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The Stat System

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The Stat System Empty The Stat System

Post by Cardinal Richelieu Wed Feb 04, 2015 5:19 am

The Basic Six

Within the world of Fate Exodus, there are six skills that affect just how powerful a certain character is, whether they be incredibly fast, insanely strong or simply highly magically gifted. The six stats fall as follows:

Strength
Strength governs how powerful your physical attacks are, including thrown, unarmed and melee weapons. Depending on the weapon used, it also governs your ability to hit and block. It is used in opposed checks such as grappling or throwing another player, and can be used to vaguely gauge how much a character can lift or push.

Endurance
Endurance governs how much damage it takes to wound you. It can also vaguely gauge how long your character can remain in combat without resting. Archer's can determine how long they can spend from their masters with this skill. Berserkers and Lancer's class skills are also capped by Endurance.

Agility
Agility governs how fast and dexterous your character is. It is used to dodge and make opposed range checks to get in closer or further away from another player. Weapons such as bows and guns can use agility to hit, but are usually then reliant on Mana to determine damage. For Assassins, this skill is crucial in maintaining Stealth. For Lancers and Assassins, many weapons can determine their ability to hit with Agility instead of Strength. Riders and Sabers can use the agility of their vehicles while mounted.

Mana
Mana governs your ability to properly wield prana in the form of magic. It is used to determine how powerful your magic is. The stronger it is, however, the easier it is to track you with Prana-Sensing. For casters it also governs how powerful your magic items can be, and for Archers it will govern how powerful your ranged weapons hit.

Resistance
Resistance governs your body, mind and soul's ability to resist the effects of the supernatural. It is used in determining how detrimental most non-damaging or pseudo-real/illusionary magical effects are on your character. Classes with the Magic Resistance skill can use this stat to even outright negate the effects of spells (even those that damage).

Luck
Luck is both your inherent fortune and your ability to capitalize on happenstance. It can mean the difference between a pyrrhic and overwhelming victory; between utter defeat and surviving to fight another day. Whenever two stats clash and are at the same rank as one another, the player with the highest Luck will win by a single rank. Furthermore ones Prana-Sensing and perception against stealth are both determined by Luck. 

Due to the haphazard nature of this skill, however, only one luck technique may be used each thread and the techniques must involve the use of another stat (such as getting a second chance at attempting something using luck instead of the governing stat). On occasion this stat can also be used to vaguely dictate the outcome of events completely outside the control of both parties, if both players agree.

Gaining Stats

As you know, we use a "fate point" system to reward people for playing their character. However, fate points can't directly be spent on increasing stats. Instead, they must be used to purchase Stat Points which themselves boost one of the six individual stats. The transaction rate gets progressively dearer the more you have overall, making it progressively more difficult to go beyond your current standings.

The exact rate is as follows:

1-50 Total Stats = 1 Stat point per every 5 FP
51-100 = 1 Stat point per every 10 FP
101-150 = 1 Stat point per every 15 FP
151=200 = 1 Stat point per every 25 FP
201-250 = 1 Stat point per every 35 FP 
250-300 = 1 Stat point per every 50 FP

Limits

At start, you can't exceed 250 SP overall without making requests in the request board proving your skill is enough to deserve this bonus. Furthermore, each individual stat is capped at B-rank without showing you've earned the ability to go to the elite ranking of each individual stat. 

However, no matter how many requests you make, you can reach 80 SP in each stat at max. This includes using boosts or buffs to attempt to raise it above this ceiling. 

Finally, no stat can go bellow 10% of your total stats. That means, if you have 100 stat points, each stat must at least contain 10 stats.

Stat Affinities

Each character may choose one or two stats which can be purchased more easily than the others. If two are chosen, however, a third and fourth stat must be chosen as more expensive than the other two. In all cases, no stat can have less than 10% of your Prana and the affinities chosen must make sense for your character and be noted in your application. The increase/decrease is always 20%. 

The most common stat affinities for servants are listed below and recommended for most servants, although the heroic spirit chosen will usually be more relevant:

Archer: |+Agility/+Luck|    |-Endurance/-Strength|
Saber: |+Strength/+Resistance|    |-Luck/-Mana|
Rider: |+Agility/+Resistance|    |-Luck/-Endurance|
Lancer: |+Agility/+Strength|    |-Luck/-Mana|
Berserker: |+Strength/+Endurance|    |-Mana/-Luck|
Assassin: |+Agility/+Luck|    |-Mana/-Endurance|
Caster: |+Mana/+Luck|    |-Endurance/-Strength|

Choosing which stat affinities your character should have is important, as all actions on our site using skills are capped by your stat. The exceptions to this rule are with Noble Phantasms, Class Skills and, in the case of Masters, Command Seals and certain Custom Skills. These class skills are abilities capable of adding an additional use or improvement to of one of more of their stats, discussed more in depth in the skill section.

Stat Tiers

The stats you have are divided into tiers, ranging from E to EX. During a fight, if your stats are in the same tier, you are just as powerful as your opponent. 

E Tier: 1-10
D Tier: 11-20
C Tier: 21-35
B Tier: 36-50
A Tier: 51-65
EX Tier: 66-80
Cardinal Richelieu
Cardinal Richelieu
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