Aug 12, 2022 13:16:35 GMT
Post by Earth-chan on Aug 12, 2022 13:16:35 GMT
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STATS/ POWER SCALING
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HOTSPOT! is first and foremost a freeform roleplay site, meaning there is no need to number crunch or roll excessively to calculate that one attack, or keep track of how much health you have. But since it takes inspiration from themes with a 'stat system', the numbers will be incorporated in a way that it adds flavour, something people can work towards strengthening, and a loose guideline of what your characters are capable of. [break][break]
NOTE: The stat guide is an overall base guideline of what people are capable of. You power might alter the system slightly, making you stronger than others of similar stat rank to you. [break][break]
Everyone starts off with a flat rate of 10 points across every attribute. Upon receiving your class, you may or may not have an increase in certain stats based on what you get. E.g. A Barbarian might be given +5 extra points in STR. [break][break]
Upon receiving your class, there will be some guidance on what stats to increase. If you choose to increase other stats not mentioned in your initial abilities, then your future abilities will reflect your new stat pool. For example, a warrior class with high PWR, DEF and VIT might pour stats into MAGI. If that is the case, the next ability they unlock might grant them an elemental enchantment on their weapon. [break][break]
If this is something that interests you, be sure to increase desired stats high enough, then unlock a new ability.[break][break]
HOTSPOT! is first and foremost a freeform roleplay site, meaning there is no need to number crunch or roll excessively to calculate that one attack, or keep track of how much health you have. But since it takes inspiration from themes with a 'stat system', the numbers will be incorporated in a way that it adds flavour, something people can work towards strengthening, and a loose guideline of what your characters are capable of. [break][break]
NOTE: The stat guide is an overall base guideline of what people are capable of. You power might alter the system slightly, making you stronger than others of similar stat rank to you. [break][break]
Everyone starts off with a flat rate of 10 points across every attribute. Upon receiving your class, you may or may not have an increase in certain stats based on what you get. E.g. A Barbarian might be given +5 extra points in STR. [break][break]
Upon receiving your class, there will be some guidance on what stats to increase. If you choose to increase other stats not mentioned in your initial abilities, then your future abilities will reflect your new stat pool. For example, a warrior class with high PWR, DEF and VIT might pour stats into MAGI. If that is the case, the next ability they unlock might grant them an elemental enchantment on their weapon. [break][break]
If this is something that interests you, be sure to increase desired stats high enough, then unlock a new ability.[break][break]
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Ranks
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F: 0-10 [break][break]
E: 11-19 [break][break]
D:20-29 [break][break]
C: 30-50 [break][break]
B: 51-85 [break][break]
A: 86-150 [break][break]
A+: 151-190 [break][break]
S: 191-299 [break][break]
S+: 300-499 [break][break]
SS: 500+ [break][break]
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F: 0-10 [break][break]
E: 11-19 [break][break]
D:20-29 [break][break]
C: 30-50 [break][break]
B: 51-85 [break][break]
A: 86-150 [break][break]
A+: 151-190 [break][break]
S: 191-299 [break][break]
S+: 300-499 [break][break]
SS: 500+ [break][break]
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PLUS (+) STATS
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A+ and S+ are not standalone ranks, but can still be viewed as A and S respectively. When taking and dealing damage, it is still considered as the standard ranks. This means that an A+ DEF would still need to take 4x B Rank attacks before being downed (if in staff-run threads or you’d prefer to move away from freeform). Flavour-wise, there would still be some visible difference in strength, but this is implemented just to stretch out the comparison of stats in the higher ranks and settle ties among A-Ranks and S-Ranks. [break][break]
The + stat is in place for classes of similar ranks at that high level field. When determining certain clashes of opposing force e.g. battle of wills, tie breakers - it will usually be the PLUS (+) Stat that wins.
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E.g. An A Rank player and A+ Rank player both have mental abilities that they try to use against each other. Because there is still a power difference between the two, it would be the A+ Rank that comes out victorious. This rule should only come into play when freeform RP cannot resolve a conflict.
