Trial Basis Stat System

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Trial Basis Stat System

Post by Tenjinsai Bushinji on Wed Jun 28, 2017 12:30 am

Alrighty, first thing is first. We are not completely throwing away the old stat system, but kind of modifying it in a way. The way that it will be represented now with be more focused on the individual stats instead of overall growth while also creating a more realistic growth curve as the character progresses. In essence, the further along you go, the harder it will be to become stronger in a particular area. In the same light, it is much easier to get stronger right off the bat, as it would be normally since you are just learning a specific thing so there is a great deal or room for improvement. I will go into further detail below regarding how the system has been tweaked but for the most part it is the same. All of the stats still do the same thing and none of them have been removed and no new stats have been added.

The system works off of points. To obtain these points you post, for each 1k of power you gain through posting you get 5 points to distribute. When you start off, you have 5 points in each stat to begin. The max amount of points you can reach in a specific stat is also affected by your class

Energy attack Speed:  In order to know how fast your energy attacks move simply do a simple equation. 80% of energy+ 20% of Speed = X. Now when you have your value X, look up what tier of speed this value lies in. This will describe how your energy based attacks travel. In many cases, rounding will be unavoidable here, so the same rule applies. Round up unless you are on the edge of the next tier, in which case you round down.

Agile: The faster set of characters. Faster characters have a much higher chance of hitting what they want. Opposite stat is Stamina.

Brutes: The stronger set of characters. Stronger characters cause more damage to what they hit, do better at blocking and can lift more. Opposite stat is Speed.

Tanks: Characters who can last a set of time. Characters with more stamina, can take a lot more damage before falling. Opposite stat is Perception.

Genius's: Characters who are best at kidou and energy based attacks. Characters with more Energy can use more kido at higher levels, and energy based attacks will be stronger compared. Opposite stat is Strength.

Eagle Eyes: Characters who can perceive things going on around them at a heightened rate. They are cool under pressure and can see things coming at them. Opposite stat is Energy.

Once your character is approved, make a thread in the CHARACTER SHEET section with your stats in it. If you are a new player at 5k power, it means 5 everywhere. If you start at a higher level, you need to calculate your stats first (5 points per extra 1,000 power) and post them there as well.

IMPORTANT: Your weakest stat always has to be at least 20% of your highest, this means that if you have 200 Strength you can not have any stat below 40 points.

Stats
Speed:Speed has to deal with how fast your character moves and how fast their attacks move

Strength: Strength has to deal with the raw strength of your character. Characters with more strength can lift more, cause a wider area of damage when they strike and deal more damage. With enough strength, you only need to hit someone a few times to drop them.

Stamina: Stamina has something to do with how long your character can keep fighting. It also has to do with how much damage your character can take before they eat dirt. Characters with more stamina, can take alot more damage and continue to fight longer than others.

Energy:Energy has to do with how strong your energy based attacks are as well as how fast they move. This stat affects what level kido you can use, it also affects how strong your energy based attacks are. Characters with more energy have stronger "energy" based attacks.

Perception: How well your character can aim and hit pinpoint strikes is decided by this. It also affects how well they can track fast moving objects. People without enough perception to keep up with their speed will only end up hurting themselves when they have no idea how far they've gone or where to stop or even understand how fast they are. People with far more perception than the speed their dealing with, things could seem in slow motion, though reacting to these things is a totally different story. Perception in no way gives you prediction skills or foresight etc.

*Please do note that this not affect your reaction time. Also note that all references to aiming in bench marks does not in fact mean attacks will ever home in and refers too your ability to aim accurately at mobile targets.


How To Calculate Your Stats:
Spoiler:
This is where it will get a little bit trickier, but if you have a basic understanding of math and understand how ratios work, you will be just fine. Now, with the former class specialties, you would get 2 points to your specialty stat and 1 point in all the others. This would also include being able to not cap into a stat opposite your class. This will be changed up slightly with the way the system works now.

