Stats Expansion
Over the years that Tuxemon has developed, there have been many suggestions for how Stats could work. They are preserved below, although there are not currently plans to implement any of them.
How to Calculate Stat Values[edit | edit source]
What an individual tuxemon's Stat values actually are could depend on a number of inputs:
- Level
- Species
- Innate talent
- Experiences
- Quality
Level[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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% (this one is implemented)
Experiences[edit | edit source]
This would represent training that the individual tuxemon has had during its lifetime. Two options have been 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[edit | edit source]
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.
How to compare Stats[edit | edit source]
There are three main ways you can compare Stats:
- Winner takes all: Compare the Stat values of two combatants; whoever's Stat is higher wins. This is how Speed currently works, although Christian has proposed an interesting alternative.
- Multiplication and Division: A Stat is multiplied or divided by another number, perhaps a Stat of the opponent's. The product is used in a formula. This is how attacks currently work: the attacker's Melee or Ranged Stat divided by the target's Dodge or Armour is the amount by which Damage is multiplied.
- Addition and Subtraction: A Stat is added to or subtracted from another number. The sum is compared to another or used in a formula. ShadowApex put this forward as a suggestion; for example, a random number could be added to one combatant's Speed and a different random number to the other combatant's Speed, and whichever sum is higher determines who goes first.
Other options[edit | edit source]
Semi-randomised Turn order[edit | edit source]
Suggested by Christian:
Instead of having Speed be winner-takes-all, it could be semi-randomized whose technique goes first. The simplest way to implement this would be to have your chance of going first be:
Your Speed / (Your Speed + Opponent's Speed)
ShadowApex suggested an alternative that would use addition rather than division:
Random(20) + Your Speed vs Random(2) + Your Opponent's Speed
Other Stats[edit | edit source]
There have been a few suggestions for other Stats, namely:
- One that would increase your critical hit rate (called Luck, Precision or Veracity)
- One that would increase the accuracy of your attacks (called Aim or Accuracy).
The two could be combined if an Accuracy of >100% increased your odds of a critical hit.
So far, Stats don't influence the likelihood of inflicting, avoiding or shaking off a condition. That is a potential design space that a Stat (or multiple) could fill.
Different attack stats[edit | edit source]
Various games distinguish between non-magical and magical attacks, between melee and ranged attacks, between physical and energy attacks, between attacks that make contact and those that do not, etc. Tuxemon could choose a different binary instead of melee and ranged, or could even experiment with a trio or four attack types (melee, ranged and magic; or physical, elemental and psychological; etc).
Life stages[edit | edit source]
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 (second proposal)[edit | edit source]
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.
Experience (first proposal)[edit | edit source]
At the end of each battle, for each tuxemon that participated, tick off each of the following:
- The tuxemon acted first in the turn (Speed Experience)
- The tuxemon made a Melee attack (Melee Experience)
- The tuxemon was the target of a Melee attack (Armour Experience)
- The tuxemon made a Ranged attack (Ranged Experience)
- The tuxemon was the target of a Ranged attack (Dodge Experience)
- The tuxemon was reduced to 3/4 HP or lower (HP Experience)
The tuxemon gains one experience of the relevant stat for each that it can tick.
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.
Sanglorian was unhappy with this system because stuff like Speed Experience is a positive feedback mechanism - the faster you are, the faster you become - while HP Experience is a negative feedback mechanism - the hardier you are, the less likely you are to fall below 3/4 HP. He put forward the second Experience proposal instead.
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 "3/3", 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.
(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.
Nature and Battle Points[edit | edit source]
Proposed by ShadowApex and treetrunk. Original thread.
Nature Points[edit | edit source]
Each tuxemon would have a Nature Point for each stat that would affect their progress in that stat.
Battle Points[edit | edit source]
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.
Type Synergy[edit | edit source]
A special multiplier for when the attacker's type is the same as the technique's type.
Role ideas[edit | edit source]
Defining a monster's stats based on its Body Shape has proven a bit limiting, for example turtles have low Armor under this system.
Here are proposed roles from JaskRendix with numerical value (from 4 - low - to 8 - high - as per shapes):
Offensive Roles
- Brute: High melee, high HP, low dodge. (
- Artillery: High ranged, low melee, low armor.
- Skirmisher: High speed, high dodge.
- Lurker: High dodge, low armor.
- Sniper: High ranged, low melee, low speed.
- Duelist: High melee, high speed, low armor.
- Spellcaster: High ranged, low melee, low armor.
- Brawler: High melee, high armor, low dodge.
- Assassin: High speed, high dodge, low armor.
- Mage: High ranged, high speed, low armor.
Role | Melee | Ranged | Speed | Dodge | Armor | HP |
---|---|---|---|---|---|---|
Brute | 8 | 4 | 5 | 4 | 6 | 8 |
Artillery | 4 | 8 | 5 | 4 | 4 | 8 |
Skirmisher | 5 | 4 | 8 | 7 | 4 | 4 |
Lurker | 4 | 4 | 5 | 8 | 4 | 4 |
Sniper | 4 | 8 | 4 | 4 | 4 | 5 |
Duelist | 8 | 4 | 8 | 4 | 4 | 5 |
Spellcaster | 4 | 8 | 5 | 4 | 4 | 4 |
Brawler | 8 | 4 | 4 | 4 | 7 | 5 |
Assassin | 5 | 4 | 8 | 8 | 4 | 4 |
Mage | 4 | 8 | 8 | 4 | 4 | 5 |
Defensive Roles
- Tank: High armor, high HP, low speed.
- Guardian: High armor, high HP.
- Sentinel: High armor, high speed.
- Oracle: High speed, high dodge.
- Shieldbearer: High armor, high speed, low HP.
- Healer: Low armor, low HP, high speed.
- Support: Low armor, low HP, high ranged.
Role | Melee | Ranged | Speed | Dodge | Armor | HP |
---|---|---|---|---|---|---|
Tank | 4 | 4 | 4 | 4 | 8 | 8 |
Guardian | 4 | 4 | 5 | 4 | 8 | 8 |
Sentinel | 4 | 4 | 8 | 4 | 7 | 5 |
Oracle | 4 | 4 | 8 | 8 | 4 | 4 |
Shieldbearer | 4 | 4 | 8 | 4 | 8 | 5 |
Healer | 4 | 4 | 8 | 4 | 4 | 4 |
Support | 4 | 8 | 5 | 4 | 4 | 4 |
Hybrid Roles
- Berserker: High melee, high speed, low armor.
- Marksman: High ranged, high speed, low armor.
- Vanguard: High melee, high armor.
- Sentinel: High armor, high speed.
- Gunslinger: High ranged, high speed, low armor.
- Paladin: High melee, high armor, high HP.
- Ranger: High ranged, high speed, high dodge.
Role | Melee | Ranged | Speed | Dodge | Armor | HP |
---|---|---|---|---|---|---|
Berserker | 8 | 4 | 8 | 4 | 4 | 5 |
Marksman | 4 | 8 | 8 | 4 | 4 | 5 |
Vanguard | 8 | 4 | 4 | 4 | 7 | 5 |
Gunslinger | 4 | 8 | 8 | 4 | 4 | 5 |
Paladin | 8 | 4 | 4 | 4 | 8 | 8 |
Ranger | 4 | 8 | 8 | 8 | 4 | 5 |