Difference between revisions of "Stats"

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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.
 
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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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.
  
 
Stats are an abstraction for combat purposes. They reflect personal tendencies at a given time and can change along with a change in habits.
 
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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You can see your stats at any time with +stats. The following is a sample statblock:
 
You can see your stats at any time with +stats. The following is a sample statblock:
 
<BR><br>
 
<BR><br>
[[File:Koro_stats.png|Example Stats]]
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[[File:stats.png|Example Stats]]
 
<br><br>
 
<br><br>
So, what does this all mean? The next few files will help you through that.
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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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==Shared Stats==
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These stats are used not only by a character, but also by a Persona, and range from 1 to 99. 'The 'average' for Persona-users is in the 50s, and divergence from this point is common - many people have clear talents and weaknesses. However, dipping far below the 40s or far above the 70s is very rare, and much farther than that simply doesn't happen except in very extraordinary cases.
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These abilities don't factor in the whole of human ability; an Olympic weightlifter is frankly irrelevant to a scale that deals mostly in combat prowess, though occasionally some very notable feats might occur thanks to the power of Persona. It is definitely true that the talents of those with that power are magnified compared to those of similar ability without Personas, however.
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When a Persona is active, a character's attributes are averaged with the Persona's. For example, if a character's "self" rating for Luck is 50 and the Persona's Luck rating is 60, their effective Luck will be 55. Odd numbers are rounded down.
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In general, Personae have a higher overall stat total than a person's own self, but it is possible to have a stat that is lower through averaging, in which the bar will usually display a red portion along with a red number (as opposed to positive averages, which have yellow portions with green numbers, or rare instances where a "Self" and "Persona" have the exact same rating in a stat, which results in a white number and no specially colored bar portions). Characters with extreme high and low ends on "Self" stats are more prone to this.
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The five shared stats are as follows:
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'''Strength (STR)''': Dictates how powerful the character is when making use of physical attacks and thus determines their damage output with the same. It also plays a secondary role in physical defense and the determination of HP totals.
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'''Magic (MAG)''': Quantifies how skilled the character is in matters of magic and mysticism, thus translating to greater damage with magical attacks and skill with healing spells. It also plays a primary role in determining SP totals and a secondary role in magical defense.
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'''Agility (AGI)''': This determines how accurate a character is with their attacks. It also plays a secondary role when it comes to avoiding danger headed their way. It also plays a role in the use of +cover.
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'''Vitality (VIT)''': Measures a character's all-around toughness, playing a primary role in their ability to take both physical and magical damage. It also plays a primary role in determining HP totals.
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'''Luck (LUK)''': How lucky a character is, governing general success in battles. It plays a primary role in determining critical hit chance, as well as how likely a character is to resist a negative effect applying. It plays a lesser role in defending against critical hits and determining how likely a character is to dodge an attack.
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More information about all stats will be discussed later on.
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==Other Stats==
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These stats do not follow the rules of the five of the previous file, but are nonetheless highly important to observe.
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'''HP''': Your hit points, the total of which is dependent on the character's Strength and Vitality stats. As is the case with most games, this represents your character's remaining health. You lose this as you are struck by attacks or use physical abilities, but can be recovered with the use of healing abilities (Dia, etc.). If it drops to zero or lower, your character is unable to fight any further - this may be too tired to go on, or it may literally be unconscious, depending on the situation. Some characters' special attacks also cost HP to use, though at a far greater discount than they would be if they were normal abilities. The "average" HP count is 385.
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==Statistics==
  
'''SP''': Your spirit points, the total of which is dependent on the character's Magic stat. This represents your mental fortitude in which to utilize the magical talents of certain Personae. Non-physical abilities - or 'spells' - cost SP. Usually, the higher the level or the more potent the effects, the more expensive. Some characters' special attacks also cost SP to use, though at a far greater discount than they would be if they were normal abilities. The "average" SP count is 113.
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The five stats are as follows:
  
'''Resistances''': This list indicates whether an element will do more or less damage to the character if they are struck by it, and is determined by the currently equipped Persona. (Non-Persona users have a blank one called "None," which has no resistances or vulnerabilities; some Personas may also have no resistances but this is very rare) See [[Elements]] for more.
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'''Strength (STR):'''
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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.
  
