Difference between revisions of "Stats"

From Tuxepedia
Jump to navigation Jump to search
(Reflecting random Speed element)
 
(20 intermediate revisions by 2 users not shown)
Line 6: Line 6:


* ''HP:'' How much damage you can take
* ''HP:'' How much damage you can take
* ''Melee (or "Attack"):'' How much damage your Melee attacks do
* ''Melee:'' How much damage your Melee attacks do
* ''Ranged (or "Special Attack"):'' How much damage your Ranged attacks do
* ''Ranged:'' How much damage your Ranged attacks do
* ''Armour (or "Defence"):'' How well you resist damage from Melee attacks
* ''Armor:'' How well you resist damage from Melee attacks
* ''Dodge (or "Special Defence"):'' How well you resist damage from Ranged attacks
* ''Dodge:'' How well you resist damage from Ranged attacks
* ''Speed:'' Whether you act before your opponent in battle
* ''Speed:'' Whether you act before your opponent in battle


= How to Calculate Stat Values =
A monster's stats are based on its [[Body Shape]] and level, according to the following formula:  
 
What an individual tuxemon's Stat values actually are could depend on a number of inputs:
 
* Level
* Species
* Innate talent
* Experiences
* Quality
 
== Level ==
 
Whether your level adds to or multiplies your Stat values would affect how unbalanced a fight between tuxemon of different levels is. For example, does a level 50 tuxemon have Stats that are double that of a level 25 tuxemon? Or more than double? Or less than double?
 
== Species ==
 
Options:
 
* Each species could have base Stat values that determine the starting Stats for each individual of that species.
* Species could each have a [[Body Shape]], and Body Shape would determine the base Stats.
 
You could also distinguish between weak species and strong ones, for example:
 
* Giving original forms lower Stats than morphed forms (see Life Stages, below, for one way of doing this)
* Giving mythic species higher Stats than regular species.
 
== Innate talent ==
 
This would represent variation, at birth, between individuals of the same species. Two options have been proposed:
 
* Nature Points: Individual tuxemon increase their Stats at different rates as they level up
* Tastes: One Stat is increased by 10% and one is decreased by 10%
 
== Experiences ==
 
This would represent training that the individual tuxemon has had during its lifetime. Two options have bee proposed:
 
* Battle Points: The more you use ranged attacks, the better your Ranged Stat gets, for example.
* Experience: When you beat a tuxemon with a better Stat than you, your own Stat increases. For example, the protagonist's Memnomnom with Speed 20 and Melee 30 faces a wild Spighter with Speed 30 and Melee 25. At the end of the battle, the Memnomnom gets one Speed Experience (its Speed was lower than the Spighter's) but no Melee Experience (its Melee is higher than the Spighter's).
 
== Quality ==
 
This would represent special variants of a species, for example one with an unusual colour. I don't think any proposal has been made in this regard, however.
 
== Proposal ==
 
[[Sanglorian]] proposes using the following formula for Stats:  


     Body Shape Multiplier * (7 + Tuxemon Level)
     Body Shape Multiplier * (7 + Tuxemon Level)


With Body Shape Multipliers ranging from 4 to 8, that means that tuxemon of the same level could have Stats that are at most twice as high as another.  
With Body Shape Multipliers ranging from 4 to 8, that means that tuxemon of the same level could have Stats that are at most twice as high as another.  
This would not represent innate talent, experiences or quality, but that could always be added later.
== Other options ==
=== Other Stats ===
There have been a few suggestions for other Stats, namely [https://forum.tuxemon.org/thread.php?id=181 one that would increase your critical hit rate] (called Luck, Precision or Veracity) and one that would increase the accuracy of your attacks (called Aim or Accuracy).
=== Life stages ===
There would be three Life Stages:
* Original (multiply all Stats by 0.9)
* Middle (multiply all Stats by 1)
* Final (multiply all Stats by 1.1)
Tuxemon that never morph would be in the Middle Life Stage. Tuxemon that morph once would start out in the Original Stage and end in the Final Stage (bypassing the Middle Stage). Only tuxemon that morph twice would go through all three Stages in their lifetimes.
== Experience ==
At the end of each battle, for each tuxemon that participated, compare that tuxemon's stats to each tuxemon that they faced in battle. For each stat that was higher for each tuxemon that they faced, they gain one Experience in that stat.
For example, the protagonist's Memnomnom with Speed 20 and Melee 30 faces a wild Spighter with Speed 30 and Melee 25. At the end of the battle, the Memnomnom gets one Speed Experience (its Speed was lower than the Spighter's) but no Melee Experience (its Melee is higher than the Spighter's).
A tuxemon's maximum experience of all stats put together is (all Species Stats added together)/2*(level/100)). A tuxemon's maximum experience in any one stat is equal to that (Species Stat*(level/100)).
Once a tuxemon reaches maximum overall experience, it doesn't gain any more from battle. But if it is given an item that increases experience, it loses experience from stats at random until it has enough for it to gain the experience from that item.