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This also applies to abilities with the term ‘1 Rank lower/ higher’, but only between the A and S ranks usually. [break][break]
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A+ and S+ are not standalone ranks, but can still be viewed as A and S respectively. When taking and dealing damage, it is still considered as the standard ranks. This means that an A+ DEF would still need to take 4x B Rank attacks before being downed (if in staff-run threads or you’d prefer to move away from freeform). Flavour-wise, there would still be some visible difference in strength, but this is implemented just to stretch out the comparison of stats in the higher ranks and settle ties among A-Ranks and S-Ranks. [break][break]
The + stat is in place for classes of similar ranks at that high level field. When determining certain clashes of opposing force e.g. battle of wills, tie breakers - it will usually be the PLUS (+) Stat that wins.
[break][break]
E.g. An A Rank player and A+ Rank player both have mental abilities that they try to use against each other. Because there is still a power difference between the two, it would be the A+ Rank that comes out victorious. This rule should only come into play when freeform RP cannot resolve a conflict.
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This also applies to abilities with the term ‘1 Rank lower/ higher’, but only between the A and S ranks usually. [break][break]
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PWR
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POWER - The heavy hitting stat. How powerful your punches are, your projectiles, the strength of your power and self as a whole. Increasing this stat will make you deal more damage or intensify certain elements of your power. This also equates to healing potency - what you read in damage is what wounds you can heal. The physical strength examples described in the PWR rank only applies to classes that actually mention the use of physical strength. If you have an ability/ skill that involves physical application, this would apply to you. If PWR in your abilities references spell damage (fire potency), then that is what you should refer to here. Players do not universally become muscular hulks with a high PWR unless their class references such an ability.[break][break]
F: Mundane. Regular human feats. Light cuts and bruises. Hardly anything lethal.[break][break]
E: Peak human health, slightly superhuman. More painful wound infliction. Low potential to KO.[break][break]
D: Superhuman strength, can lift medium sized people with focus. Difficult to throw. Attacks can knock someone out with enough hits. Deeper cuts and bruises. Sharpened razor blades, mallet, light burns.[break][break]
C: Can easily lift and throw people. Powers can break through brittle wood easily, break bones with enough strikes in one place and cut like kitchen knives from sharp attacks. Blunt attacks feel like being hit by a metal hammer. Burns last longer.[break][break]
B: Lift a horse off the ground. Drag a car. Struggle to throw anything of these weights if there is resistance. Attacks are lethal if hit enough. This is the kind of damage you would want to avoid. Break bones, leave scars from cutting/ piercing damage, burns are more severe (2nd degree).[break][break]
A: Capable to lift an elephant with no struggle, throw things of lesser weight much easier. Can prevent a car from driving away. Attacks are capable of instantly incapacitating someone if their stats are too low. Limbs can be severed with enough precision. 3rd degree burns.[break][break]
S: Capability to destroy buildings and areas of towns with your fire force. Attacks can rip someone to shreds with enough coverage. Bones can be shattered from impact, burns can char away substance entirely. [break][break]
SS: God Tier. Destroy mountains. Level cities. Collateral damage and high casualties expected. [break][break]
POWER - The heavy hitting stat. How powerful your punches are, your projectiles, the strength of your power and self as a whole. Increasing this stat will make you deal more damage or intensify certain elements of your power. This also equates to healing potency - what you read in damage is what wounds you can heal. The physical strength examples described in the PWR rank only applies to classes that actually mention the use of physical strength. If you have an ability/ skill that involves physical application, this would apply to you. If PWR in your abilities references spell damage (fire potency), then that is what you should refer to here. Players do not universally become muscular hulks with a high PWR unless their class references such an ability.[break][break]
F: Mundane. Regular human feats. Light cuts and bruises. Hardly anything lethal.[break][break]
