Difference between revisions of "Stats"

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= Aims =
'''Stats''' are values that all tuxemon individuals have, that affect their power in combat.  
# When two tuxemon of equal level face off against one another, one should be defeated on approximately the third turn, unless one has clearly set up a substantial advantage.
# There should be an element of randomness.
# A tuxemon's stats should be based on four things: their level, their training, their individual characteristics and their species.


= Stats =
= The Stats =


* Speed
The game has been designed with six Stats:
* Melee
* Armour
* Ranged
* Dodge
* HP


= Species 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 tuxemon variety has values for each stat, called its "Species Stats". These are calculated from the [[Type]], [[Body Type]], [[Sub-Element]] and [[Life Stage]] of that tuxemon variety as follows:
A monster's stats are based on its [[Body Shape]] and level, according to the following formula:  


* The Body Type rates each stat out of six stars, with two stars being the lowest at this point
    Body Shape Multiplier * (7 + Tuxemon Level)
* The Sub-Element may modify some stats by adding or subtracting a star, making one star the lowest at this point and seven stars the highest
* Multiply by 20
* Multiply by 0.9 if the variety is in the Original Life Stage, or by 1.1 if it is in the Final Life Stage


= Experience =
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.  
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).
== Tastes ==


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)).
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.


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.
{| class="wikitable sortable"
! 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
|}


= Tastes =
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).


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.
See [[Taste Food]].
 
= Training Points =
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.


* + Speed: Peppy
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).
* - Speed: Mild
* + Melee: Salty
* - Melee: Sweet
* + Armour: Hearty
* - Armour: Soft
* + Ranged: Zesty
* - Ranged: Flakey
* + Dodge: Refined
* - Dodge: Dry


A tuxemon can have a warm and a cold taste affecting the same stat, resulting in no net change.
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.


= Final Stats =
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.
A tuxemon's stats are calculated using the following formula:


(((Species Stat + Stat Experience) * level/20)+(Species Stat/3) * (0.9 for a cold taste, 1.0 for no taste, 1.1 for a warm taste))
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.
(rounded to the nearest integer)


= Damage =
Training Points are scaled by level during stat calculation, with a stat increasing according to this formula:
All attack techniques have a Base Power between 0% and 50%.


Damage is calculated using the following formula:
<pre>
Stat Increase = Stat TPs × ( level / 100 )
</pre>


(level * Final Melee/Ranged Stat * (Base Power * (level+100)) * other multipliers * random number between 0.85 and 1.15)/target's Armour/Dodge stat
= IVs =
(rounded to the nearest integer)


Other multipliers include:
A monster's starting stats are increased by a random number per stat, generated for that particular monster, from between 1 and 31.


* x2 if the target has a type weakness
= Speed =
* x0.5 if the target has a type strength
* x1.5 if the attack is a critical hit


= Critical Hit =
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.  
Unless otherwise specified, an attack has a 1/8 chance of being a critical hit, in which case it does 1.5 damage.


= Temporary stat changes =
== Temporary stat changes ==
Stats can be adjusted in battle by "steps up" and "steps down".
Stats can be adjusted in battle by "steps up" and "steps down".


At step 0, the stat is multiplied by "3/3", in other words there is no change.
At step 0, the stat is multiplied by "2/2", in other words there is no change.


For each step up, increase the numerator by one.
For each step up, increase the numerator by one.


For each step down, increase the denominator by one.
For each step down, increase the denominator by one.
(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).


You cannot move beyond +6 steps or -6 steps.
You cannot move beyond +6 steps or -6 steps.


= Not Implemented =
== Escape, Retreat, Run ==
 
== Food ==
A tuxemon's tastes also determines what foods it likes (if we implement food).


All foods are associated with one warm taste and one cold one.
The player can escape combat with a wild monster. Players cannot escape combat with NPCs.  


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.
Escaping consumes the monster's turn for the round and occurs before item use or techniques.  


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.
The odds of success are:


== Accuracy ==
* 40% +
At this point in time, we don't have the concept of Accuracy. All techniques hit 100% of the time (although some effects only happen X% of the time).  
* 15% for each unsuccessful prior attempt +
* 15% for each level higher the active monster is compared to the wild monster (-15% per level if the wild monster is higher level than the active monster).


== Type Synergy (TS) ==
= See also =
There is no 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 03:02, 18 May 2026

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 )

IVs[edit | edit source]

A monster's starting stats are increased by a random number per stat, generated for that particular monster, from between 1 and 31.

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.

Temporary stat changes[edit | edit source]

Stats can be adjusted in battle by "steps up" and "steps down".

At step 0, the stat is multiplied by "2/2", in other words there is no change.

For each step up, increase the numerator by one.

For each step down, increase the denominator by one.

You cannot move beyond +6 steps or -6 steps.

Escape, Retreat, Run[edit | edit source]

The player can escape combat with a wild monster. Players cannot escape combat with NPCs.

Escaping consumes the monster's turn for the round and occurs before item use or techniques.

The odds of success are:

  • 40% +
  • 15% for each unsuccessful prior attempt +
  • 15% for each level higher the active monster is compared to the wild monster (-15% per level if the wild monster is higher level than the active monster).

See also[edit | edit source]