== Tastes ==
== Tastes ==
Line 95: Line 22:
A tuxemon has two tastes, a warm one and a cold one. The warm one increases its associated stat by 10%. The cold one decreases its associated stat by 10%. There are no tastes associated with HP.
A tuxemon has two tastes, a warm one and a cold one. The warm one increases its associated stat by 10%. The cold one decreases its associated stat by 10%. There are no tastes associated with HP.


* + Speed: Peppy
{| class="wikitable sortable"
* - Speed: Mild
! Taste !! Stat Affected !! Effect !! Flavor Description !! Rarity
* + Melee: Salty
|-
* - Melee: Sweet
| Peppy || Speed || +10% (Warm) || A burst of fizzy energy, like popping candy that makes you twitch with anticipation. || 1.0
* + Armour: Hearty
|-
* - Armour: Soft
| Mild || Speed || -10% (Cold) || A gentle, calming flavor, like warm milk that slows the world around you. || 1.0
* + Ranged: Zesty
|-
* - Ranged: Flakey
| Salty || Melee || +10% (Warm) || A briny taste, like seawater on a storm-tossed deck, that strengthens your resolve. || 1.0
* + Dodge: Refined
|-
* - Dodge: Dry
| Sweet || Melee || -10% (Cold) || A cloying, sugary flavor, like melted candy that makes your limbs heavy. || 1.0
 
|-
A tuxemon can have a warm and a cold taste affecting the same stat, resulting in no net change.
| Hearty || Armor || +10% (Warm) || A rich, earthy taste, like dense bread that fortifies your defenses. || 1.0
 
|-
=== Food ===
| Soft || Armor || -10% (Cold) || A delicate, airy flavor, like whipped cream that leaves you feeling vulnerable. || 1.0
A tuxemon's tastes also determines what foods it likes (if we implement food).
|-
 
| Zesty || Ranged || +10% (Warm) || A sharp, tangy taste, like citrus sparks that ignite your focus. || 1.0
All foods are associated with one warm taste and one cold one.
|-
| Flakey || Ranged || -10% (Cold) || A crumbly, light flavor, like dry pastry that makes your aim waver. || 1.0
|-
| Refined || Dodge || +10% (Warm) || A subtle, elegant taste, like fine tea that sharpens your reflexes. || 1.0
|-
| Dry || Dodge || -10% (Cold) || A parched, dusty flavor, like stale crackers that dull your senses. || 1.0
|-
| Savory || HP || +5% (Warm) || A rich, slow-roasted flavor, like smoky mushrooms and caramelized onions that settle warmly in your core. || 0.4
|-
| Bland || HP || -5% (Cold) || A vague, chalky taste, like powdered mashed potatoes made with a sigh instead of water. || 0.4
|}


If both tastes match, the tuxemon has a Great preference for the food. If one matches, a Good preference. If no matches, an Average preference.
A tuxemon can have a warm and a cold taste affecting the same stat, resulting in little net change (the -10% is applied before the +10%, so the net effect is that the stat is 99% what it would be if no tastes were applied).  


If the tastes are the opposite (for example, a Peppy and Dry tuxemon eats a Dull and Refined meal), it is a Bad or Terrible preference depending on whether both tastes are opposite, or just one.
See [[Taste Food]].


== Temporary stat changes ==
= Training Points =
Stats can be adjusted in battle by "steps up" and "steps down".
At the end of each battle, for every tuxemon that participated, compare its calculated stats to those of each opponent it faced. For each stat where the opponent's value is higher, the tuxemon gains '''1 Training Point (TP)''' in that stat.


At step 0, the stat is multiplied by "3/3", in other words there is no change.
For example, if the protagonist's Memnomnom has Speed 20 and Melee 30, and it battles a wild Spighter with Speed 30 and Melee 25, then Memnomnom receives '''1 TP in Speed''' (because its Speed was lower) but '''no TP in Melee''' (because its Melee was higher).


For each step up, increase the numerator by one.
Each tuxemon has two TP limits:
* '''Per-stat cap:''' A maximum of '''150 TP''' can be earned in any individual stat.
* '''Total TP cap:''' A maximum of '''300 TP''' can be earned across all stats combined.


For each step down, increase the denominator by one.
Once a tuxemon reaches its total TP cap, it no longer gains training points from battle. If a stat has already reached its individual cap, no further TP will be awarded in that stat even if the opponent's value is higher.


(This is a smaller change than the equivalent in other monster catching games, which allows us to have more techniques that move stats up and down steps, and have techniques that move stats up and down by more steps).
Training Points are scaled by level during stat calculation, meaning higher-level tuxemon benefit more from earned TP. This ensures that stat growth remains balanced and meaningful throughout progression.