Your stat growth is now based primarily upon the nine individual tiers that essentially outline how effective you are in a specific stat and what you can do. Based off of which specific tier an individual stat is situated in will dictate how quickly that stat can grow based on the points you put into it. The higher the tier that the stat is in, the harder it is to continue progressing in that particular ability.

The stats themselves are also broken up into three categories. The first is your special stat, which is the stat that your class specializes in. That stat will of course have quicker growth with points put into it as your character has a natural aptitude in it.
Special Stat = Class Specialty.

The next stat are the neutral stats. These are the ones that are neither a special class stat, or the stat that is opposite your class. These stats will have a standard growth pattern and will not exhibit and specific rapid or slow growth.
Neutral Stat = Non Specialty/Opposite.

The final stat is your opposite stat, which is also the stat that is opposite your class specialty. This stat will have a slower growth rate then the rest of your abilities because it is not something that your character is particularly talented at.
Opposite Stat = Opposing Specialty.

Tiers One - Four:
These tiers represent the early stages of a character. You are basically entering into the novice and intermediate user level and are really getting a grasp on your abilities. You have not really developed into anything special but you are on your road to greatness.

Special Stat Growth: Rate of 1:3. For every 1 point put into your specialty stat, it will go up by 3. E.G: If you are an agile class and put 10 points into speed, it will go up by 30.

Neutral Stat Growth: Rate of 2:3. For every 2 points put into a neutral stat, it will go up by 3. E.G: An agile putting 10 points into perception would increase their stat by 15.

Opposite Stat Growth: Rate of 1:1. For every 1 point put into the opposite stat, it will go up by 1. E.G: an agile putting 10 points into stamina would increase their stat by 10.

Tiers Five - Six:
These tiers represent the mid ground and entrance into the journeyman area of experience. You are certainly not a novice anymore, but you are also not an expert or master of your respective area.

Special Stat Growth: Rate of 1:2. For every 1 point put into your specialty stat, it will go up by 3. E.G: If you are an agile class and put 10 points into speed, it will go up by 20.

Neutral Stat Growth: Rate of 1:1. For every 1 point put into a neutral stat, it will go up by 1. E.G: An agile putting 10 points into perception would increase their stat by 10.

Opposite Stat Growth: Rate of 3:2. For every 3 point put into the opposite stat, it will go up by 2. E.G: an agile putting 15 points into stamina would increase their stat by 10.

Tier Seven - Eight:
Those who have entered these tiers are the experts of their respective discipline. They are certainly nothing to turn your nose up to and quite dangerous in combat in the areas they have excelled in. Though not quite having mastered the specific art, they are certainly a wonder to watch.

Special Stat Growth: Rate of 1:1. For every 1 point put into your specialty stat, it will go up by 1. E.G: If you are an agile class and put 10 points into speed, it will go up by 10.

Neutral Stat Growth: Rate of 3:2. For every 3 points put into a neutral stat, it will go up by 2. E.G: An agile putting 15 points into perception would increase their stat by 10.

Opposite Stat Growth: Rate of 2:1. For every 2 point put into the opposite stat, it will go up by 1. E.G: an agile putting 10 points into stamina would increase their stat by 5.

Tier Nine:
This is the absolute pinnacle in ability for those that have excelled to this point. It represents a true mastery in their respective art. There are few that one could consider their peer. Those who have reached this level of excellence are to be feared and trodden around cautiously. If one is not careful they could find themselves at the wrong end of their aggression, which would be unwise.

Special Stat Growth: Rate of 3:2. For every 3 points put into your specialty stat, it will go up by 2. E.G: If you are an agile class and put 15 points into speed, it will go up by 10.

Neutral Stat Growth: Rate of 2:1. For every 2 points put into a neutral stat, it will go up by 1. E.G: An agile putting 10 points into perception would increase their stat by 5.

Opposite Stat Growth: Rate of 3:1. For every 3 points put into the opposite stat, it will go up by 1. E.G: an agile putting 15 points into stamina would increase their stat by 5.

The tiers that the stats are in will remain essentially unchanged being listed 1 to 9 and their brackets being the same as they are currently. The only thing that is changing is the actual growth of the character based on how many points are put into a stat.