E: Peak human health, slightly superhuman. More painful wound infliction. Low potential to KO.[break][break]
D: Superhuman strength, can lift medium sized people with focus. Difficult to throw. Attacks can knock someone out with enough hits. Deeper cuts and bruises. Sharpened razor blades, mallet, light burns.[break][break]
C: Can easily lift and throw people. Powers can break through brittle wood easily, break bones with enough strikes in one place and cut like kitchen knives from sharp attacks. Blunt attacks feel like being hit by a metal hammer. Burns last longer.[break][break]
B: Lift a horse off the ground. Drag a car. Struggle to throw anything of these weights if there is resistance. Attacks are lethal if hit enough. This is the kind of damage you would want to avoid. Break bones, leave scars from cutting/ piercing damage, burns are more severe (2nd degree).[break][break]
A: Capable to lift an elephant with no struggle, throw things of lesser weight much easier. Can prevent a car from driving away. Attacks are capable of instantly incapacitating someone if their stats are too low. Limbs can be severed with enough precision. 3rd degree burns.[break][break]
S: Capability to destroy buildings and areas of towns with your fire force. Attacks can rip someone to shreds with enough coverage. Bones can be shattered from impact, burns can char away substance entirely. [break][break]
SS: God Tier. Destroy mountains. Level cities. Collateral damage and high casualties expected. [break][break]
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DEF
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DEFENSE - As the name suggests, this stat is all about blocking damage. It's how potent your shields are and how naturally strong your passive defence is etc. DEF is usually associated with blocking physical and magical damage, but does not protect you from mind manipulation/ psychic damage etc. That would be [WIL]. The examples do not apply to everyone, and your class description will explain in more detail what is possible for your defensive skillset based on rank e.g. how many times you can be hit with one attack before feeling the damage. If you do decide to pour stats in DEF before having an ability that references such, you can translate that to your own judgement. Be realistic with the table below.[break][break]
F: Little to no defensive capabilities. Shields are as strong as wood.[break][break]
E: Slightly more resilient, tough skin and strong bones, but still just as susceptible to break from attacks. Shields are like reinforced wood. [break][break]
D: Resistant to light cuts, bruises, piercing etc. Shields made are as strong as a sturdy glass, but can break given enough force/ precision. [break][break]
C: Can sustain damage more frequently from weapons like longswords, arrows, some fire etc. Shields are as strong as bulletproof glass. [break][break]
B: Can sustain damage from basic heavy weapons like great axes, spears etc. Shields are as strong as stone and last longer.[break][break]
A: Shrug off several thrown boulders. Shields are as strong as dense metal. [break][break]
S: Can survive explosions that would level a city. Shields are as strong as diamond..[break][break]
SS: God Tier. Nigh Invincible. [break][break]
DEFENSE - As the name suggests, this stat is all about blocking damage. It's how potent your shields are and how naturally strong your passive defence is etc. DEF is usually associated with blocking physical and magical damage, but does not protect you from mind manipulation/ psychic damage etc. That would be [WIL]. The examples do not apply to everyone, and your class description will explain in more detail what is possible for your defensive skillset based on rank e.g. how many times you can be hit with one attack before feeling the damage. If you do decide to pour stats in DEF before having an ability that references such, you can translate that to your own judgement. Be realistic with the table below.[break][break]
F: Little to no defensive capabilities. Shields are as strong as wood.[break][break]
E: Slightly more resilient, tough skin and strong bones, but still just as susceptible to break from attacks. Shields are like reinforced wood. [break][break]
D: Resistant to light cuts, bruises, piercing etc. Shields made are as strong as a sturdy glass, but can break given enough force/ precision. [break][break]
C: Can sustain damage more frequently from weapons like longswords, arrows, some fire etc. Shields are as strong as bulletproof glass. [break][break]
B: Can sustain damage from basic heavy weapons like great axes, spears etc. Shields are as strong as stone and last longer.[break][break]
A: Shrug off several thrown boulders. Shields are as strong as dense metal. [break][break]
