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| Stats, Elements, and Ailments | |||||
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| Tweet Topic Started: Aug 1 2010, 03:31 AM (797 Views) | |||||
| Aim | Aug 1 2010, 03:31 AM Post #1 | ||||
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--Hit Points and Skill Points— Hit points (HP) and skill points (SP) represent your character’s ability to withstand attacks and cast magic respectively. If HP reaches 0, your character will become unconscious, whereupon you can either wait to be revived or revive at 1 HP at the end of the battle. If all players reach 0 HP in a battle, they will be booted from the dungeon. You need HP for every physical skill you use as well; the % indicated in the skills is a % of max HP. SP is consumed when you use magic spells. You do not fall unconscious at 0 SP, however. Starting HP and SP are both 100. --Weapon— Each character and shadow has a weapon trait. The traits that compose a weapon are: -Weapon Damage (starts at 30, can be upgraded) -Weapon Type (Slash/Strike/Pierce) -Weapon Effect (Weapons can be upgraded to have effects, default is none) The weapon stats will factor in to all physical attacks and skills (weapon type will be overridden by a skill of a different type). --Stats— Attack: This # is used as a multiplier for your physical attack. Specifically, the formula to use when calculating the damage of an attack is: Base Damage + (Base Damage * (0.025 * (Your Attack– Enemy’s Endurance))) Physical skills cost 1% less HP to cast per 5 Attack. Magic: This # is used as a multiplier for your magic attack. Specifically, the formula to use when calculating the damage of a magic attack is: Base Damage + (Base Damage * (0.025 * (Your Magic– Enemy’s Endurance))) Each character also gains a base 2 SP per 1 point of Magic. Endurance: This # is used in the multiplier to reduce damage from any attack. Endurance is used in the formulas used for Magic and Attack, as you can see above. Each character also gains a base 2 HP per 1 point of endurance. Agility: This # is used in the multiplier to determine the success of dodges. Also determines move order. Specifically, the formula to use when calculating the success of a dodge is: 50% chance of success + (Your Agility – Enemy’s Agility)% Luck: This # is used in the multiplier related to Dark, Light, and status effect success chances. Specifically, the formula used to calculate the success of these techniques is: Base % chance of success for ailments OR % chance of undodgeable damage for light/dark + (Your Luck – Enemy’s Luck)% Luck also factors in to a chance to miss that is inherit to all attacks. The formula for determining hit or miss of one of your attacks is given below. 100% chance of success + (Your Luck – Enemy’s Luck)% Any decimals left over at the end of any calculation are rounded up. Stats can be negative from the effects of armor/accessories/items with drawbacks. --Elements— There are three physical attack types and six magical elements to keep in mind. Slash, Strike, and Pierce are the three physical attack types. None is inherently more powerful, but strengths/weaknesses to each may vary. The four basic elements are fire, ice, wind, and lightning; they work similarly to the physical attack types. Dark and light are the final two types of magic; these magics include spells that have probabilities to either deal damage as a percentage of max HP or release a spell of light or dark damage. --Weaknesses/Resistances— Persona and shadows each have strengths and weaknesses in regards to different elements. A guide to those descriptors is given below: -Weak: Target will take 2x damage from attack of this type/element and be knocked down. Base % chances of % damage on dark and light are increased from 50% to 75% in addition to increased damage and knock down. Note: resist/weak and downed damage are not possible in one attack, weak/resist takes priority. -Strong: Target will take ½ damage from attack of this type/element. Base % chances of % damage on dark and light are decreased from 50% to 25%. -Null: Target will take no damage from attack of this type/element. -Reflect: Target will take no damage from attack of this type/element and will reflect the attack back at the attacker (preserving type/element in new attack). -Absorb: Target will take no damage from attack of this type/element and will recover HP equal to the damage they would have taken. --Status Ailments— You may acquire skills that allow you to use status ailments; you may also be afflicted with them yourself. Status ailments will last three cycles unless stated otherwise. Only "Down" may be stacked with other ailments; otherwise being under one ailment exempts a new ailment from working. Status ailments include: -Down: This character takes 1.5x damage from all attacks and will become dizzy if hit with weakness or critical. This character will recover upon their first action during the next cycle. -Dizzy: This character takes 1.5x damage from all attacks and will fail to act this cycle, but recover upon their first action during the next cycle. Bosses enemies can never be dizzied. -Charm: Your character has a 50% chance to perform any action as written. Upon failure of that chance, they will attack a random ally or fail to act provided they have no allies. -Poison: You will lose 20% of your HP at the end of each cycle. If character would be KO’d, reduced to 1 HP. -Fear: Your character may act normally (40% chance), fail to act (50% chance), or run away from battle (10% chance). -Silence: You cannot use your persona’s skills or change persona. -Rage: Your character must attack, but may attack twice with one action. Your character takes 1.5x damage. Agility is 0. Edited by Aim, Oct 18 2011, 02:44 AM.
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