Difference between revisions of "Stat"

From Cassette Beasts
(Added info on character stats, included accuracy and evasion, and moved the in-battle formulas separate from the explanation paragraphs)
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* '''Ranged Defence''' reduces the amount of damage the monster receives when hit by ranged attacks.
 
* '''Ranged Defence''' reduces the amount of damage the monster receives when hit by ranged attacks.
 
* '''Speed''' increase how quickly the monster is able to act in a turn of battle.
 
* '''Speed''' increase how quickly the monster is able to act in a turn of battle.
There are also chance stats which affect the success of receiving or hitting attacks.
+
There are also chance stats which affect the [[Hit chance]].
 
* '''Accuracy''' increases the likelihood of landing an attack on the target.
 
* '''Accuracy''' increases the likelihood of landing an attack on the target.
 
* '''Evasion''' decreases the likelihood of the monster receiving an attack.
 
* '''Evasion''' decreases the likelihood of the monster receiving an attack.
  
== Calculations ==
+
== General Description ==
 
The stats an individual in a battle has are calculated based on:
 
The stats an individual in a battle has are calculated based on:
  
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|120
 
|120
 
|}
 
|}
Additionally, the character's base stats also get boosted by +10% if they are transformed into their signature species and its remasters; this does not affect accuracy and evasion.
+
Additionally, the character's base stats also get boosted by +10% if they are transformed into their signature species and its remasters. This does not affect the Accuracy and Evasion chance stats.
  
The character stats influence the stats when transformed into a tape, but it is also used when calculating overspill damage, which is the damage taken by the character itself when untransformed. Monsters and archangels functionally do not have an overspill health bar.
+
The character stats influence the stats when transformed into a tape, but it is also used when determining overspill damage, which is the damage taken by the untransformed character. Wild monsters and [[Archangel|Archangels]] functionally do not have a backing or overspill health bar.
  
 
<!--<math>CharacterStat = </math>-->
 
<!--<math>CharacterStat = </math>-->
 
<!--<math>CharacterStat = \frac{2 * BaseStat * FormStat * (Level + 33)}{10000} + 5</math>-->
 
<!--<math>CharacterStat = \frac{2 * BaseStat * FormStat * (Level + 33)}{10000} + 5</math>-->
 
==== Combined Stats ====
 
==== Combined Stats ====
The combined stat is primarily used in battle, unless the character is not transformed into a monster. It accounts for both the character and monster tape stats. [[Stat Stages]] from [[Status Effects]] are applied here to give the final stat used when calculating [[Damage]].
+
The combined stat is primarily used in battle, unless the character is not transformed into a monster. It accounts for both the character and monster tape stats. [[Stat Stages]] from [[Status Effects]] are applied here to give the final stat used when calculating [[Damage]] or [[Hit chance]].
  
==== Fusion====
+
==Stat Formulas==
<!-- `StatusNode` eventually calls `calc_stat`, which for `get_unmodified_stat` calls `get_character_stat` which is the FusionBaseStat and `get_form_stat` which is FusionMonsterStat here respectively --><!-- `BattleFormulas`, `get_fused_character_stat` after doing some simplifications; note that `FUSED_STATS` does not have "max_hp" so the end result is just a sum of the Base Max HP -->
+
These values can be viewed when examining the character or tape in the Party menu.
Fusions use an auxiliary monster form stat and auxiliary character stat based on the contributions from its components.
+
 
 +
====Monster Tape====
 +
<!-- MonsterTape.get_stat -->
 +
[[File:Party menu monster stats.png|thumb|150px|Tape stats]]
 +
This is the formula for the monster tape stat, which can be viewed when checking the tape in the Party menu. These values only account for the tape itself and not the character's influence on the stats.<!-- the StatIncrements in the modify function only affect the number of moveslots which is not as relevant for calculating stats -->
 +
 
 +
<math>\text{MonsterStat} = \text{modify}( \text{grow}( \text{MonsterBaseStat}, \text{Grade}), \text{Stickers})</math>
 +
 
 +
<math>\text{grow}(\text{s}, \text{grade}) = \text{floor}\left[\frac{(100 + 2\text{s} \times \text{min}(\text{grade}, 5))}{100}\right]</math>
  
The fusion's base character stat (Excluding accuracy and Evasion) is calculated as
+
<math>\text{modify}(\text{s}, \text{stickers}) = \text{floor}\left[\text{s} \times \prod\limits_{\text{m} \in \text{stickers}} \left( \frac{\text{AttributeValue}_\text{m} + 100}{100} \times \text{StatModifier}_\text{m} \right) \right]</math>
  
