Post by NYMPH on Jul 17, 2016 8:39:29 GMT -5
STATISTIC INFO
Here at Digimon Exodus, we use an easy to follow stat system for combat. This makes it easier to judge fights for both players and staff, and ultimately creates an environment where combat and battle is presented in a fair and decided matter. While numbers may seem daunting, we assure you that you will have a full understanding of the system in place after reading this thread.
If ever in a bind - feel free to ask a member of the staff team for help, or bring up this thread again to re-review it.
First, before getting into the finer details, each statistic used on Digimon Exodus will be explained below.
HEALTH - HP
Health is how many points of damage your Digimon can take before they dedigivolve and become unable to battle any longer. If a Digimon reaches 0 HP or lower, they are considered too damaged or injured to continue fighting. They will often return to their Rookie form or lower during this occurrence. Health is ultimately factored by DEFENSIVE x 10.
ACTION POINTS - AP
Action Points are how many actions your human or Digimon can perform each post. Any sort of action counts towards these points in battle, including card swipes (1 AP per card swipe), basic attacks, special attacks, dodge attempts, using items, and attempting to run away. To make things easier on the members and staff of Exodus, each and every action costs the same - one AP. Every 5 points of AGT grants +1 AP, where you get 1 AP at 1 AGT. Humans and Digimon and Twin Digimon do not share AP, each having separate pools.
ex. 5 AGT = 2 AP, 10 AGT = 3 AP, 15 AGT = 4 AP, and so on.
OFFENSIVE - OFF
Offensive is your Digimon or human's physical strength. It determines how much damage each of their basic attacks do (each basic attack doing their OFF in damage) and how strong and fit their bodies are. Additionally, OFF + a physical ability's damage determines the final damage output of a physical ability.
DEFENSIVE - DEF
Defensive is your Digimon or human's defensive capabilities. It determines how much damage they can take before going down, and how healthy their body is. In addition to being a prime factor in Health, the attacker's final damage - the defender's DEF equates to the damage taken by the defender.
ex: Guilmon used PYRO SPHERE (12 final damage) against Gizamon (6 DEF), so Gizamon would lose 6 HP from taking the attack.
AGILITY - AGT
Agility is your Digimon's or human's maneuverability and how agile they are. Though AGT measures how quick a character is, it does not directly effect dodge rate, which is instead factored through creativity and role-play. It is a major and the only factor in maximum Action Points.
AGT does, however, effect running away while in combat. If the character escaping has a lower AGT than the one attacking them, then the escape takes an extra turn, and the attacker receives a free attack. If the character escaping has the higher AGT, then they can escape as normal.
SPECIAL - SPC
Special is an individual's magical or arcane power, directly effecting their unique abilities. Humans outside of Spirit Wielders do not have access to the Special statistic, being unable to conjure magic or elements of any sort. For special attacks, the final damage output is determined by SPC + the attack's damage.
DAMAGE
Damage is dealt in three different ways here in Digimon: Exodus. Each of these types will be explained below.
PHYSICAL
Physical damage is the most common type of damage. It uses the OFFENSIVE skill when figuring damage, and additionally is usually the type of damage basic attacks deal. A physical ability uses the character's OFF + the ability's damage to figure out an attack's final damage. Basic attacks are simply the character's OFF in power.
ex. A Nanimon using a physical ability that does 20 damage while he has 15 points in OFFENSIVE would deal 35 damage.
Meanwhile, his basic attacks would deal 15 damage.
To figure out the damage that attack would deal on a target, you would then subtract their DEFENSIVE from that final damage. If the number comes out negative, then the attack will still deal 1 damage.
ex. Nanimon's physical ability makes contact with a Tyrannomon with 15 DEFENSIVE. In the end, his attack deals 10 damage to the Tyrannomon.
SPECIAL
Special damage is the second most common type of damage. It uses the SPECIAL skill, as one would expect, when figuring damage. A special ability uses the character's SPC + the ability's damage to figure out an attack's final damage. Most status effect damage is usually considered special damage as well, though, that is a special case in itself.
ex. A Guilmon using Pyro Sphere that does 10 damage while he has 10 SPC would deal 20 damage.
Special damage also has the defender's DEFENSIVE subtracted from it when calculating damage dealt, operating like physical damage.
STATUS EFFECT
Status effect damage is simply damage dealt by status effects. This damage, however, always ignores a target's DEFENSIVE when calculating damage dealt. A list of status effects uses on the site can be found in the second post of this thread.
DAMAGE AND BUFF LIMITS
Attacks at a certain stage have a limit to the amount of power they can output. Attacks closer to this limit should have a higher cooldown than ones further away from it. The attack limits are listed below.
○ Fresh: 2
○ In-Training: 4
○ Rookie: 15
○ A. Champion: 20
○ Champion: 25
○ A. Ultimate: 30
○ Ultimate: 40
○ Mega: 65
○ Ultra: 80
NB: This only applies to an attack's damage, not the attack's final damage with OFF/SPC added in.
Additionally, a single ability can only buff or debuff an enemy or ally by so much, which is also listed below.
○ Fresh: +/-2
○ In-Training: +/-4
○ Rookie: +/-10
○ A. Champion: +/-15
○ Champion: +/-20
○ A. Ultimate: +/-25
○ Ultimate: +/-30
○ Mega: +/-35
○ Ultra: +/-40
DIGIVOLVING
Digivolving is a special function in Digimon that allows them to power up to a level beyond what they were before to reach new heights and power. Digivolving uses up all of the Digimon or Spirit Wielder's AP for that turn, requiring a vast amount of energy.
Additionally, when Digivolving, one does not restore HP completely. Upon reaching a new form when damaged, you take out your previous form's max HP subtracted by their current HP and then take that out of your new form's HP.
ex. Palmon (80/100 HP) digivolved to Togemon (280/300 HP).
DIGIMON STATISTICS
Digimon statistics are decided by the player at character creation or during character edits. Once you have set your Digimon's statistics, you cannot change them, unless you are planning on changing the form entirely. Each stage has a set pool of points to distribute among OFFENSIVE, DEFENSIVE, AGILITY, and SPECIAL. HEALTH and ACTION POINTS are figured from DEFENSIVE and AGILITY, respectively. The pools are given below.
○ Fresh: 5
○ In-Training: 8
○ Rookie: 25
○ A. Champion: 40
○ Champion: 45
○ A. Ultimate: 65
○ Ultimate: 70
○ Mega: 125
○ Ultra: 150
Additionally, each level has a cap on how high a particular statistic (not including buffs) can go. These are as follows:
○ Fresh: 2
○ In-Training: 4
○ Rookie: 10
○ A. Champion: 15
○ Champion: 20
○ A. Ultimate: 35
○ Ultimate: 40
○ Mega: 55
○ Ultra: 70
NB: Plot bosses, mini-bosses, and NPCs will not abide by these pools or caps.
HUMAN STATISTICS
A human tamer or human spirit wielder's statistics are figured out slightly differently than Digimon. Because the human race is vast and constantly evolving, no human is identical, and they do not have set statistic pools. Instead, much like crests, a human's statistics are rolled by staff based on a character's height, weight, personality, history, skills, flaws, and age.
Q: Can a stat be below 0?
A: No, all stats must at least have 1 point, and cannot be debuffed below 0.
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