The Stat System
A.1 [General] Stay with me, Bob and Sally, this is important.
There are 4 different stats:
- (STR) Strength (Limbs)
- (END) Endurance (Body)
- (FNS) Finesse
- (KNW) Knowledge
There are 4 different stats:
- (STR) Strength (Limbs)
- (END) Endurance (Body)
- (FNS) Finesse
- (KNW) Knowledge
Each of the above stats serves a different purpose and provides different perks to develop your character with. By ranking up, you gain stat points which you can spend on the 4 stats as you see fit. However, there are limits. Each rank holds a different amount of total points you can spend, and a different limit on how many stat points you can put in a single stat.
D-rank: 140 points total; 60 points max per stat.
C-rank: 210 points in total; 90 points max per stat.
B-rank: 500 points in total; 200 points max per stat.
A-rank: 700 points in total; 300 points max per stat.
S-rank: 1150 points in total; 500 points max per stat.
SS-rank: 1400 points in total; 600 points max per stat.
H-rank: 1600 points in total; 700 points max per stat.
C-rank: 210 points in total; 90 points max per stat.
B-rank: 500 points in total; 200 points max per stat.
A-rank: 700 points in total; 300 points max per stat.
S-rank: 1150 points in total; 500 points max per stat.
SS-rank: 1400 points in total; 600 points max per stat.
H-rank: 1600 points in total; 700 points max per stat.
Limit Transcendence
This occurs when a character chooses to exert their body to a point beyond their own physical limits. While such an act hints of heroic efforts and force, it is actually a skill all mages share and can access at will, but at a price. The way it works is quite simple: upon activation, a mage gains a 20% increase in STR (20% equals one fifth), however, they lose the ability to cast magic. They can continue to use/prolong/channel any spell they began using prior to entering the state of Limit Transcendence as they would normally, but are incapable of casting new magic before exiting said state. Also, during Limit Transcendence, the character loses 9% of their maximum mana each post. This ability has no cool-down and only has a single condition; once initiated, it will last for at least the post that it was started in.
This occurs when a character chooses to exert their body to a point beyond their own physical limits. While such an act hints of heroic efforts and force, it is actually a skill all mages share and can access at will, but at a price. The way it works is quite simple: upon activation, a mage gains a 20% increase in STR (20% equals one fifth), however, they lose the ability to cast magic. They can continue to use/prolong/channel any spell they began using prior to entering the state of Limit Transcendence as they would normally, but are incapable of casting new magic before exiting said state. Also, during Limit Transcendence, the character loses 9% of their maximum mana each post. This ability has no cool-down and only has a single condition; once initiated, it will last for at least the post that it was started in.
A.2 [STR] HULK SMASH!!!
Strength is a person's physical prowess and ability to physically affect the world around them with their natural body, without the use of magic.
STR governs the ability to generate the greatest amount of force in the least amount of time and movement.
As STR increases, so does the power of a character's punches and kicks or any other expulsion of force from the body. Those with high STR have a stronger, more difficult to break grip and have much harder arms and legs.
A.3 [END] "Sticks and stones won't break my bones, but words might still offend me."
Endurance describes the fitness of a person. It determines their ability to withstand physical impact and cope with pain and damage.
Note that you don't have to necessarily look buff and muscular if you have high END, the secret of resilience can often be found in a person's mindset and willpower. People with high ENd are harder to stagger and topple, but are also generally considered more unrelenting.
A.4 [FNS] Fingerspitzengefühl!
Finesse affects non-magical combat most out of all. It reflects a character's technique, experience and understanding combined to encompass their overall ability and potential in non-magical combat. It also relates one's fluidity of movement, acrobatic capability and grace.
A.5 [KNW] "Remember, your mind is the best weapon you have!"
Knowledge influences spells and their power, along with one's resistane to magical damage. It relates to knowledge through research on magic. This does not nessecarily reflect a character's level of intelligence.
B. [The Combat Widget] It's Super Effective!
The Combat Widget takes care of the damage calculation according to your stats and achievements. It takes care of all the math, but you still need to understand how to use it.
Here's what you need to know:
C.1 [The Damage Calculation System] "I love me some numbers."
Even though the widget takes care of all the math, for those of you who would still like to see the formulas we use, we will reveal our secrets. If you're just fine with the widget and don't feel the need to see all the numbers, you may skip all of section C [The Damage Calculation System].
C.2 [The Damage Calculation System] The HP system and Physical Resistance
- Spoiler:
STR directly affects the amount of force a character’s attack carries. In other words, STR is the stat which boosts the damage of non-magical strikes and as such it acts as the variable used in damage calculation. This stat, along with FNS and in rare cases END, are the stats utilized in calculating an attack’s damage. However, the formula itself varies, depending on what weapon the attack has been made with. However, STR is not the only stat to be used in the formulas.
END is the stat based on which people’s HP is calculated. The formula is quite simple and is one that mainly the staff will use, as it is their duty to reply with a person’s stat application with their maximum HP along with a stamp of approval if the app’s okay.
