Persona :: New Arcana

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Welcome to New Arcana!

Welcome, Welcome! You've probably guessed by now, but this is a text-based Persona RPG site for Atlus fans, by Atlus fans. If you're new to Shin Megami Tensei, this place can still be for you, so no need to dash towards the doors! Your first stop should be the introduction board so we can introduce ourselves. Then right after that, feel free to go through our vital information to get a good feel of the site. We hope you enjoy your stay, and if you have any questions don't hesitate to post them here. Ciao!

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Wooh! It's starting to get windy over here! Heat is slowing down, and everyone is now starting to prepare for less rain and more sweaters! Everyone be ready! It's cool now, but wait until it gets even colder! Waves are coming harder and larger in the evening so watch out night-swimmers! This has been another Azores Weather Report!

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Updated: 6/20/2016

Heya! I'm your friendly neighborhood Larsinny, a demon here to keep you updated on the current debacles going on within the site! Okay, maybe not debacles... Anyway! The Endymion Plot, our Third Main Plot, has started! We also have our previous plot's part two running next to it for Azores! If you're a new member looking to join the new plot, you will want to choose Endymion. However, if you're interested in our older plot, Azores, you may also join that one aswell. The choice is ultimately up to you! The Dungeon Master of the Azores plot is Grantus and the DM of the current Endymion plot is Philemon.

All templates on the site have been updated, and this also includes the rules aswell. When referring to the rules, please disregard any that say "Old" or "Obsolete" as we are no longer using those rules for the Endymion Plot. Oh, don't be mistaken! I love breaking the rules! But in this case, follow them or erasure!

Be sure to constantly check the update thread for any changes to the boards. You can find it ->Here<-

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 Defense Statistics

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Xombie



Posts : 1134
Join date : 2013-01-16

PostSubject: Defense Statistics   Sun Aug 04, 2013 7:39 pm

We've been thinking about including a defense statistic here without getting too technical for people that aren't too good at math. This defense stat would rank up with the players each time they gained a new skill, etc.

Any suggestions on how we'd calculate this defense statistic? I have a few ideas, but I'll save them until I hear yours. Mine are abit more complex than they should be.
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Salmane



Posts : 263
Join date : 2013-05-05
Age : 20

PostSubject: Re: Defense Statistics   Sun Aug 04, 2013 7:58 pm

Term, This whole site is based on mathematics. I say you should leave it.
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Xombie



Posts : 1134
Join date : 2013-01-16

PostSubject: Re: Defense Statistics   Sun Aug 04, 2013 8:06 pm

Elaborate on "leave it" since most of the math here is remedial and simple. Yet, there are still mistakes now and again.

Regardless of that, a site with statistics is going to be math heavy since you're dealing with numbers and comparing set numbers to opposite sets. No matter what we do, we're going to be caught in a math stream.

The Defense section I was going to make would be abit easier by listening to all of you. Since defense will be the difference between life or death /especially against the end game bosses/ it's imperative to get it out the way right now. Unless you all would enjoy being 1HKO'd when Nyarlathotep can start using himself against us.
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Salmane



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Join date : 2013-05-05
Age : 20

PostSubject: Re: Defense Statistics   Sun Aug 04, 2013 8:10 pm

I meant to leave it as in don't change it, I'm fine with the way things work... I mean, you can, it's just my opinion.
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Xombie



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PostSubject: Re: Defense Statistics   Sun Aug 04, 2013 8:15 pm

You're being very vague.

Don't change it as in keep using math to determine the defense against attacks?

Or don't change it as in, don't make a defense so you take full damage 100% of the time?

Regardless, adding a damage reduction is not revolutionary enough to change the whole workings of the site. That should be non explanatory. It won't effect the other statistics or the rules already in place.
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Vivi



Posts : 245
Join date : 2013-05-18

PostSubject: Re: Defense Statistics   Mon Aug 05, 2013 4:51 am

The first thing that springs to my mind, is an on-the-spot (albeit silly idea). Maybe an extra random generator that judges how well you "defend" an attack when it hits you? This was literally what I just came up with and at the moment I have little to no idea of how to implement it.
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Salmane



Posts : 263
Join date : 2013-05-05
Age : 20

PostSubject: Re: Defense Statistics   Mon Aug 05, 2013 4:56 am

Okay, Reread this and *facepalms* Yes, we should have a defense statistics. I thought you meant you were going to 'change them' cause I just skimmed through this. Although it could be something easy, like Some of your stats added up and split in half, then you take the half of it and find that percentage of the damage delt to you. That might be to powerful though.
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Johnson Locke



Posts : 562
Join date : 2013-06-24
Age : 23
Location : Still lost!

