Stats

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Aims

  1. 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.
  2. There should be an element of randomness.
  3. A tuxemon's stats should be based on four things: their level, their training, their individual characteristics and their species.

Stats

  • Speed
  • Melee
  • Armour
  • Ranged
  • Dodge
  • HP

Species Stats

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:

  • The Body Type rates each stat out of six stars, with two stars being the lowest at this point
  • 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

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.

Final Stats

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)) (rounded to the nearest integer)

Damage

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

Damage is calculated using the following formula:

(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:

  • 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".

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.

Not Implemented

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)

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.