You cannot move beyond +6 steps or -6 steps.
Training Points are scaled by level during stat calculation, with a stat increasing according to this formula:


== Nature Points and Battle Points ==
<pre>
Proposed by ShadowApex and treetrunk. [https://forum.tuxemon.org/thread.php?id=64 Original thread].
Stat Increase = Stat TPs × ( level / 100 )
</pre>


Instead of Tastes, each tuxemon would have a Nature Point for each stat that would affect their progress in that stat.
= Speed =


Instead of Stat Experience, you would accumulate Battle Points based on which techniques you used in battle. Using more ranged techniques would increase your Ranged and more melee techniques would increase your melee, for example.  
Speed determines which monster acts first. A monster's Speed stat is multiplied by a number between 0.25 and 1.75 depending on how fast or slow their chosen technique is. A further random component is applied as a tie-breaker.  


== Type Synergy (TS) ==
= See also =
A special multiplier for when the attacker's type is the same as the technique's type. This was proposed, but was recommended against for good reasons.
* [[Stats Expansion]]

Latest revision as of 12:24, 28 October 2025

Stats are values that all tuxemon individuals have, that affect their power in combat.

The Stats[edit | edit source]

The game has been designed with six Stats:

  • HP: How much damage you can take
  • Melee: How much damage your Melee attacks do
  • Ranged: How much damage your Ranged attacks do
  • Armor: How well you resist damage from Melee attacks
  • Dodge: How well you resist damage from Ranged attacks
  • Speed: Whether you act before your opponent in battle

A monster's stats are based on its Body Shape and level, according to the following formula:

   Body Shape Multiplier * (7 + Tuxemon Level)

With Body Shape Multipliers ranging from 4 to 8, that means that tuxemon of the same level could have Stats that are at most twice as high as another.

Tastes[edit | edit source]

A tuxemon has two tastes, a warm one and a cold one. The warm one increases its associated stat by 10%. The cold one decreases its associated stat by 10%. There are no tastes associated with HP.

Taste Stat Affected Effect Flavor Description Rarity
Peppy Speed +10% (Warm) A burst of fizzy energy, like popping candy that makes you twitch with anticipation. 1.0
Mild Speed -10% (Cold) A gentle, calming flavor, like warm milk that slows the world around you. 1.0
Salty Melee +10% (Warm) A briny taste, like seawater on a storm-tossed deck, that strengthens your resolve. 1.0
Sweet Melee -10% (Cold) A cloying, sugary flavor, like melted candy that makes your limbs heavy. 1.0
Hearty Armor +10% (Warm) A rich, earthy taste, like dense bread that fortifies your defenses. 1.0
Soft Armor -10% (Cold) A delicate, airy flavor, like whipped cream that leaves you feeling vulnerable. 1.0
Zesty Ranged +10% (Warm) A sharp, tangy taste, like citrus sparks that ignite your focus. 1.0
Flakey Ranged -10% (Cold) A crumbly, light flavor, like dry pastry that makes your aim waver. 1.0
Refined Dodge +10% (Warm) A subtle, elegant taste, like fine tea that sharpens your reflexes. 1.0
Dry Dodge -10% (Cold) A parched, dusty flavor, like stale crackers that dull your senses. 1.0
Savory HP +5% (Warm) A rich, slow-roasted flavor, like smoky mushrooms and caramelized onions that settle warmly in your core. 0.4
Bland HP -5% (Cold) A vague, chalky taste, like powdered mashed potatoes made with a sigh instead of water. 0.4

A tuxemon can have a warm and a cold taste affecting the same stat, resulting in little net change (the -10% is applied before the +10%, so the net effect is that the stat is 99% what it would be if no tastes were applied).

See Taste Food.

Training Points[edit | edit source]

At the end of each battle, for every tuxemon that participated, compare its calculated stats to those of each opponent it faced. For each stat where the opponent's value is higher, the tuxemon gains 1 Training Point (TP) in that stat.

For example, if the protagonist's Memnomnom has Speed 20 and Melee 30, and it battles a wild Spighter with Speed 30 and Melee 25, then Memnomnom receives 1 TP in Speed (because its Speed was lower) but no TP in Melee (because its Melee was higher).

Each tuxemon has two TP limits:

  • Per-stat cap: A maximum of 150 TP can be earned in any individual stat.
  • Total TP cap: A maximum of 300 TP can be earned across all stats combined.

Once a tuxemon reaches its total TP cap, it no longer gains training points from battle. If a stat has already reached its individual cap, no further TP will be awarded in that stat even if the opponent's value is higher.

Training Points are scaled by level during stat calculation, meaning higher-level tuxemon benefit more from earned TP. This ensures that stat growth remains balanced and meaningful throughout progression.

Training Points are scaled by level during stat calculation, with a stat increasing according to this formula:

Stat Increase = Stat TPs × ( level / 100 )

Speed[edit | edit source]

Speed determines which monster acts first. A monster's Speed stat is multiplied by a number between 0.25 and 1.75 depending on how fast or slow their chosen technique is. A further random component is applied as a tie-breaker.

See also[edit | edit source]