YOUR WILDEST STAT SYSTEMS

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We often implement new stats or take some out off of our games (hey I want criticals and evasion to be derived from SPD, etc) but what was the biggest stat overhaul you have ever done? (or planned to do?)

One of my plans was to have a system where the stats was ditching every stat for simply HP (which stands as HEALTH points in its literal sense) Level and a fixed BaseValue for each action.

(innate)
HP, Level
(equipment)
Attack


Then formula would be calculated somewhat like:
( BaseValue * HP% ) * (AttackerLevel / DefenderLevel)

(BaseValue = Attack + Skill Power)

This system with really simplified stats would take into account the health of the attacker for the strength of the attack (with possible capping as not to allow the attack to deal like 1% of the damage) as well as calculating the difference of levels to be used as defense. Levels take a more active role, while everything still being simplistic to the most


Alternately we also can talk about small snippets of stat optimization we've done. For example, in my upcoming game the role of luck will be:

LUCK - Adds to HIT%, EVA%, chances of hitting and avoiding status effects, chances of enemies dropping items after battle, chances of hitting a critical hit.
LUCK will range from 0 to 100 and will directly multiply or add in chances for any of these outcomes.

- Every 2 luck = 1 HIT%.
- Every 2 luck = 1 EVA%.
- Average party luck multiplies directly item drop rates. If an item has 5% drop rate and the party average luck is 50,
the drop rate will be " 5 + (5 x 0.5) ", or 7.5%.
- Critical hit is likewise multiplied by the difference between their luck stats, be that positive or negative.


Critical hit% = 10%, A.Luck = 100, B.luck = 0. the attack has 20% chance of landing a critical hit. (100% increase)
Critical hit% = 10%, A.Luck = 0, B.luck = 0. the attack has 10% chance of landing a critical hit. (nulled out)
Critical hit% = 10%, A.Luck = 0, B.luck = 100. The attack has 5% chance of landing a critical hit. (50% decrease)


EDIT: For context, roles of EVA% and HIT%
HIT% - Determines chance of attacks connecting. Default is 100%.
EVA% - Reduces chance of attacks connecting by directly subtracting HIT%.


So, what do you think? Got anything to share? Ever thought of radically changing stats?
One day, I'll implement a stat that is tracked but does nothing, like the Kindness stat in Mother 3.

So years later, when people ask me what the stat does, I'll just say "Nah, I put that in to mess with ya."
I tried to hijack the LUK stat in VXA to make something akin to an 'affinity' or 'alignment' stat. I had all playable characters start off with 50 LUK. Then, I had certain equipment, skills, states, and events affect the stat either temporarily or permanently. High LUK meant a 'good' affinity, while low LUK meant 'bad'.

The only thing it was ever used for was as a modifier for damage of certain skills (some skills are 'good', benefiting from high LUK, while others are 'bad', benefiting from low LUK). Well that, and determining what the character's responses will be when an event calls for it.

It was pushed to the cold, endless shadows before I thought up or implemented other uses. So much for that ><
Marrend
Guardian of the Description Thread
21806
Does overhauling the way inventory works count? Though, the idea of running with a separate damage stat has occurred to me.
Craze
why would i heal when i could equip a morningstar
15170
I've done a game with two stats, HP and Power:

http://rpgmaker.net/games/3937/

I've done a game with thirteen stats, which barely made sense:

http://rpgmaker.net/games/1212/

V&V's "core" stats:
Bravery: The measure of a character's physical staying power and brute strength. The higher your Bravery is, the more Melee damage you'll do, the less Melee damage you'll take, the more Energy and Sheer Force you'll have, the more power-based healing will benefit you, and the more often you'll be targeted by foes. The Warrior's aspect.

Perception: The measure of a character's agility and dexterity. The higher your Perception is, the more Ranged damage you'll do, the less Ranged damage you'll take, the more Sheer Force you'll have, the more often you'll dodge Melee and Ranged attacks, the more often you'll get a critical hit with Melee and Ranged attacks, and the less time you'll spend waiting between actions. The Rogue's aspect.

Charisma: The measure of a character's charm and emotional control. The higher your Charisma is, the more Psychic damage you'll do, the less Psychic damage you'll take, the less damage you'll take overall, the more Willpower you'll have, the more often you'll get a critical hit with Psychic and Force attacks, and the more effective your power-based healing will be. The Healer's aspect.

Tenacity: The measure of a character's endurance and magical ability. The higher your Tenacity is, the Force damage you'll do, the less Force damage you'll take, the more Energy and Willpower you'll have, the more often you'll dodge Psychic and Force attacks, and the more often you'll be targeted by attacks. The Magus's aspect.