S: Can survive explosions that would level a city. Shields are as strong as diamond..[break][break]
SS: God Tier. Nigh Invincible. [break][break]
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SPD
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SPEED - The speed of your character, the basic projectiles and weapon strikes. This also calculates how agile you are in combat. This is quite a dextrous stat, increasing the speed of basic projectiles unless otherwise stated in your inventory. This also calculates the rate of fire per post (basic projectiles). If a ranged attack in your inventory is tagged with [SPD] but no elaboration, refer to this table to see what it is capable of. SPD can sometimes be used to calculate stealth in a more physical sense, but will be referenced in your class if that's possible.[break][break]
F: Mundane. Regular human feats. Slow moving projectile (throwing a ball). One projectile per post.[break][break]
E: Peak human health, Can easily run long distances, Agile. Faster moving projectile (throwing a ball hard). One projectile per post. [break][break]
D: Unnaturally fast. Can outrun large dogs. Fast projectile (novice pitcher). 1 Projectile. [break][break]
C: After a short build up, can run as fast as a cheetah. Faster projectile (professional pitcher). 2 basic Projectiles.[break][break]
B: Can perform short bursts of speed, but can maintain longer distances at lower speeds. High-speed projectile 150mph (arrow, standard train). Fire rate of 2 basic Projectiles per post.[break][break]
A: Can now instantly take off at high speeds in rank C before building to rank B speeds. Projectiles travel like low speed bullets. 3 basic Projectiles per post.[break][break]
S: Can maintain higher speeds for longer duration before needing to rely on [VIT] for stamina. Can reach speeds of 230mph. Projectiles travel like high-speed bullets. 4 Projectiles. [break][break]
SS: Travel so fast you leave behind after images. Projectiles fire faster than the fastest bullets. 5 Projectiles. [break][break]
SPEED - The speed of your character, the basic projectiles and weapon strikes. This also calculates how agile you are in combat. This is quite a dextrous stat, increasing the speed of basic projectiles unless otherwise stated in your inventory. This also calculates the rate of fire per post (basic projectiles). If a ranged attack in your inventory is tagged with [SPD] but no elaboration, refer to this table to see what it is capable of. SPD can sometimes be used to calculate stealth in a more physical sense, but will be referenced in your class if that's possible.[break][break]
F: Mundane. Regular human feats. Slow moving projectile (throwing a ball). One projectile per post.[break][break]
E: Peak human health, Can easily run long distances, Agile. Faster moving projectile (throwing a ball hard). One projectile per post. [break][break]
D: Unnaturally fast. Can outrun large dogs. Fast projectile (novice pitcher). 1 Projectile. [break][break]
C: After a short build up, can run as fast as a cheetah. Faster projectile (professional pitcher). 2 basic Projectiles.[break][break]
B: Can perform short bursts of speed, but can maintain longer distances at lower speeds. High-speed projectile 150mph (arrow, standard train). Fire rate of 2 basic Projectiles per post.[break][break]
A: Can now instantly take off at high speeds in rank C before building to rank B speeds. Projectiles travel like low speed bullets. 3 basic Projectiles per post.[break][break]
S: Can maintain higher speeds for longer duration before needing to rely on [VIT] for stamina. Can reach speeds of 230mph. Projectiles travel like high-speed bullets. 4 Projectiles. [break][break]
SS: Travel so fast you leave behind after images. Projectiles fire faster than the fastest bullets. 5 Projectiles. [break][break]
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MAGI
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MAGIC - Your magical mastery over your powers. A high magic means more control, more unique effects. You can often summon more quantities of an element, or increase the blast radius of a spell. There is some overlap between Magic and Wisdom, but it will be clarified in your Class what one works for your powers. High magic pushes the boundary on what you can create and destroy, sometimes overlapping with power. This will be clarified in your class if needed. MAGIC can be used in reference to stealth, when masking your presence with illusions etc.[break][break]
F: Little to no magical ability. Spells are almost mundane, just slight alterations on what is normally possible. [break][break]
E: Some magical ability. Can now create slightly supernatural effects that could be seen as a trick of the light. [break][break]
