Difference between revisions of "Stats"

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<center>''"This whole creation is essentially subjective, and the dream is the theater where the dreamer is at once scene, actor, prompter, stage manager, author, audience, and critic."''</center><br>
 
  
Some people are simply better at some things than other people. Many of them have clear leanings towards a certain areas above all else. At the same time, some people are worse at some things than other people, with particular fields giving them more trouble. As is the case in many games, Persona MUSH rates a character's combat prowess across several different statistics that one should consider.
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==Help! What are stats?==
  
There are five stats on Persona MUSH, each reflecting a different area of ability and with different effects, though they all interlock to form one's derived values. The scale is one that is relative; in the end, what matters most is the result in this system, rather than how it is achieved. Each stat tends to mean certain things, though, and a character's personality and nature will naturally inform the values that they choose.
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Stats show what your character is good and bad at it. Let's show an example of what stats look like (type +stats to see your own!):
 
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Stats are an abstraction for combat purposes. They reflect personal tendencies at a given time and can change along with a change in habits.
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=Stats Overview=
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You can see your stats at any time with +stats. The following is a sample statblock:
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[[File:stats.png|Example Stats]]
 
[[File:stats.png|Example Stats]]
 
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For discussion of the Elemental section and Skills section of the statblock, see [[Elements]] and [[Abilities]] respectively.
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You can see your stats at any time with the use of '''+stats'''. For more information on various aspects of the sample statblock above, please see [[Elements]] and [[Abilities]].
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==What does Strength do?==
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Strength strongly affects physical attacks, adds a slight bonus to physical defense, and adds to weapon attack. It also contributes to primal attacks if the derived physical attack is higher than magical attack.
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Strength measures a character's ability to use physical force effectively in combat, possibly but not necessarily reflecting their raw physical prowess and muscle. A character can be muscular with a high strength stat, or they can be physically strong but bad at applying that force, having a low stat. Similarly, a feeble character can have a low strength stat, or they can be physically weaker but good at finding and exploiting opportunities in combat.
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==What does Magic do?==
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Magic strongly affects magical attacks, adds a slight bonus to magical defense. It also contributes to primal attacks if the derived magical attack is higher than magical attack.
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Magic measures a character's ability to effectively use mystical force in combat, possibly but not necessarily reflecting their intelligence or mystic inclination -- smart or mystically-inclined characters often do have higher magical capability, but this isn't always the case. A character can simply not be in tune with the world around them, or despite their efforts, simply just not good at magic. Similarly, a character might just be disciplined or have a lot of occult experience despite a lack of schooling or belief in mystic forces.
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==What does Agility do?==
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Agility strongly affects magical defense, provides a slight bonus to magical attack, and adds a bonus to evasion.
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Agility measures how fast and agile a character is. High agility can suggest a well-honed track star, or it could reflect good perception and ability to see attacks and react before they connect. Low agility might mean that a character is clumsy or nonathletic, or it just might mean they aren't very good on their feet or have a poor reaction time.
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==What does Vitality do?==
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Vitality strongly affects physical defense, provides a slight bonus to physical attack, and adds a bonus to incoming healing effects.
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Vitality measures how tough and hardy a character might be. This might reflect a high level of health and endurance training, or it might just indicate a refusal to quit even if the character's arm is hanging off. Similarly, low vitality might suggest an nonathletic or sickly character, or it might suggest someone who just can't take pain very well.
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==What does Luck do?==
  
==Statistics==
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Luck slightly affects all derived stats, and increases the critical hit rate.
  
The five stats are as follows:
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Luck measures how lucky a character is. Luck can't solve everything, but the effects are hard to deny when it does work. High luck might be good fortune, or being adept at seeing how to turn a bad situation into a good one. Low luck might suggest literal bad luck, or it just might be someone who doesn't see all the opportunities before them, or someone who just has a bad outlook.
  
