Attribute System: Difference between revisions

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  b) DEFENSE
  b) DEFENSE
  your defense will be = 1/4 * wisdom + 3/8 * constitution + 3/8 * speed -9 + misc defense points
  your defense will be = 1/4 * wisdom + 3/8 * constitution + 3/8 * speed + misc defense points -9




  c) ATTACK
  c) ATTACK
  your attack will be = 1/3 * strength + 1/3 * speed + 1/6 * wisdom + 1/6 * intelligence -9 + misc attack points
  your attack will be = 1/3 * strength + 1/3 * speed + 1/6 * wisdom + 1/6 * intelligence + misc attack points -9
 


->(basic math rule: first multiply factors, then add the results)


Note that there will be a dmg formula later on, I will do this step-by-step as this is a rather radical change.
Note that there will be a dmg formula later on, I will do this step-by-step as this is a rather radical change.
Line 47: Line 47:
@[[Wisdom]] --> I know, rarely used, but there will be different stuff to use it... Wink i.e. items you are unfamiliar with are not usable or so...
@[[Wisdom]] --> I know, rarely used, but there will be different stuff to use it... Wink i.e. items you are unfamiliar with are not usable or so...


@[[Intelligence]] -> your bonus jutsu points on newday will be "Standard Bonus" + 1 per every 12 Intelligence Points... So you can have tons of use points... because you are so smart and make efficient use of your chakra...
@[[Intelligence]] -> your bonus jutsu points on newday will be "Standard Bonus" + 1 per every 10 Intelligence Points... So you can have tons of use points... because you are so smart and make efficient use of your chakra...




There will be ongoing changes with this...
There will be ongoing changes with this...

Latest revision as of 11:33, 8 September 2022

Defintion

Stats - Strength/Dexterity/Wisdom/Intelligence/Constitution, were added to the game to make your character more unique.

Each Stat is described in the corresponding page.

History

To make the game a bit more complex than simply having atk/def where both damage and hitchance collide, I wanted to have it more like a real roleplaying game... with char stats that reflect how you like to be...

->a fast and lethal fighter, not too tough but hard to catch

->a strong brute that can take out others with a few hits, not fast but sturdy

->the intelligent and wise nin that relies on jutsus rather than brute force

... etc

So in November 2007 the system was introduced, and fighting etc calculated accordingly.

Formulas

a) SPEED
Your speed rating = 1/2 * dexterity + 1/4 * intelligence + 2.5


b) DEFENSE
your defense will be = 1/4 * wisdom + 3/8 * constitution + 3/8 * speed + misc defense points -9


c) ATTACK
your attack will be = 1/3 * strength + 1/3 * speed + 1/6 * wisdom + 1/6 * intelligence + misc attack points -9

->(basic math rule: first multiply factors, then add the results)

Note that there will be a dmg formula later on, I will do this step-by-step as this is a rather radical change.

Values get rounded naturally (up to 0.49999999 down, rest up)

Note that this will effect forest/pvp/all fights.

You will see your REAL attack points in the stats, not the misc points.

@Charm ---> already there, I'll keep the current system

@Wisdom --> I know, rarely used, but there will be different stuff to use it... Wink i.e. items you are unfamiliar with are not usable or so...

@Intelligence -> your bonus jutsu points on newday will be "Standard Bonus" + 1 per every 10 Intelligence Points... So you can have tons of use points... because you are so smart and make efficient use of your chakra...


There will be ongoing changes with this...