<math>\text{FusionBaseStat} = \begin{cases}
+
In battle, the <math display="inline">\text{modify}</math> function is not applied here and is handled separately instead. The <math display="inline">\text{StatModifier}</math> is equal to the multiplier from moves such as [[Shear Luck]] or [[Sugar Rush]] if applicable and is set to 1 otherwise.
\displaystyle \sum_{k=1}^{\text{count}} \text{BaseStat}_k & \text{for base Max HP}, \\
 
\displaystyle 100*\prod_{k=1}^{\text{count}} \frac{\text{BaseChanceStat}}{100} & \text{for Accuracy and Evasion}, \\
 
\displaystyle \text{floor}\left[\dfrac{\text{count}}{\text{count + 1}}\sum_{k=1}^{\text{count}} \text{BaseStat}_k \left(1 + \frac{\text{RelationshipLevel}}{20}\right) \right] & \text{otherwise}
 
\end{cases}
 
</math>
 
  
where <math display="inline">\text{count}
+
For accuracy and evasion, since they are unaffected by the tape grade, the formula is instead
</math> is the number of characters in the fusion, which is almost always 2. <math display="inline">\text{RelationshipLevel}
 
</math> is 0 for wild [[Rogue Fusion]] encounters. Wild monsters have a base stat of 100.
 
  
The fusion's auxiliary monster form stat is the average of the <math display="inline">\text{MonsterStat}
+
<math>\text{MonsterChanceStat} = \text{modify}(100, \text{stickers})</math>
</math> (see [[Stat#Party Menu|Party Menu]] below), rounded down, which accounts for the grade and passive stat modifiers in its stickers.
 
  
The combined fusion stat is then given as
+
====Character====
 +
<!-- _calculate_stat, BattleFormulas.get_stat -->
 +
[[File:Party menu character stats.png|thumb|150px|Character stats]]
 +
This is the formula for the character stat, which can be viewed below the character (player or partner) when checking them in the party menu. These values do not account for the monster tape's influence on the stats. The displayed value does not account for the signature species boost.
  
<math>\text{FusedStat} = \text{floor}\left[\frac{2 * \text{FusionBaseStat} * \text{FusionMonsterStat} * (\text{Level} + 33)}{10000}\right] + 5.</math>
+
<math>\text{CharacterStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times (1 + b) \times (\text{Level} + 33)}{10000}\right] + 5 </math>
  
=== Stat Formulas===
+
Here <math display="inline">b=0.1 </math> if the tape matches the character's signature species, otherwise <math>b=0 </math>. The Max HP character stat also determines the maximum backing or overspill health the character has, if applicable.
These values can be viewed when examining the character or tape in the Party menu.
 
  
====Combined====
+
====Combined ====
 
[[File:Party menu combined stats.png|thumb|150px|Combined stats]]
 
[[File:Party menu combined stats.png|thumb|150px|Combined stats]]
This is the formula for the stat numbers shown below monster tape while checking a character in the party menu. These values account for both the monster tape's influence on stats and the character's influence.
+
This is the formula for the stat numbers shown below monster tape while checking a character in the party menu. These values account for both the monster tape and character's influence on the stats. Passives such as [[Shear Luck]] and [[Sugar Rush]] are calculated as part of the monster tape's stats but their effects are not displayed when checking the tape in the Party menu.
 +
 
 +
<math>\text{CombinedStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times \text{MonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5</math>
 +
 
 +
For chance stats such as Accuracy and Evasion,
 +
 
 +
<math>\text{CombinedChanceStat} = \frac{\text{CharacterChanceStat} * \text{MonsterChanceStat} }{100}</math>
 +
 
 +
For the most part, <math display="inline">\text{CharacterChanceStat}</math> is 100.
 +
 
 +
===Battle===
 +
In battle, <math>\text{CharacterBaseStat}</math> is the same for the combined stat, but the monster tape's contribution handles the sticker effects later on. Instead, the stat used for thee monster tape form is
 +
 
 +
<math>\text{BattleMonsterStat} = \text{grow}( \text{MonsterBaseStat}, \text{Grade}) </math>
 +
 
 +
and so the formulas for obtaining the final stat in battle is as follows:
 +
 
 +
<math>\text{CombinedBattleStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times (1+b) \times \text{BattleMonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5</math>
 +
 
 +
<math>\text{FinalStat} = \text{modify}(\text{CombinedStat}, \text{stickers}) \times \text{StatStageMultiplier} \times \text{StatusMultiplier}</math>
  
<math>\text{CombinedStat} = \text{floor}\left[\frac{2 * \text{CharacterBaseStat} * \text{MonsterStat} * (\text{Level} + 33)}{10000}\right] + 5</math>
+
The <math>\text{StatStageMultiplier}</math> term is a multiplier based on the battler's [[Stat Stages]], while <math>\text{StatusMultiplier}</math> is a direct, non-stat stage multiplier induced by a status effect, such as [[Evasion Nullified]].
  
