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| Stat System and Damage Calculation Overhaul | |
| | Author | Message |
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Penny
Posts : 2836 Join date : 2014-09-16 Age : 25 Location : Inside
| Subject: Stat System and Damage Calculation Overhaul Sun 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. | |
| | | Penny
Posts : 2836 Join date : 2014-09-16 Age : 25 Location : Inside
| Subject: Re: Stat System and Damage Calculation Overhaul Sun 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:
Ally Stats:
HP: 500 SP: 300 Str: 50 Mag: 60 End: 45 Agi: 57 Lk: 43
Enemy Stats:
HP: 400 SP: 300 Str: 35 Mag: 33 End: 64 Agi: 45 Lk: 60
Ally goes first, casts Agilao with a POW of 20.
DMG = 5 x (60/64) x 20 = 93.75 Fire damage, rounded up to 94 Damage on the Enemy.
Enemy goes next, casting Akasha Arts with a POW of 30 per hit.
DMG = 5 x (35/45) x 30 = 116.(6) damage per hit, rounded up to 117 damage twice.
HP values after the first turn for the ally and enemy are as such, assuming both hit their skills in full:
266/500 - Ally 234/400 - Enemy (Given casting Akasha Arts costs HP)
- Second Pair:
Ally:
HP: 700 SP: 300 Str: 67 Mag: 84 End: 20 Agi: 54 Lk: 74
Enemy:
HP: 1000 SP: 300 Str: 91 Mag: 48 End: 45 Agi: 51 Lk: 44
Ally goes first again, casting Megidolaon with a Power of 42
DMG = 5 x (84/45) x 42 = 392 Damage dealt to the Enemy
Enemy goes second, using Brave Blade with a Power of 50
DMG = 5 x (91/20) x 50 = 1137.5, rounded up to 1138 Damage dealt to the Ally, KOing them immediately.
HP Values at the end of Turn 1:
0/700 - Ally 358/1000 - Enemy (Given Brave Blade would cost 25% HP)
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| | | Godai
Posts : 5994 Join date : 2013-10-06 Age : 30
| Subject: Re: Stat System and Damage Calculation Overhaul Tue 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 | |
| | | Penny
Posts : 2836 Join date : 2014-09-16 Age : 25 Location : Inside
| Subject: Re: Stat System and Damage Calculation Overhaul Wed 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 | |
| | | Godai
Posts : 5994 Join date : 2013-10-06 Age : 30
| Subject: Re: Stat System and Damage Calculation Overhaul Sun 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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