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 (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


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:
= How to Calculate Stat Values =


* The Body Type rates each stat out of five stars
What an individual tuxemon's Stat values actually are could depend on a number of inputs:
* The Sub-Element may modify some stats by adding or subtracting a star
* Add one star to all stats
* Multiply stars by 20 for each stat
* Multiply the result 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 =  
* 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]] 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)
 
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.  
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.  


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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.
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 ==


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


= Final Stats =
=== Food ===
A tuxemon's stats are calculated using the following formula:
A tuxemon's tastes also determines what foods it likes (if we implement food).


(((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))
All foods are associated with one warm taste and one cold one.
(rounded to the nearest integer)


= Damage Formula =
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.
All attack techniques have a Base Power between 0% and 50%.


Damage is calculated using the following formula:
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.
 
(level * Final Melee/Ranged Stat * (Base Power * (level+100)) * other multipliers * random number between 0.85 and 1.15)/target's Armour/Dodge stat
(rounded to the nearest integer)


Other multipliers include:
== Temporary stat changes ==
 
* x2 if the target has a type weakness
* x0.5 if the target has a type strength
* x1.5 if the attack is a critical hit
 
= Critical Hit =
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 =
Stats can be adjusted in battle by "steps up" and "steps down".
Stats can be adjusted in battle by "steps up" and "steps down".


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You cannot move beyond +6 steps or -6 steps.
You cannot move beyond +6 steps or -6 steps.
= Not implemented =


== Nature Points and Battle Points ==
== Nature Points and Battle Points ==
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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.  
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.  
== 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.
== Accuracy ==
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).


== Type Synergy (TS) ==
== Type Synergy (TS) ==
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.
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.

Revision as of 05:30, 1 July 2018

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 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)

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 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

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 Points and Battle Points

Proposed by ShadowApex and treetrunk. Original thread.

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

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.

Type Synergy (TS)

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.