The formula is HP = END * 6
Physical resistance is what determines just how much of an incoming, non magical damage will actually affect you. Unlike the Spell Resistance, the formula for this is not always the same, but instead varies depending on what you are being hit with. The general formula is:
Physical Resistance = Half of your current HP% + X
Where X is a value determined by what you are being hit with. An example would be that if you are attacked with Piercing weapons, X would be your Armour value, but against Blunt weapons it would be your END.
The way the formula itself works is rather simple. It takes your current HP value, determines how much that is in terms of percentages when compared to your maximum HP and adds half of X to it. Then, when you are hit with a non magical attack, it reduces the damage of that attack by half of your current HP percentage, and then also removes the value equal to X.
Example: Imagine your maximum HP is 1200 and your current HP is 1200, and you are attacked with a Blunt weapon with a strike that would deal 500 damage. To figure out how much of that damage you’d resist, you’ll first look at your HP. Since you have full HP, that means that your current HP is 100% of your maximum. You take half of it, in other words 50%, and reduce the incoming damage by that amount. Since the 500 damage strike is reduced by 50%, it means that only 250 damage would actually affect you. The strike is Blunt, which means that in this case, X is your END points, so if you have, say, 200 END, then you’d further reduce the damage by an amount equal to your END. In other words, by another 200, which would mean that from 500 points, the enemy’s attack’s damage is reduced to just 50 points, so you only lose that much HP.
Note that the different weapon types and what X is against them is further explained in the Weapon Attack Damage calc. file. Also, a simple version of this formula where only the current HP % is in work can be used, perhaps only for PVP, or if the full is deemed to complex, for everything, even though the entire physical resistance system wouldn’t be nearly as deep then and would make armours somewhat useless.
C.3 [The Damage Calculation System] Hit Type System
- Spoiler:
- Hit Type system: There are a total of 4 types of non-magical hits based on how hard and successful they are.
· Normal blows – Pretty self-explanatory. Any blow that is done under normal circumstances and conditions, and lands on the opponent successfully.
· Heavy blows – Blows performed with greater momentum and weight. Examples would be doing an overhead attack with all your strength, or performing a powerful roundhouse kick, or even a jump attack. This type of hit deals 50% more damage.
· Devastating blows – A blow that is performed with outstanding force and momentum, such as a full powered punch after a charge, or an attack executed after a 10 metre fall. Generally speaking, a Devastating blow is one that is so strong that it can either directly kill or cripple a normal person for life. Deals 100% more damage.
· Glancing blow – A Glancing, or Grazing blow is a type of hit where despite the force your attack carries, you fail to hit the enemy properly, and instead only graze them. Examples would be having your enemy attempt to avoid an attack from your sword, but fail to get out of the way completely, resulting in the sword’s tip cutting a shallow wound on them. Any type of attack can become Glancing, so don’t be surprised in situations where you have a Glancing Devastating blow. It just means that you half-missed, so as such you still deal damage, but you just deal half of the amount you should have. In other words, normal attacks deal 50% damage, Heavy deal 75% and Devastating deal 100% (As opposed to 200% which they should normally deal).
Note that the amount of FNS you have does not affect the Hit Type system.
C.4 [The Damage Calculation System] Spell Power and Spell Resistance
- Spoiler:
Spell Power:
There are three aspects that determine how much damage (Or healing) a spell does, if any. The first is the Base Spell Power that your desire spell has. That power is determined by the spell’s rank and is a constant value that cannot be altered in any way. Here’s a table that explains the base power for each spell rank:
D Rank: 50
C Rank: 80
B Rank: 180
A Rank: 270
S Rank: 480
H Rank: 1000 + KNW
The second aspect is the KNW stat. The amount of KNW you have is added directly to the damage or healing your spell does. The third and final aspect of the Spell Damage/ Spell Healing calculation is the bonus power you gain from your weapon, if you have any. Basically, weapons that are not part of your magic, be that by being a spell weapon or a holder-type magic’s holder weapon, grant you bonus spell power based on their rank. Note that you have to carry said weapon for its bonus to take effect. Here’s a table showing just how much bonus spell power each rank of weapons gives.
Weapon Rank / Spell Power
Weak / 10
Strong / 15
Strong(+) / 30
Legendary / 40
Legendary (+) / 50
Artifact / 70
So overall, the formula for calculating spell power is
Spell Power= Base Spell Power + KNW + Weapon Bonus Spell Power (If any)
- Spell Resistance: Spell resistance is determined by two things. The current percentage of mana you have left and your KNW. The concept is as follows: You first reduce the incoming magical damage by a percentage based on half of your current mana. From the remaining damage you also remove an amount equal to half of your own KNW stat. What is left is the damage dealt to you.
Spell Resistance = Half of Current MP + Half of your KNW
Here’s an example. If you have 100% mana and 200 KNW, and are attacked by a spell that has 1000 spell power, this is how the damage is mitigated: First you take half of your current MP, which is 50%, and reduce the incoming spell damage by that value. That means that the spell’s damage is reduced to 500. Then you take half of your KNW, which would be 100, and remove it from the damage, leaving it at 400. In total, you would resist 600 damage from the spell, but the rest will go through your resistance and damage you, removing 400 HP from you.