For how <math>\text{MonsterStat}</math> is calculated, see the "Monster" section below.
+
====Fusion====
 +
<!-- `StatusNode` eventually calls `calc_stat`, which for `get_unmodified_stat` calls `get_character_stat` which is the FusionBaseStat and `get_form_stat` which is FusionMonsterStat here respectively --><!-- `BattleFormulas`, `get_fused_character_stat` after doing some simplifications; note that `FUSED_STATS` does not have "max_hp" so the end result is just a sum of the Base Max HP -->
 +
Fusions use an auxiliary monster form stat and auxiliary character stat based on the contributions from its components.
  
====Character====
+
The fusion's base character stat is calculated as
<!-- _calculate_stat, BattleFormulas.get_stat -->
 
[[File:Party menu character stats.png|thumb|150px|Character stats]]
 
This is the formula for the character stat, which can be viewed below the character (player or partner) when checking them in the party menu. These values do not account for the monster tape's influence on the stats. The displayed value does not account for the signature species boost but appears in the calculation for the Combined stat.
 
  
<math>\text{CharacterStat} = \text{floor}\left[\frac{2 * \text{CharacterBaseStat} * 100 * (\text{Level} + 33)}{10000}\right] + 5</math>
+
<math>\text{FusionBaseStat} = \begin{cases}
 +
\displaystyle \sum_{k=1}^{\text{count}} \text{BaseStat}_k & \text{for base Max HP}, \\
 +
\displaystyle 100 \times \prod_{k=1}^{\text{count}} \frac{\text{BaseChanceStat}}{100} & \text{for Accuracy and Evasion}, \\
 +
\displaystyle \text{floor}\left[\dfrac{\text{count + 1}}{2 \times \text{count}}\sum_{k=1}^{\text{count}} \text{BaseStat}_k \left(1 + \frac{\text{RelationshipLevel}}{20}\right) \right] & \text{otherwise}
 +
\end{cases}
 +
</math>
  
====Monster Tape====
+
where <math display="inline">\text{count}
<!-- MonsterTape.get_stat -->
+
</math> is the number of characters in the fusion, which is almost always 2. <math display="inline">\text{RelationshipLevel}
[[File:Party menu monster stats.png|thumb|150px|Tape stats]]
+
</math> is 0 for wild [[Rogue Fusion]] encounters. Wild monsters have a base stat of 100.
This is the formula for the monster tape stat, which can be viewed when checking the tape in the Party menu. These values only account for the tape itself and not the character's influence on the stats.
 
  
<math>\text{MonsterStat} = \text{modify}( \text{grow}( \text{MonsterBaseStat}, \text{Grade}), \text{Stickers})</math>
+
The fusion's auxiliary monster form stat is the average of the <math display="inline">\text{MonsterStat}
 +
</math>, rounded down, which accounts for the grade and passive stat modifiers in its stickers.
  
<math>\text{grow}(\text{s}, \text{grade}) = \text{floor}\left[\frac{(100 + 2\text{s} * \text{min}(\text{grade}, 5))}{100}\right]</math>
+
The combined fusion stat is then given as such:
  
<math>\text{modify}(\text{s}, \text{stickers}) = \text{floor}\left[(\text{s} + \text{StatIncrements}) * \prod\limits_{\text{m} \in \text{stickers}} \text{getStatModifier} ( \text{m} ) \right]</math>
+
<math>\text{FusedStat} = \text{floor}\left[\frac{2 \times \text{FusionBaseStat} \times \text{FusionMonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5</math>
  
=== Battle ===
+
This stat value is used in place of <math display="inline">\text{CombinedBattleStat}</math>.
{{IncompleteSection}}{{Mechanics}}
 
  
 +
{{Mechanics}}
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Latest revision as of 16:27, 14 February 2024

Stats are values that determine the performance of a monster in battle.

  • Max HP increases the amount of damage can be taken before being defeated.
  • Melee Attack increases the amount of damage the monster does with their melee attacks.
  • Melee Defence reduces the amount of damage the monster receives when hit by melee attacks.
  • Ranged Attack increases the amount of damage the monster does with their ranged attacks.
  • Ranged Defence reduces the amount of damage the monster receives when hit by ranged attacks.
  • Speed increase how quickly the monster is able to act in a turn of battle.

There are also chance stats which affect the Hit chance.

