Strength
 +
! width="250px" class="unsortable"|Toughness
 +
! width="250px" class="unsortable"|Willpower
 
|-
 
|-
|[[Presence]]
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|'''Race'''
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|[[Catfolk]]
 +
| -
 
|[[Humans]]
 
|[[Humans]]
 +
|[[Lupine]]
 +
|[[Orcs]]
 +
|[[Wyld Elves]]
 +
|-
 +
|'''Class'''
 +
|[[Thief]]
 +
| -
 
|[[Charmer]]
 
|[[Charmer]]
|
+
| -
*[[Noble Scion]]
+
|[[Warrior]]
*[[Courtesan]]
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|[[Black Mage]]<br>[[White Mage]]
*[[Minstrel]]
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|-
 +
|'''Background'''
 +
|Hunter<br>Slum Rat
 +
|Scholar
 +
|Noble Scion<br>Courtesan<br>Minstrel
 +
|Soldier
 +
|Barbarian
 +
|Arcanist<br>Acolyte
 
|}
 
|}
  
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|}
 
|}
  
==Basic statistics==
 
 
Basic statistics are where your actual combat-ready statistics are derived from. They cannot come from any source other than level-ups and permanent transformations.
 
 
'''Attributes'''
 
{| class="wikitable" style="text-align:center
 
!width="250"|Strength!!width="250"|Agility!!width="250"|Willpower!!width="250"|Toughness!!width="250"|Cunning!!width="250"|Presence
 
|-
 
|Each point of Strength increases Attack Power by 3%, Armor by +1, and Penetration by +1. 
 
|Each point of Agility increases Accuracy by +1, Evasion by +1, and Initiative by +1.
 
|Each point of Willpower increases Spellpower by 3%, Focus by +1, and Mental Resistance by +1.
 
|Each point of Toughness increases Health by +5, and Physical Resistance by +1.
 
|Each point of Cunning increases Critical Chance by 1%, Ward by +1, and Magic Resistance by +1.
 
|Each point of Presence increases Sexiness by +1 and Leadership by 2%.
 
|}
 
 
 
==Derived attributes==
 
 
'''Resistances'''
 
 
Note that all +% statistics, from Attributes, gear, or any other source are all additive -- eg. 10% + 10% = 20%.
 
 
{| class="wikitable" style="text-align:center
 
!width="250"|Evasion!!width="250"|Physical Resistance!!width="250"|Magic Resistance!!width="250"|Mental Resistance
 
|-
 
|Weapon Attacks, Area of Effects
 
|Physical Effects
 
|Spells, Magical Effects
 
|Tease Attacks, Psychic Attacks
 
|}
 
 
'''Damage Reduction (Percentages)'''
 
 
{| class="wikitable" style="text-align:center
 
!width="250"|Armour!!width="250"|Ward!!width="250"|Focus
 
|-
 
|Weapon / Physical Damage
 
|Spell Damage
 
|Lust, Psychic Damage
 
|}
 
 
'''Other'''
 
 
{| class="wikitable" style="text-align:center
 
!width="100"|Stat!!width="500"|Effect
 
|-
 
|Attack Power
 
|Increases the damage of weapon attacks and physical abilities by 1% per point.
 
|-
 
|Spellpower
 
|Increases the damage of spells by 1% per point.
 
|-
 
|Sexiness
 
|Tease attacks add Sexiness as bonus Accuracy.
 
|-
 
|Accuracy
 
|Increases chance to hit for all attacks (magic, weapon, tease, etc.) Can be further split into weapon, spell and sexiness. If 1d100+accuracy - evasion >= 100, a critical hit is landed, if it =< 15, the attack misses.
 
|-
 
|Penetration
 
|Each point of Penetration reduces an opponent's effective damage reduction by 1% for all attacks. Can be further split into weapon, spell and temptation.
 
|-
 
|Initiative
 
|Each round, Initiative is rerolled on a 1-20 + INIT scale. Heavy equipment imparts a -5 penalty to Initiative per item.
 