'''Abilities''': This list shows you what abilities are available to your character, with their basic attack on the upper left and their unique special attack on the upper right. Everything below them are abilities granted by the currently Persona. Aside from the basic attack, all abilities use up SP or HP. See [[Abilities]] for more.
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'''Magic (MAG):'''
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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.
  
'''Personae''': Shows you the Personae that are available to you. Their native Persona rests in the 'M' (Main) slot, while their remaining slots are numbered (1, 2, etc). The name of the currently active one is in green, but is also listed at the top of the stat readout. Inactive ones are colored white in the list of currently held Personae. Unused slots are blank. You can type +stats/# (where # is a slot such as M, 1, 2, etc) in order to see how they would affect your character. See [[Persona]] for more info.
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'''Agility (AGI):'''
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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.
  
=Stats in Depth=
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'''Vitality (VIT):'''
==Stat Scale==
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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.
A rough estimation of the scale used for all stats follows:
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{| border="1" cellpadding="5" cellspacing="0"
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'''Luck (LUK):'''
|-
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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.
|'''Stat Range'''
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|'''Description'''
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|-
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| 86+
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| This level is generally beyond even Persona-users; it is reserved for supremely powerful entities, usually plot bosses or Shadows in their area of expertise.
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|-
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| 75-85
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| This level represents extremely good ability; someone for whom 'strength training' is a fixture of their life might have this for Str; a person capable of withstanding hardship that would take down a lesser person or able to get up again after a severe beating might have this for Vit.
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|-
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| 64-74
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| This level represents a noticeable talent; someone's good at this. An athlete who keeps in regular shape might have this for any Physical score, dependent upon their specific sport; an especially focused person or one devoting a lot of time to spiritual pursuits might have this for Magic.
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|-
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| 53-63
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| This level is roughly average competence in a given field; a nondescript man might have this for Str, while a person with no particular good or bad fortune and/or an average outlook on life might have this for Luk.
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|-
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| 42-52
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| This is a weak point for a person's abilities, albeit not excessively so in general; your average schoolgirl might be here for Str, while someone clumsy or slow to react might have this for Agi.
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|-
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| 31-41
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| This is a /distinct/ weak point for a character; not only are they 'not good' at it, they're noticeably bad at whatever this is. Someone crippled in an accident might have this for Agi; someone always expecting the worst of life (and usually getting it) might have this for Luck.
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|-
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| sub-31
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| This level goes beyond weakness and into near-complete inability. A small child might be here for Str; someone who could die any day from weakness or disease might have this for Vit.
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|}
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<br>
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==Strength==
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==Stat Ranges==
  
Strength is, in fact, a character's physical strength in combat. It is primarily used to determine damage with physical skills, but has some effect on defense against physical damage and the determination of HP totals as well.
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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.
  
Most humans have a Strength between 40 and 70, while most Personas have a strength between 35 and 85. A high Strength might represent extreme brute strength, or the ability to use normal strength extremely effectively. Conversely, a low Strength might represent physical weakness, due perhaps to innate weakness or to a lack of an investment in physical activities. Or it might also represent someone who, while they have average enough physical ability, are untrained or don't apply it correctly.
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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.
  
==Magic==
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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.
  
Magic is a measurement of a person's ability to do magic, naturally. It can help to consider this the equivalent of Strength, but for mystical pursuits. While it might seem strange for some people, like those without Personas, to have a Magic score, even those without the capability to use magic still have some sort of innate skill with it. It just never gets used. Magic is used primarily to determine damage from magical attacks and effectiveness of healing spells as well as determine a character's SP pool. It also has some effect on defense against magical damage.
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==Derived Values==
  
Most humans have a Magic between 40 and 70, while most Personas have a Magic between 35 and 85. A high Magic might represent a great depth of arcane knowledge or a knack for using the mind's power to greatest effect in battle. A low Magic, however, does not necessarily mean that a character is stupid, simply magically unreceptive.
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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:
  
==Agility==
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'''Physical Attack (PATK):''' This represent's a character's overall damage capacity with attacks that rely upon direct force.
  
