______________________ππ₯ππ₯ ππͺπ€π₯ππ
_________________________________________________
Stat's are the bread and butter that define the strength and abilities of an RPC in comparison to another. Stats are given based on experience earned, but not all stats are able to be added too, most can be decided by an RPer. Other's can be gained through different means whether it be naturally gained via growth or gained by completing tasks designated by mod's and such. Here is where stat's are defined.
xxxxοΌ£ο½ο½ο½ο½ο½ ο½ο½ο½ο½ οΌ³ο½ο½ο½ο½xxxxxxxxxxxxx
Strength; the natural power of an RPC that defines most physical attacks.
Speed; the stat that defines how fast a character is, this does not include how fast they react. Decides priority in movements in most cases.
Accuracy; the stat that governs hand eye coordination.
Intelligence; the stat that defines wit and the ability of creation based on class. A great Inventor, Doctor, Shipwright and so forth can create many great items by having this as a high stat.
Dexterity; the stat that allow's fluidity of movements and persist body control, This stat can be used to govern technique damage when [STRENGTH] is not a factor. This stat is sometimes referred to as the passive damage stat for classes that don't specialize in combat.
xxxxοΌ§ο½ο½ο½ο½ο½ οΌ³ο½ο½ο½ο½xxxxxxxxxxxxx
Stamina; a base stat that is defined by your race choices. This stat can not be upped by anything that isn't from character creation, no technique may increase the stat. It's how long one can last in a single battle.
Defense; the stat that defines how hard you can get hit before you start taking damage, armor add's into your defense, wither it be cloth, leather, iron, or other RPC's will be granted boosts in defense from armor purchasable in shops.
Spirit; the stat that decides how often you can use Haki, this stat can only be added to by Musicians. Ever.
Reaction; the ability to react to another character's attack, this stat allows for split second moves if the user's speed matches with the reaction time.
-------------------------------
_________________________________________________
Stat's are the bread and butter that define the strength and abilities of an RPC in comparison to another. Stats are given based on experience earned, but not all stats are able to be added too, most can be decided by an RPer. Other's can be gained through different means whether it be naturally gained via growth or gained by completing tasks designated by mod's and such. Here is where stat's are defined.
xxxxοΌ£ο½ο½ο½ο½ο½ ο½ο½ο½ο½ οΌ³ο½ο½ο½ο½xxxxxxxxxxxxx
Strength; the natural power of an RPC that defines most physical attacks.
- A changeable stat that is a straight forward power vs power stat. Most physical character's such as Swordsman and Berserker's tend to have high amounts in this stat. It tends to define the power of most physical techniques as well. This stat is able to be added too.
Speed; the stat that defines how fast a character is, this does not include how fast they react. Decides priority in movements in most cases.
- Speed is a changeable stat that allows for quick movement's, however speed does not equal power and doesn't define the strength stat in any technique. It's an important stat that can quickly turn the tides of battle when it comes to who may land a hit first however. Many Assassin's prefer to have this stat prioritized, though it's useful for all.
Accuracy; the stat that governs hand eye coordination.
- The accuracy stat is just as important, with a high accuracy stat one can hit someone from twenty feet away with a small knife if they have the power behind it to move fast. Accuracy defines how well one is able to hit a target from far distances. Every 10 Accuracy a character has can hit a target 1 foot further ( I.E. an RPC with 100 Accuracy can hit a target from 10 feet away without trouble. Rpc with 0 can only hit what's in arm's length without issue ), however that does not mean one can auto target. A lot of Marksman, Assassin's and Doctor's tend to take this stat.
Intelligence; the stat that defines wit and the ability of creation based on class. A great Inventor, Doctor, Shipwright and so forth can create many great items by having this as a high stat.
- Intelligence, the bread and butter of all custom item creation, most characters that wish to make any form of custom must have a decent amount of Intelligence. For every 100 Intelligence a character can create a higher tier item, it caps out at 500, it's also a unique stat for performing lies, a lot of Musicians, Inventors, Doctor's really adore this stat.
Dexterity; the stat that allow's fluidity of movements and persist body control, This stat can be used to govern technique damage when [STRENGTH] is not a factor. This stat is sometimes referred to as the passive damage stat for classes that don't specialize in combat.