Logic: The measure of a character's ability to assess and calculate scenarios. The higher your Logic is, the more damage you'll do overall, the more often you'll get a critical hit with any attack, and the less time you'll spend waiting between actions. The Assassin's aspect.


I actually really hate using character traits as stats, but V&V is an old game designed before most of my modern philosophies were ironed out. For context, Energy is HP; Sheer Force and Willpower are the two MP pools.

I coded Willpower in by copy-pasting every instance of mp and just putting a 2 on the end of it. I have no idea how V&V works or why it doesn't crash as it's so incredibly hacked-together. IT ADDS TO THE MYSTERY

What I've come to really like, however, is Wine & Roses and Teenage Costume's Squad multiple damage stats. It really helps with the customization-focused games I produce. Karsuman & I's current game is similar in that equipping more skills of a similar type will push that character toward that role via stat bonuses -- it's simple, it's elegant, and it allows for lots of tweaking.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Biggest stat overhaul, huh? Well, I immediately know which game. One of my games has... 21 stats... I think? Maybe more.

Let's break this nonsense down.

Five Main Core Stats

When the player levels up, they can choose which of these stats to increase. All equipment in the game has stat requirements based on these five stats.

Strength - Improves physical attack power with melee weapons. Also improves the block stat.
Agility - Improves physical attack power with ranged weapons, and number of normal attacks per round. Also, the number of counterattacks you can perform per round is capped based on your agility compared to the enemy's level. Also improves the evade stat. Also affects the hitrate of status ailments in the archer and marksman jobs.
Vitality - Improves max HP and physical defense. Also, some knight and dragoon skills use vitality instead of strength to calculate their attack power. Also improves the block stat, but not as much as strength.
Wisdom - Improves magical attack power. Also improves max MP.
Willpower - Improves healing spells, magical defense, buff duration, and status resistance. Also affects the hitrate of status ailments in 90% of jobs. Improves magical attack power when casting healing spells on undead enemies.

Derived Damage Stats

For the most part these stats are derived from your core stats, combined with your weapons and armor. These are the stats actually used in damage calculations. These stats aren't actually visible to players, though they can see when buffs and equipment increase them.

Physical Attack - Usually based on either strength or agility, depending on what type of weapon you have equipped. Some weapon types (daggers, whips, ninjaswords) are hybrid weapons based on a combination of strength and agility. Each hybrid weapon type uses a different multiplier (whips are more agility-based while daggers are more strength-based). If you are wielding a book, instrument, or stick, your attack power is instead based on a combination of your wisdom and willpower. Certain abilities in certain jobs will calculate your attack power differently - for example, thief skills treat your weapon as an agility-based weapon no matter what type of weapon you're wielding, and engineer skills ignore your weapon and add a bonus based on your level instead.
Magic Attack - An analogue to physical attack. Usually based on wisdom. Because weapons don't increase your magical attack, you also gain a bonus to it based on your level. Certain abilities in certain jobs will calculate your attack power differently - for example, ninja magic uses agility instead of wisdom to calculate your magic attack, and dragoon breaths use vitality instead of wisdom. When using a healing spell on an undead enemy, willpower is converted into magical attack.
Physical Defense - Based on vitality plus the pdef values of your equipped armor. Reduces physical damage.
Magical Defense - Based on willpower plus the mdef values of your equipped armor. Reduces physical damage.

This game has 32 jobs and a lot of them have weird abilities that handle your stats differently. For example, the knight ability Shield Slam deals damage based on your defense instead of your attack power. It also deals more hits the higher your block chance is. The magitek ability Tekmissile uses a combination of strength and wisdom to calculate damage that is half-physical-attack and half-magical-attack, but only target's the enemy's physical defense. The monk ability Suplex halves the enemy's HP and has a strength-based success chance. The time mage ability Comet deals magical damage, but summons more comets if you have higher agility. The monk ability Spin Fist deals physical damage and requires you to be using claws, which are a strength-based weapon, and has a long cooldown, but the cooldown is decreased by 1 round every time you perform a counterattack; since counterattack chance is based on your agility, the skill benefits from agility as well. Plus about two hundred other weird examples.

This kind of thing interacts interestingly with buffs and equipment that improve the derived stats. There's a lot of stuff that directly improves attack power, for example. If you're wearing an accessory that improves attack power, it will increase the damage of your normal attacks and of any skill that deals damage based on attack power, regardless of what type of weapon you have, and regardless of whether that skill calculates attack power weirdly. On the other hand you can also choose to wear an accessory that improves strength instead, which will only help if you have a melee weapon, but will also improve your block rate (since that's a secondary effect of strength) and will make Suplex succeed more often.