D: Improving at spell casting. Feats are now obviously supernatural. Lifting heavy objects, generating elements from thin air. Quantity is small. [break][break]
C: Create larger amounts of specific element and add logical effects to spells. Small exploding fireball. Water that freezes midair etc. [break][break]
B: Magically adept at spell manipulation/ casting. Abilities are now very unique and come with added effects. Can control/ generate large quantities of an element. Spheres of water that bind, fire that burns and heals, spear thrust that absorbs lightning.[break][break]
A: Their feats are something that will be talked about by thousands. Dazzling and powerful, washing away entire hordes with waves of magic, or surrounding an entire camp settlement in a wall of fire. Even the weather can be under their control at this point. [break][break]
S: Natural disasters are nothing but another spell in their book. They can envelop villages in glass domes, spread a virulent plague into a monster camp, and create twisters of lightning with a flick of their wrist.[break][break]
SS: Possibilities are endless, and the player is not bound to any kind of law. If they can think it, they can do it. [break][break]
MAGIC - Your magical mastery over your powers. A high magic means more control, more unique effects. You can often summon more quantities of an element, or increase the blast radius of a spell. There is some overlap between Magic and Wisdom, but it will be clarified in your Class what one works for your powers. High magic pushes the boundary on what you can create and destroy, sometimes overlapping with power. This will be clarified in your class if needed. MAGIC can be used in reference to stealth, when masking your presence with illusions etc.[break][break]
F: Little to no magical ability. Spells are almost mundane, just slight alterations on what is normally possible. [break][break]
E: Some magical ability. Can now create slightly supernatural effects that could be seen as a trick of the light. [break][break]
D: Improving at spell casting. Feats are now obviously supernatural. Lifting heavy objects, generating elements from thin air. Quantity is small. [break][break]
C: Create larger amounts of specific element and add logical effects to spells. Small exploding fireball. Water that freezes midair etc. [break][break]
B: Magically adept at spell manipulation/ casting. Abilities are now very unique and come with added effects. Can control/ generate large quantities of an element. Spheres of water that bind, fire that burns and heals, spear thrust that absorbs lightning.[break][break]
A: Their feats are something that will be talked about by thousands. Dazzling and powerful, washing away entire hordes with waves of magic, or surrounding an entire camp settlement in a wall of fire. Even the weather can be under their control at this point. [break][break]
S: Natural disasters are nothing but another spell in their book. They can envelop villages in glass domes, spread a virulent plague into a monster camp, and create twisters of lightning with a flick of their wrist.[break][break]
SS: Possibilities are endless, and the player is not bound to any kind of law. If they can think it, they can do it. [break][break]
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VIT
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VITALITY - Your physical stamina and 'health'. Although there is no HP tracker, a high Vitality equivalates to someone who can take more hits. This can be how fast you regenerate energy, how long you can fight for without exhausting yourself, your pain tolerance. Defense is about blocking the damage outright, Vitality is how much damage you can sustain.[break][break]
F: Mundane. Regular blood loss, can't run for very long before becoming exhausted.[break][break]
E: An active and healthy individual. Could run a full marathon before needing a long rest. Still bleeds the same. [break][break]
D: Peak human condition, an athletic prodigy. Can run a whole marathon without needing rest after. Can lose a little more blood than most before feeling light headed. [break][break]
C: Superhuman, though only a little. Is much more resilient and has a high pain tolerance. Cuts and bruises don't seem to phase them, and a little blood here and there never hurt anybody.[break][break]
B: Can suffer multiple deep cuts and bones take longer to break. Body seems to recover slowly on its own. Can travel through harsh climates and still survive. [break][break]
A: From A Rank VIT, a player can restore one instance of damage of equal rank once per thread e.g. If Player 1 with A-Rank VIT has taken 2x A Rank attacks, and are one away from being downed, they can recover one of those instances as if they had only taken 1x A-Rank attack. [break][break]Individual can lose a lot of blood but still continue with a fighting spirit. Can perform all kinds of physical activities without getting tired, only becoming exhausted through other players interference/ high magical sources. Moderate wounds regenerate slowly. Light cuts, quickly. [break][break]