- This stat upon creation is always [ 25 ] and grows every 200,000 exp by [ 25 ]. Characters are now allowed to add in additional point to DEX as they see fit as it factors into the Reaction Stat.
xxxxοΌ§ο½ο½ο½ο½ο½ οΌ³ο½ο½ο½ο½xxxxxxxxxxxxx
Stamina; a base stat that is defined by your race choices. This stat can not be upped by anything that isn't from character creation, no technique may increase the stat. It's how long one can last in a single battle.
- Stamina is a stat that increases based on EXP points or based on a racial bonus. All RPC's gain [ 10 ] Stamina per 100,000 exp they earn, whether the EXP was earned from battle or various other tasks. Otherwise it is a static stat that can't be added too.
Defense; the stat that defines how hard you can get hit before you start taking damage, armor add's into your defense, wither it be cloth, leather, iron, or other RPC's will be granted boosts in defense from armor purchasable in shops.
- Defense is defined by one's Strength + Stamina / 2 ( I.e. 50 [ Str ] + 50 [ Sta ] = 100 [ Total ] / 2 = 50 [ Def ] ), if someone's physical attack or weaponry is higher than the user's defense, they take hefty damage, cutting weapons and such have a different system to go off of, but blunt attack's are easily defined in defense by this stat.
Spirit; the stat that decides how often you can use Haki, this stat can only be added to by Musicians. Ever.
- This stat has a base of [ 0 ] at creation unless you are a race that get's it at the start. This defines how many time's one can use Haki and at what level the user is capable of using it. This stat is comprise out of all [4] core stat STR + SPD + ACC + INT/ 4 = TOTAL SPR STAT. Once a character reaches [25 SPR] he/she can choose between Busoshoku or Kenbunshoku. This stat can be further defined in the Haki System. Musician's use this stat specifically to decide the power of their attack's since they are spirit based. A mod can also give bonuses in this stat based on how closely a character stick's to ideal's, it is entirely up to mod digression whether or not they give you a bonus.
Reaction; the ability to react to another character's attack, this stat allows for split second moves if the user's speed matches with the reaction time.
- A stat defined by a character's Dexterity + Accuracy / 2 ( I.e. 30 [ Dex ] + 100 [ Acc ] = 130 / 2 = 65 [ Rea ] ), this allows a character to react to attack's that have speed behind them. As an example a character with 100 speed but only 25 reaction time can't react accurately to stop an attack fully. Attack's defined by this stat are decided by how fast both user's are and then forced into a mid point. Dodging is also a big factor with this, a character who beat's the speed and reaction time of another character by 26 or more can dodge an attack as long as their speed also beats the enemy's as well. Example of battle below:
Winning and Losing a Reaction Battle:
Character A's Stats
Speed: 100
Reaction: 60
Character B's Stats
Speed: 60
Reaction: 30
If Character B attacked Character A, A would be able to block Character B's attack completely ( can still possibly take damage based on defense stat), or dodge it completely. While if it was the reverse Character B would not be able to completely block or dodge Character A's attack since it's at least half of Character B's reaction and speed.
Tying:
Character A's Stats
Speed: 85
Reaction: 75
Character B's Stats
Speed: 60
Reaction: 60
In the event of a tie ( defined by being within 10 difference in stats ) both characters will be hit with half attack force, though the higher speed will define who got hit first and who got hit second. Neither character can fully dodge or fully block the attack, so they would both take damage or both avoid part of the damage based on the choices they make.
Character A's Stats
Speed: 100
Reaction: 60
Character B's Stats
Speed: 60
Reaction: 30
If Character B attacked Character A, A would be able to block Character B's attack completely ( can still possibly take damage based on defense stat), or dodge it completely. While if it was the reverse Character B would not be able to completely block or dodge Character A's attack since it's at least half of Character B's reaction and speed.
Tying:
Character A's Stats
Speed: 85
Reaction: 75
Character B's Stats
Speed: 60
Reaction: 60
In the event of a tie ( defined by being within 10 difference in stats ) both characters will be hit with half attack force, though the higher speed will define who got hit first and who got hit second. Neither character can fully dodge or fully block the attack, so they would both take damage or both avoid part of the damage based on the choices they make.
-------------------------------