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 Stat System

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beyonddestiny
The White Falcon


Posts: 16
Join date: 2013-01-08

Character Status
Name: Akashi Shigeru / Zaffre Executor
Level: 1
Burst Points:
100/300  (100/300)

PostSubject: Stat System   Sat 19 Jan - 22:34

The purpose of the stat system is to define the known attributes that burst linkers have between one another. Characters gain special abilities once they reach a certain stat number for an attribute. The average stat number for an attribute is 100, and the maximum one can allocate to an individual stat is 5000, meaning that you can, at most, become 50 times as strong as a normal burst linker in a particular attribute. Do note that it is possible to exceed this number through taking advantaging of the boosts provided by an enhanced armament (EA).

Stat Containers:

Melee Prowess - Physical Strength & Damage Done From Melee Attacks
Range Prowess - Damage Done From Range Attacks
Defense - Endurance, Resistance Towards Physical Attacks, and Blocking Capabilities. Beyond 2500, Defense also provides resistances to non-physical attacks (elemental).
Speed - Movement Ability, Attack Speed, & Evasion - Literal Aspect
Dexterity - Accuracy of Attacks, Ability to Perform Critical Hits, & Evasion - Control Aspect
Killer Gauge - How Fast Your Gauge Charges.

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'Evasion' or 'Dodging' is determined by speed and dexterity. 50% of evasion comes from dexterity, while the other comes from speed - making it an effective 1 : 1 ratio.

'Parrying' to be added.

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In Brain Burst Dual Avatars of a higher level have a higher base health then those of a lower level. We preferred not doing it as a stat container and make it a set amount for each levels, since defense will already play a part in how well one can defend against such attacks.

The health % is as such:

Level 1 = 100%, 2 = 110%, 3 = 125%, 4 = 140%, 5 = 160%, 6 = 185% 7 = 215%, 8 = 245%, 9 = 250%

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Point Distribution:

You start with 1000 stat points at Level 1.

Level 1 = 1000
Level 2 = 1000 + 500 = 1500
Level 3 = 1000 + 500 + 750 = 2250
Level 4 = 1000 + 500 + 750 + 1250 = 3500
Level 5 = 1000 + 500 + 750 + 1250 + 1500 = 5000
Level 6 = 1000 + 500 + 750 + 1250 + 1500 + 2000 = 7000
Level 7 = 1000 + 500 + 750 + 1250 + 1500 + 2000 + 2500 = 9500
Level 8 = 1000 + 500 + 750 + 1250 + 1500 + 2000 + 2500 + 2500 = 12000
Level 9 = 1000 + 500 + 750 + 1250 + 1500 + 2000 + 2500 + 2500 + 500 = 12500

Level 1 Total = 1000
Level 2 Total = 1500 (+ 500 from Level 1)
Level 3 Total = 2250 (+ 750 from Level 2)
Level 4 Total = 3500 (+ 1250 from Level 3)
Level 5 Total = 5000 (+ 1500 from Level 4)
Level 6 Total = 7000 (+ 2000 from Level 5)
Level 7 Total = 9500 (+ 2500 from Level 6)
Level 8 Total = 12000 (+ 2500 from Level 7)
Level 9 Total = 12500 (+ 500 from Level 8 )


Last edited by beyonddestiny on Mon 28 Jan - 11:57; edited 2 times in total
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View user profile
Gold Alpha
God of the New World


Posts: 19
Join date: 2012-12-31

Character Status
Name: Sakaki Nakamura
Level: 1
Burst Points:
100/300  (100/300)

PostSubject: Re: Stat System   Mon 18 Feb - 14:36

Since we are using the Killer Gauge stat, here are some stuff that you might want to know.

First, as some of you may already know, you cannot gain Killer Gauge through using Abilities/Killer Moves, thus you must plan your stuff carefully.

Second, you can inflict terrain damage, when possible, but the gain will vary. Those that have under 3500 KG stats will be limited to 5% per post while those that have 3500 and more KG stats will be able to reach a maximum of 10% per post.

Lastly, here is a chart of how the KG gain is affected by the KG stat:

At 0 KG - One Gains 1% KG Per 1% Damage Dealt & 2% KG Per 1% Damage Received
At 500 KG - One Gains 1.5% KG Per 1% Damage Dealt & 3% KG Per 1% Damage Received
At 1000 KG - One Gains 2% KG Per 1% Damage Dealt & 4% KG Per 1% Damage Received
At 1500 KG - One Gains 2.5% KG Per 1% Damage Dealt & 5% KG Per 1% Damage Received
At 2000 KG - One Gains 3% KG Per 1% Damage Dealt & 6% KG Per 1% Damage Received
At 2500 KG - One Gains 3.5% KG Per 1% Damage Dealt & 7% KG Per 1% Damage Received
At 3000 KG - One Gains 4% KG Per 1% Damage Dealt & 8% KG Per 1% Damage Received
At 3500 KG - One Gains 4.5% KG Per 1% Damage Dealt & 9% KG Per 1% Damage Received
At 4000 KG - One Gains 5% KG Per 1% Damage Dealt & 10% KG Per 1% Damage Received
At 4500 KG - One Gains 5.5% KG Per 1% Damage Dealt & 11% KG Per 1% Damage Received
At 5000 KG - One Gains 6% KG Per 1% Damage Dealt & 12% KG Per 1% Damage Received
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