PostSubject: Re: Defense Statistics   Mon Aug 05, 2013 5:35 am

I think a defense stat would be nice, because as it stands this site is a lot like Dark Souls. You get hit once by a powerful attack, and you're done. Essentially, we're all just a bunch of glass cannons, whoever gets hit first tends to be the loser. Granted, in PVS defense isn't as big of an issue, but in PvP (I'm looking at our Demon Summoners since they are at that level) there is a lot of OHKO potential. It kinda makes the light and dark skills pointless. Why choose something with a % when I can do the same with less chance of failure due to boosts and stuff?

If we're trying to get close to the games, and feel like a struggle than I think defense is necessary, but if we want this to be a brutal then leave out defense, then everyone will pretty much be reviving one another all the time. Which is a hassle, and what if a multi-target spells just drops everyone? Not to mention we could have one person drop a group, even though the group should have an advantage.

I am all for avoiding OHKO, and buffing light and dark skills a bit.
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Xombie



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Join date : 2013-01-16

PostSubject: Re: Defense Statistics   Mon Aug 05, 2013 6:50 am

Since light and dark skills are fairly more overpowered in regular PvS combat if you have the boosts for them, they won't be getting any other buffs. You can essentially have an 80% chance of success just with a tier 2 dark skill if you have a 15% latent boost and a mudo boost on your character aswell. In PvP they just do regular damage like the other skills, and that's really one of its only downsides considering you'd be trashing through most PvS battles in one turn that aren't boss battles.

If a defense stat is used, then light and dark skills would become even more essential because you could end a long battle potentially in one turn if everything goes correctly. We give the option of having boost skills for all elements for anyone, so people who rely on instant kill can still have powerful elemental attacks with the other elements for PvS and PvP. They need to balance themselves, no spoon feeding there.

When it comes to group battle, if someone overpowers everyone else, then that usually means they're ranks above them already. Honestly the secret to PvP is having one of your teammates debuff, or buff your team, and the other teammates attacking. Then that one person is basically done for. But it'd be nice to have a defense stat just to show the difference between one person and another, and also allow people to become tankish if they'd like.

The only problem is setting up a system where we can do it, but it's not too complicated. Enigma gave me a good idea for having the HP stat correlate to Physical Defense and the SP stat correlating to the Magic Defense. Essentially those are the two stats barely getting any love, and no one should be getting defense boosts based off piling their stats all in attack categories.
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Xombie



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Join date : 2013-01-16

PostSubject: Re: Defense Statistics   Tue Aug 06, 2013 12:23 pm

Alright ladies, we're gonna do a trial run on these defense buffs.

We've decided HP = Physical Defense and SP = Magical Defense.

There is a cap on how much resistance a character can have, and it is at 60% (this includes if you buff yourself/ debuff the enemies attack), The only way around this cap is if your Arcana entitles your buffs to be 15% stronger. Then your resistance caps at 60, but can exceed that if a Rakukaja or Tarunda is used on yourself or the enemy.

Now I know this sounds confusing, so let's give an example.

Let's say your natural physical defense is 15%.

You use a rakukaja on yourself that boosts defense by 30%

This means your physical defense would be up to 45% resistance and your magic defense would be up to 30% resistance.

Now let's say if the enemy's attack is debuffed after this aswell. This basically means your resistance would be raised another 30%. Now remember I said it capped?

Even though your resistance was at 45% before, it would cap at 60% with your magic defense.


Alright? Good? Good. Now let's say your arcana is Devil and you have a 15% boost for buff and debuff. This means your buffs will be 45% for both boosting your own defense, and decreasing the enemy's attack. This makes your cap 90% when buffs are involved. However, natural defenses for a character is still capped at 60%.

Which means if your resistance without any buffs is 60%, it won't go any higher from adding more stats to your HP and SP, but will if someone with a 15% boost to buffs/debuffs buffs you.

Now when it comes to the actual defense stats and how they'll be set up, take a look below.

Two new stats will be added. PEnd and MEnd.

This means Physical endurance and Magical endurance.

Now, as you all know, the base stats on the board are...

HP: 50
SP: 30
Pmstr: 10
Ppstr: 6
Dx: 3
Lk: 2


With these stats, there are no natural defense boosts active. You are just a regular human at this state and haven't began to see your true potential. However, as you rank up and grow, your soul becomes even more powerful.

Every 12 points your natural Health or SP gains is a 4% boost to your Physical Defense or Magical Defense respectively. Items don't count for this, so if you have a health boosting equip don't think you get extra resistance because of it. These numbers are based off your base stats alone, unless the item specifically says otherwise.

So let's say your health is 75 and your SP is 35. You would have a PEnd of 8% and a MEnd of 0%. It's that simple. Don't over think it, or I'll end you.

This is just a trial period on the system though, so you can start implementing it whenever you want, or keep doing things like you have been. Your choice.
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Xombie



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PostSubject: Re: Defense Statistics   Sun Dec 22, 2013 1:36 pm

Rules were changed. Every 12 points in your HP and SP you get 2% resistance
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PostSubject: Re: Defense Statistics   Today at 3:21 pm

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