Agility is a measurement of a person's speed and skill at connecting with their attacks in combat. It has to do with speed, hand-eye coordination and any other number of physical factors, along with a good reaction time, so it's hard to generalize what sort of traits might give a high Agility. Agility is primarily used in determining the accuracy of attacks, but also plays a role in avoiding other people's attacks. Agility is also important in the use of +cover.
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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.
  
Most humans have an Agility between 40 and 70, while most Personas have an Agility between 35 and 85. A high Agility might represent great speed or a talent for accurate strikes. A low Agility score might suggest a character who is slow on their feet or unskilled with aiming their attacks precisely.
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'''Weapon Attack (WATK):''' This represents a character's overall damage capacity with their chosen personal attack forms.
  
==Vitality==
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'''Physical Defense (PDEF):''' This represents a character's overall protection against Physical attacks.
  
Vitality is a measurement of a person's ability to withstand punishment in combat. It has to do with toughness, determination and grit. Vitality is used primarily to help reduce incoming damage, magical or physical, although it also plays an important role in determining a character's max HP.
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'''Magical Defense (MDEF):''' This represents a character's overall protection against Magical and Ailment (Support) attacks.
  
Most humans have a Vitality between 40 and 70, while most Personas have a Vitality between 35 and 85. A high Vitality might represent being really tough, or being able to fight even on one's last legs. It might also suggest a character who takes pains to develop their endurance. Conversely, a low Vitality might represent a character who isn't able to endure pain as well, or lacks the training or endurance to take many blows. It might also suggest a character who may not possess particularly good personal habits.
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'''Recovery Bonus (REC+):''' This is a value applied positively to healing abilities used on the character, increasing the effect of those skills.
  
==Luck==
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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.  Recovery and Ailment (Support) attacks bypass this value.
  
While luck can be a measurement of how lucky one is, even those who don't believe in luck may notice that a positive attitude and unwillingness to give up can correlate to 'luckier' situations. Whether it's taking advantage of opportunities as they come or just getting more in the first place, Luck plays a distinct role in Persona combat.
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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.
Luck is used for many things, although it is of primary importance in determining critical hit chance and the odds of a negative status effect applying; for the latter, a higher Luck lowers those chances. It also plays a role in defense against critical hits, and a character's likelihood to dodge attacks.
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Most humans have a Luck between 40 and 70, while most Personas have a Luck between 35 and 85. A high Luck means being lucky, while a low Luck indicates a lack of luckiness, though there is a difference between the universe genuinely being out to get a character and a character who has simply suffered some unfortunate experiences. Luck can also be a reflection of a positive or negative attitude as much as anything else.
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In general, these abilities will range from about 25 to 60, for especially min-maxed statsets on either end.

Revision as of 03:01, 18 June 2012


"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."

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.

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.

Stats are an abstraction for combat purposes. They reflect personal tendencies at a given time and can change along with a change in habits.

Contents

Stats Overview

You can see your stats at any time with +stats. The following is a sample statblock:

Example Stats

For discussion of the Elemental section and Skills section of the statblock, see Elements and Abilities respectively.

Statistics

The five stats are as follows:

Strength (STR): 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.

Magic (MAG): 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.

Agility (AGI): 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.

Vitality (VIT): 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.

Luck (LUK): 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.

Stat Ranges

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.

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.

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.

Derived Values

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:

Physical Attack (PATK): This represent's a character's overall damage capacity with attacks that rely upon direct force.

Magical Attack (MATK): This represents a character's overall damage capacity with attacks reliant upon mystical force. It includes Magical, Ailment, and Recovery abilities.

Weapon Attack (WATK): This represents a character's overall damage capacity with their chosen personal attack forms.

Physical Defense (PDEF): This represents a character's overall protection against Physical attacks.

Magical Defense (MDEF): This represents a character's overall protection against Magical and Ailment (Support) attacks.

Recovery Bonus (REC+): This is a value applied positively to healing abilities used on the character, increasing the effect of those skills.

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.

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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