NOTE: Two things, the first is in some cases if you only have a single point it will result in a decimal. In the case of a decimal you will round your stat down. So if you have a speed stat of 63.5, it will be 63. Just keep track of these decimals so you do not end up losing out on a point because you forgot you were half way on a conversion. You can represent in your stats like this if it will make it easier to track, 63(.5).

Secondly, as far as when ratios change over it is obviously dictated by the tier as stated. However, that change does not occur until the exact number that crosses over into a tier where the ratio changes. So for example, if you have a stat at 60, which is right on the border of 4 and 5, it would still retain the ratio for tiers 1 through 4 and only move up to 5 through 6 once it hits 61.

Stat Tiers:
The stat tiers are identical across all stats, each stat obviously just does something different. Just make sure to stay in your lane regarding your class and tier that the stats fall in and you'll do just fine.

Tier One: 1-10
Tier Two: 11-20
Tier Three: 21-40
Tier Four: 41-60
Tier Five: 61-80
Tier Six: 81-120
Tier Seven: 121-160
Tier Eight: 161-200
Tier Nine: 201-250


Statistical Differences and Specifics:
Now, obviously where your stats are dictate your proficiency in that particular area. If you have high speed you are fast, perception allows your to perceive your own movements and opponents movements, strength makes you a big burly boulder hurler, energy lets you shoot laser beams everywhere and make things go boom, and your stamina is basically your health and energy.

Now, when facing someone who has more of a specific stat then you, lets use strength for example. If you have 20 strength and they have 30, yes they hit harder then you. But that doesn't mean in a power struggle you are a wimpy baby. The differential is what dictates a difference, the larger the gap the bigger the disparity. Now, I will say that at a lower point, a smaller gap is a bigger deal then later on. 20 vs 30 is much different then 150 vs 160. But in no way does this mean that the other person is slapping you around.
Just wanted to clarify this considering there have been issues at times regarding how the tiers of stats works. The way they were previously worded could make a big difference across a few points and some people fell into that trap of articulation. Be reasonable and realistic.

Another large issue is regarding Stamina, it seems to get swept into the wind a great deal of the time. Your stamina is, in essence, your health and energy. This dictates how many hits you can take as well as how much damage you can dish out. The stronger the attack you use, the more energy it is going to burn through, and the shorter you are going to be able to fight. If you keep spamming those release techniques you are going to be winded after a few posts if you don't have enough stamina to keep up with your output. Even if you do have high stamina, if you are putting out incredibly powerful attacks, you are still going to eat through it quickly ,just not as quickly.

This also goes for getting beaten on. If you are getting slammed around by someone who hits a lot harder then you can handle, you are going to be in bad shape quickly. If you have 100 stamina and someone with 180 strength is wailing on you, you are gonna get some broken bones pretty quick. Again, be reasonable and realistic.

Last but not least, Perception and Speed. I want to be very clear when I say what these stats do. First Perception, it is literally what perception is, it is your ability to perceive the things around you and mentally react to them. Being physically able to is obviously up to your speed, if you can see something but your body cant keep up with it, then you are out of luck. The same goes for your own movements, if you are moving too fast for you to mentally react to, you are going to get very well acquainted with that wall right there. Secondly Speed, it is very literal, it is your physical movement speed, attack speed, and everything physical in terms of motion. Swing your sword, speed, run across the street, speed, do the harlem shake, speed. It is also the only stat that is really closely coupled with another, that being Perception.

Speed and Perception together make for physical movement and the ability to perceive those movements, both to keep up with your opponent and your own. If one is lacking again the other, then it will create an imperfect balance that will cause you trouble. Like everything else, exactly how it effects you depends on the gap between them. 4 or 5 points isn't going to send you sailing into a wall before you can stop. However 10 or 20 can start to cause quite the issue. Finally, like I have said before, be reasonable and realistic.
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Tenjinsai Bushinji

Race : Shinigami
Class : Genius
Rank : Vice Captain
Power : 74000
Strength : 32
Stamina : 87
Speed : 129
Energy : 139
Perception : 129

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