  • Accuracy increases the likelihood of landing an attack on the target.
  • Evasion decreases the likelihood of the monster receiving an attack.

General Description

The stats an individual in a battle has are calculated based on:

  • Monster's base stats
  • Monster tape's grade
  • Character's base stats
  • Character's level
  • Monster's equipped stickers (via attributes)

Monster Tape Stats

The monster form's stats can be viewed by checking the Tape in the inventory. It largely depends on Species-specific stats; that is, monsters of the same species will have identical base stats. This is then boosted by the tape's grade, the number of stars on the tape, up to 5 stars. Each grade results in a 2% boost to all stats, up to a maximum of 10% at 5 stars. This also applies to wild encounters, as all encounters mechanically have a "monster tape" associated with each monster, regardless if the character is a human, wild monster, or Archangel.

Certain Sticker Attributes, such as the Passive: +x% Speed attribute, also influence the stats and is dynamically updated in the tape's stat screen and during combat when a new move is obtained through, for instance, Mind-Meld and the Shared with allies attribute. Passives such as Shear Luck and Sugar Rush are calculated as part of the monster tape's stats but their effects are not displayed when checking the tape in the Party menu.

Character Stats

A character's stats are determined by their base stats and level. The player's base stats can be adjusted in the Town Hall using the Gym Pass. Wild monsters have 100 base stats on everything, while most fightable NPCs have 120 base Max HP and 100 base Melee Attack, Melee Defence, Ranged Attack, Ranged Defence, and Speed; meanwhile, Ranger Captains have a base Max HP of 240.

Partners have the following base stats:

Partner Max HP M. Atk M. Def R. Atk R. Def Speed
Kayleigh 144 100 100 100 100 100
Meredith 120 120 100 100 100 100
Eugene 120 100 100 100 120 100
Felix 120 100 120 100 100 100
Viola 120 100 100 120 100 100
Barkley 120 100 100 100 100 120

Additionally, the character's base stats also get boosted by +10% if they are transformed into their signature species and its remasters. This does not affect the Accuracy and Evasion chance stats.

The character stats influence the stats when transformed into a tape, but it is also used when determining overspill damage, which is the damage taken by the untransformed character. Wild monsters and Archangels functionally do not have a backing or overspill health bar.

Combined Stats

The combined stat is primarily used in battle, unless the character is not transformed into a monster. It accounts for both the character and monster tape stats. Stat Stages from Status Effects are applied here to give the final stat used when calculating Damage or Hit chance.

Stat Formulas

These values can be viewed when examining the character or tape in the Party menu.

Monster Tape

Tape stats

This is the formula for the monster tape stat, which can be viewed when checking the tape in the Party menu. These values only account for the tape itself and not the character's influence on the stats.

In battle, the function is not applied here and is handled separately instead. The is equal to the multiplier from moves such as Shear Luck or Sugar Rush if applicable and is set to 1 otherwise.

For accuracy and evasion, since they are unaffected by the tape grade, the formula is instead

Character

Character stats

This is the formula for the character stat, which can be viewed below the character (player or partner) when checking them in the party menu. These values do not account for the monster tape's influence on the stats. The displayed value does not account for the signature species boost.

Here if the tape matches the character's signature species, otherwise . The Max HP character stat also determines the maximum backing or overspill health the character has, if applicable.

Combined

Combined stats

This is the formula for the stat numbers shown below monster tape while checking a character in the party menu. These values account for both the monster tape and character's influence on the stats. Passives such as Shear Luck and Sugar Rush are calculated as part of the monster tape's stats but their effects are not displayed when checking the tape in the Party menu.

For chance stats such as Accuracy and Evasion,

For the most part, is 100.

Battle

In battle, is the same for the combined stat, but the monster tape's contribution handles the sticker effects later on. Instead, the stat used for thee monster tape form is

and so the formulas for obtaining the final stat in battle is as follows:

The term is a multiplier based on the battler's Stat Stages, while is a direct, non-stat stage multiplier induced by a status effect, such as Evasion Nullified.

Fusion

Fusions use an auxiliary monster form stat and auxiliary character stat based on the contributions from its components.

The fusion's base character stat is calculated as

where is the number of characters in the fusion, which is almost always 2. is 0 for wild Rogue Fusion encounters. Wild monsters have a base stat of 100.

The fusion's auxiliary monster form stat is the average of the , rounded down, which accounts for the grade and passive stat modifiers in its stickers.

The combined fusion stat is then given as such:

This stat value is used in place of .


Mechanics
Battle StatsDamageStat StagesHit chanceCritical hits
TypesStatus EffectsFusionExperience
RecordingFleeingSlotsSticker Attributes
Other AbilitiesBootlegsRelationships