Stats

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

The Stats

The game has been designed with six Stats:

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

How to Calculate Stat Values

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.

How to compare Stats

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 Substraction: 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.

Proposal

Sanglorian proposes using the following formula for Stats:

   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.

This would not represent innate talent, experiences or quality, but that could always be added later.

Other options

Semi-randomised Turn order

Original thread

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

There have been a few suggestions for other Stats, namely:

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

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

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)

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)

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.

Tastes

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
  • - 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.

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.

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.

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.

Temporary stat changes

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

Proposed by ShadowApex and treetrunk. Original thread.

Nature Points

Each tuxemon would have a Nature Point for each stat that would affect their progress in that stat.

Battle Points

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

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.