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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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 Stat System and Damage Calculation Overhaul

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Penny

Penny


Posts : 2836
Join date : 2014-09-16
Age : 25
Location : Inside

Stat System and Damage Calculation Overhaul Empty
PostSubject: Stat System and Damage Calculation Overhaul   Stat System and Damage Calculation Overhaul EmptySun Mar 15, 2020 5:54 pm

Stat Lineup:

The new stats used in the Sandbox will be the following:

HP: Damage reduces this, once it hits 0 you're KOed. If you're hit again once you reach 0 HP, then you're killed. Physical skills use percentages of this as their cost.
SP: What you spend to cast magical skills.
Strength: The power of your physical skills, and the measure of your Persona's physical strength. You use this in damage calculation for any Strike, Slash, Pierce, Gun-based and physical Almighty skills.
Magic: The power of your magical skills. You use this in damage calculation for any Fire, Wind, Electric, Ice, Earth and magical Almighty skills.
Endurance: Your resistance to damage from supernatural sources. Your enemies will use this stat in their damage calculation to reduce their damage against you.
Luck: How likely you are to strike critical hits on your enemies. You'll compare this stat to your enemy's, and half of the difference between them is your critical hit chance, rounded to the nearest multiple of 10 (round down if below 5, round up if 5 or above) to a minimum of 0%.
Agility: How fast both you and your Persona are. This determines your order in combat, with the turn order taking into account the enemies' average Luck when determining when they act. Also determines your Hit/Evade chance, taking half of the difference between your Agility and your enemy's Agility, rounded to the nearest multiple of 10 (round down if below 5, round up if 5 or above) to a minimum of 10%.

Summary of calcs-

Critical: (Player Luck - Enemy Luck) / 2, round to nearest multiple of 10, minimum 0%

Hit/Dodge: (Attacker Agility - Target Agility) / 2, round to nearest multiple of 10, minimum 10%

Max for any given stat besides HP and SP is 99, max for HP and SP is 999.
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Penny

Penny


Posts : 2836
Join date : 2014-09-16
Age : 25
Location : Inside

Stat System and Damage Calculation Overhaul Empty
PostSubject: Re: Stat System and Damage Calculation Overhaul   Stat System and Damage Calculation Overhaul EmptySun Mar 15, 2020 6:23 pm

Skill Power:

Skills will now carry with them a base Power, meaning their Tier now only matters for when you're able to unlock them on any given Persona, and not damage calculation, but both must be listed. This Power will be used when calculating damage instead of the Tier instead, for example:

Agi | Inflicts a small amount of Fire damage to one enemy. | 8 POW | 3 SP | Tier 1

Maragion | Inflicts a moderate amount of Fire damage to all enemies. | 20 POW | 12 SP | Tier 2

Cleave | Inflicts a small amount of Slash damage to one enemy. | 12 POW | 5% HP | Tier 1

Kill Rush | Inflicts a small amount of Strike damage up to 3 times to one enemy. | 10 POW | 10% HP | Tier 2

Gigantic Fist | Inflicts a large amount of Strike damage to one enemy. | 56 POW | 16% HP | Tier 3

Akasha Arts | Inflicts a large amount of Strike damage up to 2 times to all enemies. | 30 POW | 18% HP | Tier 4

Formula for Damage Calculation

DMG = 5 x (STR/EN) x POW

STR - The stat that affects the skill you're using, either Strength or Magic

EN - The Endurance of the enemy you're casting the skill on; meaning AoEs will have to be calculated for all enemies individually

POW - The Skill's power, as listed

Tests:

First Pair:

Second Pair:
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Godai

Godai


Posts : 5994
Join date : 2013-10-06
Age : 30

Stat System and Damage Calculation Overhaul Empty
PostSubject: Re: Stat System and Damage Calculation Overhaul   Stat System and Damage Calculation Overhaul EmptyTue Mar 24, 2020 11:09 pm

Just a suggestion and wip

Level Ups
All classes get +5 to HP/SP.
3 Points to Allocate

>Initial/Tainted Personas get to allocate 2 point stat bonuses that adds to stats per level. Then switches to Prime Bonuses upon Prime awakening/Mutation.
>Primes/Mutated get to allocate 4 point stat bonuses that adds to stat per level. Then switches to Ultimate Bonuses upon Ultimate awakening.
>Shadow Selves, Rogues, and Forgotten get 3 point stat bonuses that adds to stat per level.
>Summoners get no stat bonuses.

Demons: Gain stats and skills by rank up.

Penny:
also yes we did agree that 1 point in HP or SP means getting 10 more HP or SP


Last edited by Philodai on Fri Mar 27, 2020 7:34 pm; edited 1 time in total
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Penny

Penny


Posts : 2836
Join date : 2014-09-16
Age : 25
Location : Inside

Stat System and Damage Calculation Overhaul Empty
PostSubject: Re: Stat System and Damage Calculation Overhaul   Stat System and Damage Calculation Overhaul EmptyWed Mar 25, 2020 9:59 am

At Character Creation, Players get to make custom starting stats from a Standard Array, where they get to assign a value to each stat from a preset list, much like in D&D. The values are the following:

8, 5, 5, 3, 1

HP and SP both start at 40, but anyone is allowed to move up to 10 points from either to give to the other at character creation.

Examples:

HP: 50
SP: 30
Str: 8
Mag: 1
End: 5
Luk: 5
Agi: 3

HP: 40
SP: 40
Str: 5
Mag: 5
End: 1
Luk: 3
Agi: 8

HP: 35
SP: 45
Str: 5
Mag: 8
End: 3
Luk: 1
Agi: 5
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Godai

Godai


Posts : 5994
Join date : 2013-10-06
Age : 30

Stat System and Damage Calculation Overhaul Empty
PostSubject: Re: Stat System and Damage Calculation Overhaul   Stat System and Damage Calculation Overhaul EmptySun Mar 29, 2020 5:43 pm

Calculating exp.

[(total enemy stats x average enemy level) / (number of players x average player level)] * Enemy Type

FrogerToday at 3:24 PM
I also added a mod depending on the type of enemy
Shadow is 0.25
Demon is 0.5
Boss is 1
The gains were so crazy I had to cut them in 4
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PostSubject: Re: Stat System and Damage Calculation Overhaul   Stat System and Damage Calculation Overhaul Empty

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