'''Strength (STR):'''
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==What do the derived stats do?==
Strength is a measure of a character's ability to effectively use physical force. It can but doesn't have to correlate with actual lifting power and muscle; high strength can certainly be appropriate for a character who lifts a lot of weights and works on physical strength, but it can also reflect a character with a knack or skill for putting a lesser amount of brawn into the right place at the right time. Low strength, meanwhile, can reflect someone being noodly-armed or weak, but it can also simply reflect a person either not comfortable with or not very good at hurting people with their own might. The Str stat's effects are: primary Physical attack, a bonus to Physical defense, and primary Weapon attack.
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'''Magic (MAG):'''
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Base stats play into derived stats, which determine a character's final combat capability. These are:
Magic is a measure of a character's ability to effectively use mystical force. It often but doesn't need to correlate with the use of one's mental faculties over one's physical--highly intelligent or focused characters often have high magic, but a smart bruiser is possible. This is because a high magic can mean a high level of discipline, a significant force of personality, or a lot of experience with the occult. Low magic, meanwhile, can indicate a character who is not in tune with the world around them, who eschews subtlety in favor of the direct approach, or simply someone with all the mystical talent of a rock. The Mag stat's effects are: primary Magical attack and a bonus to Magical defense.
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'''Agility (AGI):'''
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* Physical Attack (PATK): This represents a character's overall damage capacity with attacks that rely upon direct force. This does not include attacks with an equipped weapon. It may affect Primal abilities if this stat is higher than Magical Attack.
Agility is about the ability to move one's body swiftly and deftly when it counts. High agility could indicate a level of athleticism and great hand-eye coordination, or it could reflect a high level of perception and the patience to act (or move) when the time is right. Low agility can mean that the character is clumsy, or it can mean that they aren't very aware of their environment. The effects of the Agi stat are: primary Magical defense, a bonus to Magical attack, and a bonus to attempt to evade incoming attacks entirely.
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'''Vitality (VIT):'''
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* Magical Attack (MATK): This represents a character's overall damage capacity with attacks reliant upon mystical force. It includes Magical, Ailment, and Recovery abilities. It may affect Primal abilities if this stat is higher than Physical Attack.
Vitality is about toughness, either because of physical hardiness or a sheer refusal to quit. High vitality could indicate a general level of good health and an imperviousness to harm, or it could just reflect someone too stubborn to stop whatever they're doing despite injury or fatigue. Low vitality can simply indicate being frail, or it can just mean that pain and trouble tend to dissuade the character more quickly than most. The effects of the Vit stat are: primary Physical defense, a bonus to Physical attack, and a bonus to incoming healing abilities.
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'''Luck (LUK):'''
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* Weapon Attack (WATK): This represents a character's overall damage capacity with their chosen weapon.
Luck is a hard-to-define quality that just tends to indicate how situations go for a person; you can't coast forever on luck alone (unless perhaps you're truly lucky), but it can get a person far when applied just right. High luck could be literal good fortune, or it could be a knack for seeing opportunities and acting on them. Low luck, meanwhile, can reflect a character who tends to focus to the point of tunnel vision, or it could represent a legitimate curse. The effects of the Luk stat are: a minor boost to all attacks and defenses, and an increased chance of scoring critical hits.
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==Stat Ranges==
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* Physical Defense (PDEF): This represents a character's overall protection against Physical attacks. This includes weapon attacks. If an attacker with a higher PATK uses a Primal-classed skill, then this stat will defend against it.
  
For Self stats, the scale runs between 10 and 20, with 10 being 'very bad' at a given stat and 20 being 'very good'. The average runs at about 15, assuming an able-bodied young adult. The entire range is acceptable for PCs; nearly all PCs have roughly the same potential of capability in their basic statistics, and an attempt to model a person who's just legitimately better or worse than others around them in a holistic fashion is outside the scope of the system.
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* Magical Defense (MDEF): This represents a character's overall protection against Magical and and Ailment (Support) attacks. If an attacker with a higher MATK uses a Primal-classed skill, then this stat will defend against it.
  
Persona stats, meanwhile, operate on a different level, as reflects their ultimately spectral nature. Their numbers pass between 30 and 60, modelling the significant differences and higher power levels of supernatural entities in general. Rather than an 'average' scale, these operate at a baseline level and move up. A 30 reflects little additional capability in the area, a baseline competence. A 60, meanwhile, denotes a prodigious amount of talent and aptitude for a given quality. It's entirely normal for a Persona to have any values within this; the Persona's stat pool represents how its overall talents are allocated, with highs and lows indicating a very focused Persona and fairly 'average' stats indicating a balanced Persona. Either is valid for PCs.
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* Recovery Bonus (REC+): This is a positive modifier that indicates how much the effect of healing abilities is increased when they are used upon the character.
  