Avoidance Stats

You didn't think I was done describing stats yet did you? These stats are also not visible to players, though like the derived damage stats, players can at least see when buffs and equipment increase them.

Block - Based on strength (mostly) and vitality (to a lesser degree). A lot of equipment also improves block chance, especially shields.
Evade - Based on agility. A lot of equipment also improves evade chance. There is a cap to how high your combined block and agility chance can get. However, there are evasion-boosting buffs that can increase you over the cap.
Physical Skill Block - Only comes from equipment. Lets you block skills, as opposed to the normal block stat, which only blocks normal attacks.
Magical Skill Block - Like physical skill block but magical.
Physical Skill Evade - I'm sure there's a reason this exists but I can't remember what it it. Functionally, it's identical to physical skill block, except it shows a different message. I should probably delete this stat.
Magical Skill Evade - Another redundant stat that I should probably delete.


Other Stats

These don't fit in the above categories. They're all visible to players, at least.

Max HP - If you don't know what HP is you should maybe go play a video game. Based on vitality. Like every other stat in the game, there is equipment that directly increases max HP. Some healing abilities (like potions and regen status) are based on the target's max HP, instead of the caster's willpower.
Max MP - Used to cast abilities. Based on wisdom. MP-healing abilities are rare, and are usually either based on the caster's willpower or the target's max MP. MP-draining abilities also tend to be based on willpower, but not always.
Level - Used in damage calculations for magical attacks, and for certain physical attacks like engineer skills that ignore your weapon. Also used to calculate status hitrates. Also affects your max HP and MP. For cyborg characters, also affects your stats in a weird way. Some skills are partially based on your level, such as Minus Strike, which deals damage based on how much HP you're missing, but maxes out at 30x your level. There are buffs and ailments and even pieces of equipment that temporarily modify your level. The higher level you are compared to your enemy's level, the less gold and AP and fur points you gain (but that penalty uses your base level, not your modified level based on buffs and equipment).
Job Level - Each job has its own job level, which increases as you gain AP in that job. This doesn't affect your damage or combat directly at all. However, higher job levels unlock new abilities and even new jobs. Additionally, the amount of AP you gain from enemies increases slightly based on your job level.
Crit Rate - This isn't based on any stats, but some weapons have a crit bonus, and some buff spells improve your crit chance. For the most part, only normal attacks can crit; however, there are a small number of skills that can crit.
Luck - The game used to have a luck stat that improved crit rate and also affected two specific Thief abilities. I deleted the fuck out of it though.
I'm forgetting some stats - You can't make me keep typing this though

Of the game's 32 jobs, each one provides percentage bonuses to different stats. Those bonuses become better as your level increases - for example, Knight gives +30% HP at level 1, and +45% HP at level 100. (Knight also gives bonuses to MP, phys attack, phys defense, magic defense, evade, and block.) You can keep leveling up after level 100, but job bonuses stop increasing at that point.


Cyborgs

Also of note is the cyborg race. All other races, upon leveling up, gain 6 stat points in the five original core stats. They get to kinda choose how to allocate those 6 stats by picking one of five stat rolls. The choice looks something like this:

Congratulations! You have achieved level 4!
Stat rolls:
Option 1: Str: +2 Agi: +0 Vit: +2 Wis: +0 Will: +2
Option 2: Str: +0 Agi: +2 Vit: +2 Wis: +1 Will: +1
Option 3: Str: +1 Agi: +0 Vit: +3 Wis: +1 Will: +1
Option 4: Str: +0 Agi: +1 Vit: +2 Wis: +2 Will: +1
Option 5: Str: +1 Agi: +2 Vit: +2 Wis: +0 Will: +1


However, cyborgs instead gain +1 to all five stats, every single level. To make up for this, they also gain bonus status from their equipment. Every piece of equipment in the game has stat requirements - however, cyborgs don't have to meet the stat requirements, instead they have to meet a level requirement. They then get bonus stats based on the stat requirements of the equipment they're wearing. So, for example, the Crystal Helm requires 160 strength and 110 vitality for non-cyborgs to wear. But for cyborgs, it requires level 100 to wear, and grants +24 strength and +15 vitality when equipped.
slash
APATHY IS FOR COWARDS
4158
I haven't had any really wild stat systems - I like to minimize redundant stats as much as possible, so usually I get rid of things like Attack & Magic Attack and replace them with "Power" that covers both. I usually also get rid of chance-based stats like Evasion%, with special exceptions like a specific piece of armor.