|-
 
|Critical Chance
 
|Any successful attack has a chance to be upgraded to a Critical Hit as per accuracy. Critical chance imparts a second, additional chance to land a critical if the accuracy roll fails to do so. Critical hits deal +50% damage. Tease criticals cause the target to become aroused.
 
|-
 
|Leadership Bonus
 
|All Companions add this in % to their Attack Power and Spellpower; summoned creatures use this to determine all of their stats.
 
|}
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 05:46, 14 June 2019

Basic Statistics

Basic statistics are where your actual combat-ready statistics are derived from. They cannot come from any source other than level-ups and permanent transformations.

Attributes

Attributes serves as the main stats that can be permanently increased through leveling or temporarily increased through consuming certain items or encountering events. Each point into an attribute will continuously add to its effects.

Strength Agility Toughness Cunning Willpower Presence
Attack Power +3%
Armor +1
Penetration +1
Accuracy +1
Evasion +1
Initiative +1
Health +5
Physical Resistance+1
Critical Chance +1%
Ward +1
Magical Resistance +1
Spellpower +3
Focus +1
Mental Resistance +1
Sexiness +1
Leadership +2%

Attack Avoidance

Characters have four means of avoiding the effects of an attack

Evasion Physical Resistance Magical Resistance Mental Resistance
Counters weapon attacks and area-of-effect abilities, like fireballs Counters bodily attacks like tackles, charges, knockdowns, disarms, and poisons. Counters most direct magic attacks. Counters Tease attacks and many psychic or psychological abilities.

Damage Reduction

Your attributes and worn equipment contribute to the Armor, Ward, and Focus stats, which decrease damage done from physical, magical, and mental (eg. Tease) attacks respectively. Damage Reduction functions as a percentage. If you have 20 Armor, then all physical damage you take is reduced by 20%. All damage reductions are capped at 75%.

Elemental Resistances are applied to any remaining damage.

Armor Ward Focus
Decreases Physical damage Decreases Magical damage Decreases Lust and Mental damage

Other Statistics

Name Description
Accuracy Increases the chance to hit for all attacks, including weapons, spells, and Tease attempts. Every point of Accuracy increases your chance to hit or crit by 1%. Accuracy provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Accuracy to spell casts.
Attack Power Increases the damage of physical attacks you deal. Treated as a percentage increase.
Critical Chance A percentage chance to upgrade normal hits to Critical Hits. Critical Chance provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Critical Chance to spell casts.
Initiative How fast characters act in combat. Your Initiative is added to a random 1-20 number at the start of each round of combat, characters with higher scores act before those with lower ones. Wearing Heavy armor imposes a -5 Initiative penalty.
Leadership Increases the efficacy of your companions. All companions gain a bonus to their Attack Power and Spellpower equal to your Leadership. Summoned creatures use your Leadership to determine how powerful they are.
Penetration Bypasses enemy damage reduction. Each point of Penetration reduces the relevant DR stat by 1 on a successful hit. Specific gear can increase Penetration's sub-categories: Armor Penetration, Spell Penetration, and Temptation (for physical, magical, and lustful attacks, respectively).
Sexiness Increases the Accuracy of your Tease attacks.
Spellpower Increases the damage or healing factor of your spells. Treated as a percentage increase.

Starting Bonuses

Items in the class row reflect the primary attribute while the other categories provide an additional point for said attribute.

Category Agility Cunning Presence Strength Toughness Willpower
Race Catfolk - Humans Lupine Orcs Wyld Elves
Class Thief - Charmer - Warrior Black Mage
White Mage
Background Hunter
Slum Rat
Scholar Noble Scion
Courtesan
Minstrel
Soldier Barbarian Arcanist
Acolyte

Leveling up

When you level up, you have to choose three attributes to raise by +3, and the rest will increase by +1. Which attributes you may choose are based on your current (not starting) race and class, as well as your background (which is immutable).

Affinities

Stat Race Class Profession
Strength
Agility
Willpower
Toughness
Cunning
Presence