Total stats are what happens when Self and Persona stats are combined. Since it's impossible to stand in combat against the supernatural without /some/ kind of power of one's own, the Persona stat counts for more in this weighting. A weak person using a strong Persona will still be rather effective. These numbers run from 20 to 40, and it's no coincidence that they begin at the top range of Self stats: even a completely ordinary high school student, with a Persona, can take a weapon and strike with the force of someone trained and practiced in its use for much longer than their actual experience would indicate. Aside from that, however, the scale is fairly simple: a 20 reflects a merely baseline level of capability in facing the supernatural, while a 40 represents a significant advantage in that field. A 30 is a fairly normal range for a Persona-user, comfortably above a normal person's capability of dealing with the bizarre things that result in Persona MUSH combat.
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* Evasion (EVA): This represents a character's overall ability to simply avoid incoming attacks, negating their damage and effects. It is applied after an attack's basic accuracy, and applies to a greater degree to high-damage attacks than to low. Recovery and Ailment (Support) attacks bypass this value.
  
==Derived Values==
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* Critical Hit Rate (CRIT): This is the chance per attack that a given hit will be a critical hit. It is modified further by various status effects and conditions, and refers to all attack types capable of scoring critical hits.
  
Each of the stats combines in various ways to get one's Derived Values.  Just as a task in combat often is aided by multiple capabilities, so too are most of the derived values influenced by multiple stats.  Higher is better!  They are as follows:
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==How many points do I have for stats? What are stat ranges?==
  
'''Physical Attack (PATK):''' This represent's a character's overall damage capacity with attacks that rely upon direct force.
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For Persona-users and Shadow-Possessed, characters have 78 points for themselves and 232 for their Shadow/Persona.
  
'''Magical Attack (MATK):''' This represents a character's overall damage capacity with attacks reliant upon mystical force. It includes Magical, Ailment, and Recovery abilities.
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For civilians, the base total is the same, but the Shadow/Persona values are automatically set to straight 30s. For civilian police, military, and others trained in a similar level of combat, these are set to 45.
  
'''Weapon Attack (WATK):''' This represents a character's overall damage capacity with their chosen [[Weapons|personal attack forms]].
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Personal stats range from 10 to 20; they may not be higher or lower. These mostly give an idea of a character's base proficiencies and only slightly affect combat.
  
'''Physical Defense (PDEF):''' This represents a character's overall protection against Physical attacks.
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Persona/Shadow stats range from 30-60, and may not be higher or lower. These stats play a heavier role in combat.
  
'''Magical Defense (MDEF):''' This represents a character's overall protection against Magical and Ailment (Support) attacks.
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Averaged stats range between 20 and 40.
  
'''Recovery Bonus (REC+):''' This is a value applied positively to healing abilities used on the character, increasing the effect of those skills.
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Overall, lower stats reflect lesser capability while higher is greater capability. Someone with a higher capability might shine in using a given stat, but someone with a lower stat is by no means inept. Remember, being good at one thing means being poor at another.
  
'''Evasion (EVA):''' This represents a character's overall ability to simply avoid incoming attacks, negating their damage and effects.  It is applied after an attack's basic accuracy.  Recovery and Ailment (Support) attacks bypass this value.
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Derived stats follow a similar logic: higher stats reflect better capability. These ranges can be wider than base stats, and vary -- Recovery Bonus for example can dip quite low on the lower end.
  
'''Critical Hit Rate (CRIT):''' This is the chance per attack that a given hit will be a critical hit.  It is modified further by various status effects and conditions, and refers to all attack types capable of scoring critical hits.
 
  
In general, these abilities will range from about 25 to 60, for especially min-maxed statsets on either end.
 
 
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Latest revision as of 01:54, 14 May 2014

Contents

[edit] Help! What are stats?

Stats show what your character is good and bad at it. Let's show an example of what stats look like (type +stats to see your own!):

Example Stats

You can see your stats at any time with the use of +stats. For more information on various aspects of the sample statblock above, please see Elements and Abilities.

[edit] What does Strength do?

Strength strongly affects physical attacks, adds a slight bonus to physical defense, and adds to weapon attack. It also contributes to primal attacks if the derived physical attack is higher than magical attack.

Strength measures a character's ability to use physical force effectively in combat, possibly but not necessarily reflecting their raw physical prowess and muscle. A character can be muscular with a high strength stat, or they can be physically strong but bad at applying that force, having a low stat. Similarly, a feeble character can have a low strength stat, or they can be physically weaker but good at finding and exploiting opportunities in combat.

