Statistics: Difference between revisions

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== List of Statistics ==
== List of Statistics ==
=== HP ===
=== HP ===
'''HP''' is a measure of a character's health. When a character or enemy's HP reaches zero, they will be considered defeated and will be removed from play. HP can be recovered through certain skills or through the use of consumable items.


=== MP ===
=== MP ===
'''MP''' is a measure of a character's mana. MP is a resource that characters can spend in order to use most [[skills]] and to use [[Mana Break]]. All characters will begin with a maximum storage of 300 MP.


=== Attack ===
=== Attack ===
'''Attack''' measures a character's offensive abilities and is divided into two categories: '''Physical Attack Power''' and '''Magical Attack Power'''. This stat is the base value used in all forms of damage calculations.
When a character is equipped with a weapon, their Attack Power will be expressed as a range of numbers where the median is the equal to the weapon's listed Attack stat. When attacking, the damage will generate a random number within this range for every individual hit.


=== Defense ===
=== Defense ===
'''Defense''' measures a character's defensive abilities and is divided into two categories: '''Physical Defense Power''' and '''Magical Defense Power'''. Defense Power will reduce the amount of damage taken by a certain percentage.


=== Additional Damage ===
=== Additional Damage ===
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=== Awakening Charge / DP Gain ===
=== Awakening Charge / DP Gain ===
'''Awakening Charge''' increases the rate of charging the Awakening Gauge. Normally, dealing 100 hits or receiving 50 hits is needed to charge the gauge for one Awakening Bead. Increasing the '''Awakening Charge''' stat will increase the value of each hit dealt and received, thus decreasing the amount of hits needed.  
'''Awakening Charge''' increases the rate of charging the Awakening Gauge. Normally, dealing 100 hits or receiving 50 hits is needed to charge the gauge for one Awakening Bead. Increasing the '''Awakening Charge''' stat will increase the value of each hit dealt and received, thus decreasing the number of hits needed.  


For players playing [[Add]], this stat is replaced with the '''DP Gain''' stat, which functions similarly by increasing the rate at which Add gains DP when attacking or being attacked.  
For players playing [[Add]], this stat is replaced with the '''DP Gain''' stat, which functions similarly by increasing the rate at which Add gains DP when attacking or being attacked.  
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=== Maximize ===
=== Maximize ===
'''Maximize''' is a stat that raises the lower limit of a character's '''Physical/Magical Attack Power''' range. During damage calculation, this stat can also give a chance of using the maximum value of the attack power's upper limit.
If the character is not equipped with a weapon, Maximize will have no effect. If a character possesses 50% Maximize, they will be able to do damage equal to or greater than the listed attack power of their equipped weapon. If they possess 100% Maximize, their attack power will always be equal to the upper limit of their Attack range. 


=== Movement ===
=== Movement ===
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=== MP Gain ===
=== MP Gain ===
'''MP Gain on Attack''' and '''MP Gain upon Receiving Attack''' are stats that increase amount of MP gain when attacking or attacked, respectively. These two stats are two separate stats.  
'''MP Gain on Attack''' and '''MP Gain upon Receiving Attack''' are stats that increase the amount of MP gain when attacking or attacked, respectively. These two stats are two separate stats.  


=== Reduced Damage ===
=== Reduced Damage ===
'''Reduced Damage''' absorbs the amount of damage taken by a certain percentage.


=== Specialization A/B ===
=== Specialization A/B ===
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=== Resistances ===
=== Resistances ===
The '''Resistance''' stats reduces the chance of receiving [[Attributing Equipment|the effects of weapon attributes]] as well as reducing the effectiveness of these status effects. This stat is divided into six types, each corresponding to the six available weapon attributes. Resistance is measured as a fraction with 500 as the maximum value. Having maxed resistances will only give 80% reduction in receiving and the effectiveness of these status effects and will not give complete immunity.


 
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