I think my favorite, slightly unique stats I use are Kindness (KIND), which increases the power of healing or shielding spells, and Preparation (PREP), which provides an initial shield at the start of a battle. KIND allows characters to focus on support instead of offense, and PREP gives you a little breathing room at the start of a battle (although it's less effective in longer fights).
You wanna talk about WILD and SEXY stat systems? I've seen some interesting ones in some of the SaGa games, with Compassion determining healing damage and deflecting party member attacks, and Charm determining your resistance and effectiveness to Charm attacks (pretty pointless), but what I'm really interested in is how to creatively apply the everpresent LUCK stat in many games. A lot of games go with Luck determining critical hits and whatnot, but I'm always on the lookout for more creative ways to apply it.


author=slash
I haven't had any really wild stat systems - I like to minimize redundant stats as much as possible, so usually I get rid of things like Attack & Magic Attack and replace them with "Power" that covers both


Hmm I'm not sure; how do you differentiate spellcasters and physical fighters without stats to make them distinct?
Craze
why would i heal when i could equip a morningstar
15170
mog if you don't have boring, pointless ol' "normal attacks" then you don't need different stats. you can just make everything work via your skill set for them. for example, assuming you have a pool of up to 20 AP each battle, starting around 5-10...

Knight
Slash - 0 AP - 1x Phys damage to a target. Gain 5 AP
Righteous Blade - 4 AP - 1.5x Light damage to a target. Blinds for 2 turns
Cover - 2 AP - Take damage for target ally for 3 turns. Every time you take damage this way, gain 2 AP
Goddess Strike - 12 AP - 2x Light damage to all enemies. The party is healed 1x

He's fairly consistent but can pull out a bit of extra damage for most of his AP. Still, he's not gonna do much spike damage.

Wizard
Focus - 0 AP - Gain 6 AP, or 8 if you have full HP
Flicker - 2 AP - Target ally deals +20% Phys damage for five turns. Whenever an enemy targets them, the enemy takes 0.5x Fire damage
Set Aflame - 5 AP - 2x Fire damage, apply Burning token
Ignition - 10 AP - 4x Fire damage to all foes with a Burning token (consumes the token)

He's far burstier but takes a turn or two to set up. His damage output potential is far greater, and he's still dealing magic damage despite there only being a Power stat.
That is assuming the game have skills locked to characters. What if I wanted to make characters blank slates with slightly different base stats and growths, and wanted you to assign the skills yourself?
Also lol Craze, you're obsessed with the QWER system huh? ROFL
I really dig how you balance your games tho and they have some of the most interesting stat systems i've seen. Clear, easy to understand yet fun!


Also that's pretty interesting LockeZ, reminds me a bit of the snes final fantasies (I wonder why?)

I should give a shot at the squaresoft MUD but at the same time i'm not fond of text based games...


I shall post my own system for my nexgam here:


HP - Life
SP - Skill Points

PHYSICAL~
STR - Determines power of attacks and physical abilities. (innate number)
ATK% - Determines damage dealt. (equipment number)
DEF% - Determines damage taken. (equipment number)

MAGICAL~
INT - Determines power of magical abilities. (innate number)
MAG% - Determines magic damage dealt (equipment number)
RES% - Determines magic damage taken. (equipment number)

SPEED RELATED
HIT% - Determines chance of attacks connecting. Deafult is 100%.
EVA% - Reduces chance of attacks connecting by directly subtracting HIT%.
SPD - Determines turn order.

OTHER
LUCK - Adds to HIT%, EVA%, chances of hitting and avoiding status effects, chances of enemies dropping items after battle, chances of hitting a critical hit.
LUCK will range from 0 to 100 and will directly multiply or add in chances for any of these outcomes.

- Every 2 luck = 1 HIT%.
- Every 2 luck = 1 EVA%.
- Average party luck multiplies directly item drop rates. If an item has 5% drop rate and the party average luck is 50,
the drop rate will be " 5 + (5 x 0.5) ", or 7.5%.
- Critical hit is likewise multiplied by the difference between their luck stats, be that positive or negative.


Critical hit% = 10%, A.Luck = 100, B.luck = 0. the attack has 20% chance of landing a critical hit. (100% increase)
Critical hit% = 10%, A.Luck = 0, B.luck = 0. the attack has 10% chance of landing a critical hit. (nulled out)
Critical hit% = 10%, A.Luck = 0, B.luck = 100. The attack has 5% chance of landing a critical hit. (50% decrease)

That means luck is more effective offensively.