[edit] What does Magic do?

Magic strongly affects magical attacks, adds a slight bonus to magical defense. It also contributes to primal attacks if the derived magical attack is higher than magical attack.

Magic measures a character's ability to effectively use mystical force in combat, possibly but not necessarily reflecting their intelligence or mystic inclination -- smart or mystically-inclined characters often do have higher magical capability, but this isn't always the case. A character can simply not be in tune with the world around them, or despite their efforts, simply just not good at magic. Similarly, a character might just be disciplined or have a lot of occult experience despite a lack of schooling or belief in mystic forces.

[edit] What does Agility do?

Agility strongly affects magical defense, provides a slight bonus to magical attack, and adds a bonus to evasion.

Agility measures how fast and agile a character is. High agility can suggest a well-honed track star, or it could reflect good perception and ability to see attacks and react before they connect. Low agility might mean that a character is clumsy or nonathletic, or it just might mean they aren't very good on their feet or have a poor reaction time.

[edit] What does Vitality do?

Vitality strongly affects physical defense, provides a slight bonus to physical attack, and adds a bonus to incoming healing effects.

Vitality measures how tough and hardy a character might be. This might reflect a high level of health and endurance training, or it might just indicate a refusal to quit even if the character's arm is hanging off. Similarly, low vitality might suggest an nonathletic or sickly character, or it might suggest someone who just can't take pain very well.

[edit] What does Luck do?

Luck slightly affects all derived stats, and increases the critical hit rate.

Luck measures how lucky a character is. Luck can't solve everything, but the effects are hard to deny when it does work. High luck might be good fortune, or being adept at seeing how to turn a bad situation into a good one. Low luck might suggest literal bad luck, or it just might be someone who doesn't see all the opportunities before them, or someone who just has a bad outlook.

[edit] What do the derived stats do?

Base stats play into derived stats, which determine a character's final combat capability. These are:

  • Physical Attack (PATK): This represents a character's overall damage capacity with attacks that rely upon direct force. This does not include attacks with an equipped weapon. It may affect Primal abilities if this stat is higher than Magical Attack.
  • Magical Attack (MATK): This represents a character's overall damage capacity with attacks reliant upon mystical force. It includes Magical, Ailment, and Recovery abilities. It may affect Primal abilities if this stat is higher than Physical Attack.
  • Weapon Attack (WATK): This represents a character's overall damage capacity with their chosen weapon.
  • Physical Defense (PDEF): This represents a character's overall protection against Physical attacks. This includes weapon attacks. If an attacker with a higher PATK uses a Primal-classed skill, then this stat will defend against it.
  • Magical Defense (MDEF): This represents a character's overall protection against Magical and and Ailment (Support) attacks. If an attacker with a higher MATK uses a Primal-classed skill, then this stat will defend against it.
  • Recovery Bonus (REC+): This is a positive modifier that indicates how much the effect of healing abilities is increased when they are used upon the character.
  • Evasion (EVA): This represents a character's overall ability to simply avoid incoming attacks, negating their damage and effects. It is applied after an attack's basic accuracy, and applies to a greater degree to high-damage attacks than to low. Recovery and Ailment (Support) attacks bypass this value.
  • Critical Hit Rate (CRIT): This is the chance per attack that a given hit will be a critical hit. It is modified further by various status effects and conditions, and refers to all attack types capable of scoring critical hits.

[edit] How many points do I have for stats? What are stat ranges?

For Persona-users and Shadow-Possessed, characters have 78 points for themselves and 232 for their Shadow/Persona.

For civilians, the base total is the same, but the Shadow/Persona values are automatically set to straight 30s. For civilian police, military, and others trained in a similar level of combat, these are set to 45.

Personal stats range from 10 to 20; they may not be higher or lower. These mostly give an idea of a character's base proficiencies and only slightly affect combat.

Persona/Shadow stats range from 30-60, and may not be higher or lower. These stats play a heavier role in combat.

Averaged stats range between 20 and 40.

Overall, lower stats reflect lesser capability while higher is greater capability. Someone with a higher capability might shine in using a given stat, but someone with a lower stat is by no means inept. Remember, being good at one thing means being poor at another.

Derived stats follow a similar logic: higher stats reflect better capability. These ranges can be wider than base stats, and vary -- Recovery Bonus for example can dip quite low on the lower end.


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