This is the base I have. It's going to change a bit though. I was considering adding Level to the battle algorithm so it'd be like

(STR * ATK%) * (A.level / b.level) / (b.DEF%)

So a char with 1000 STR and 20 ATK%, at level 20 vs a lv. 10 with 10 DEF%:

(1000 * 1.20) * ( 20 / 10 ) / ( 1.10 )
1200 * 2 / 1.10
2400 / 1.10
2240
slash
APATHY IS FOR COWARDS
4158
author=Feldschlacht IV
author=slash
I haven't had any really wild stat systems - I like to minimize redundant stats as much as possible, so usually I get rid of things like Attack & Magic Attack and replace them with "Power" that covers both
Hmm I'm not sure; how do you differentiate spellcasters and physical fighters without stats to make them distinct?


I HAVE STRONG THOUGHTS ON THIS ACTUALLY

IMO, if you really want "Magic" to feel different than "Physical", I think you gotta design your combat around it a bit. Separating the stats into ATK and MATK doesn't make them operate differently in an interesting way. Plus, with some clever design, you can create some interesting choices mechanically and use those mechanics to support your game's Magic vs. Physical attributes thematically:

  • Phantasy Star 4 did this by separating abilities into Skills & Techniques. Techniques used TP (basically MP) that came from a shared pool, but Skills had individual pools of uses (ala FF1 or "Vancian" magic). In addition, robotic characters couldn't use Techniques and couldn't be healed by Techniques, but had their own skills for self-healing.
  • You could add elements to all magical spells, meaning that their effectiveness is always varying based on the enemy/ally. You'd have to decide which magic to use on which enemy, and alter your strategy if an enemy is immune. Meanwhile, physical skills would be 100% reliable - never especially effective or ineffective.
  • You could add a charging-up time to all Magic skills that requires several turns (varying based on the spell's power) while Physical skills would simply execute instantly but would harm or debuff your character afterwards (to represent the physical toll on the body).


IMO, adding a noticeable difference to the mechanical aspects of Physical vs. Magical attacks - one that players have to carefully consider and work around - really makes the story side of the separation feel more meaningful.
Ratty524
The 524 is for 524 Stone Crabs
12986
I don't think I've ever tried to go "wild" with my stat systems. One thing I did when making Chaos Sword was try to set the LUK stat to 0 to remove accuracy in the game... Only to find out later that LUK has nothing to do with hit accuracy and more to do with crits and effect chances.

Other than that, in Densetsu no Kusoge I created the illusion of a rediculous stat system by simply editing the battle message desplays to add on some numbers to the actual damage enemies were doing. That, and I also made healing potions that heal you based on the value of your current HP or something retarded like that.
I've made a stats system and never used it (haven't we all!) that was based more on the learning and growth of the stats than the actual use. In fact a lot of my scrapped ideas are more on the HOW than the WHAT.

I'll just quote most of it from my ancient proposals for a BONUS EXP system:

Outside of battle, there's a coffee shop (or equivalent device) that makes custom drinks (or equivalent product) that can be purchased for individual members.

So, if you mix a drink and give it to a player, they have an increase in a hidden value. This increase is based on the character's tastes, so black coffee might work better on me than on Rayen. Let's call this hidden variable the Bonus statistic.


----------------Cost--------Lan--------Rayen
Coffee------$1.50--------(+10)--------(+2)
Tea----------$1.25--------(-1)--------(+8)
Milk---------$0.80--------(+4)--------(+3)


At the end of a battle, the player on your team with the highest Bonus stat gets an EXP Bonus, then their Bonus stat reduces by some small amount (possibly random). If one player has more Bonus (by giving them more/better drinks than the others), they continuously get the EXP Bonus. So the lead Bonus holder is the one who always gets more EXP--they never share.

Battle 01
Rayen has 12 B-Stat
Lan has 11 B-Stat

Rayen gets BONUS EXP!
Rayen loses 2 B-Stat

Battle 02
Rayen has 9 B-Stat
Lan has 11 B-Stat

Lan gets BONUS EXP!
Lan loses 3 B-Stat


If the hidden variable goes below zero for everyone, no one gets that bonus, so you have to go spend money again.

Ideally, this exchanges your money for extra EXP. If you never buy drinks no one gets a bonus, but that money can be spent on other things later. And you can choose who you want to over-level by investing in them with battle-earned-money, rather than time (which would be the case in a grind-fest where you can change players).
Craze
why would i heal when i could equip a morningstar
15170
Merlandese, that's actually really cool (or rather, would be if the player knew about the bonus XP and had a general idea of how to exploit it).
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