S: Blood loss means nothing to them. Wounds can be shrugged off and ignored as most will just regenerate. Individual can lose limbs and still fight on just as well with all of them.[break][break]
SS: A never-ending threat. Do not engage in drawn out combat with said person. Can suffer endless amounts of wounds before feeling pain. Severing the head/ core seems to be the only way to finish off these kinds of people. [break][break]
VITALITY - Your physical stamina and 'health'. Although there is no HP tracker, a high Vitality equivalates to someone who can take more hits. This can be how fast you regenerate energy, how long you can fight for without exhausting yourself, your pain tolerance. Defense is about blocking the damage outright, Vitality is how much damage you can sustain.[break][break]
F: Mundane. Regular blood loss, can't run for very long before becoming exhausted.[break][break]
E: An active and healthy individual. Could run a full marathon before needing a long rest. Still bleeds the same. [break][break]
D: Peak human condition, an athletic prodigy. Can run a whole marathon without needing rest after. Can lose a little more blood than most before feeling light headed. [break][break]
C: Superhuman, though only a little. Is much more resilient and has a high pain tolerance. Cuts and bruises don't seem to phase them, and a little blood here and there never hurt anybody.[break][break]
B: Can suffer multiple deep cuts and bones take longer to break. Body seems to recover slowly on its own. Can travel through harsh climates and still survive. [break][break]
A: From A Rank VIT, a player can restore one instance of damage of equal rank once per thread e.g. If Player 1 with A-Rank VIT has taken 2x A Rank attacks, and are one away from being downed, they can recover one of those instances as if they had only taken 1x A-Rank attack. [break][break]Individual can lose a lot of blood but still continue with a fighting spirit. Can perform all kinds of physical activities without getting tired, only becoming exhausted through other players interference/ high magical sources. Moderate wounds regenerate slowly. Light cuts, quickly. [break][break]
S: Blood loss means nothing to them. Wounds can be shrugged off and ignored as most will just regenerate. Individual can lose limbs and still fight on just as well with all of them.[break][break]
SS: A never-ending threat. Do not engage in drawn out combat with said person. Can suffer endless amounts of wounds before feeling pain. Severing the head/ core seems to be the only way to finish off these kinds of people. [break][break]
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WIL
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WILLPOWER - The fuel of your magic, the mental fortitude that protects your mind and spirit. Willpower essentially gives you more 'mana'/ 'energy resource' to cast spells, and allows you to use abilities more frequently. WIL also translates to the mental strength to continue, even after being physically and mentally tortured. Seeing through illusions is easy for those with high WIL. Basic attacks of a magical nature will still use energy, and consecutive use will cause your character to collapse if your WIL is too low.[break][break]
F: Small energy reservoir. Can cast spells a minimal amount and get exhausted after several uses. No protection of the mind. [break][break]
E: Can cast spells more frequently before getting exhausted but not notably much. Little to no protection of the mind. [break][break]
D: Harder to influence the mind. Spells can be used regularly, but constant use will require longer rest. Individuals tend to be more focussed in chaotic situations. [break][break]
C: The effects of a high Willpower are more apparent. Mana is much higher and can sustain a caster for a whole dungeon. Cooldowns are slightly reduced compared to other spellcasters. It's easier to see through minor illusions and resist psychic influence.[break][break]
B: Cooldowns are reduced to make you a high threat given the right circumstances. Your energy rarely depletes unless pushed to your limit/ near death experience. Illusions must be elaborate in order to properly work on you.[break][break]
A: Mana has increased greatly, recovering on its own at a much higher rate. Your mental fortitude make it so that no horror phases you. [break][break]
S: Emotional torture, grief, fear... None of that matters. You are able to always think and see clearly. Your spell casting is almost endless.[break][break]
SS: An endless well of energy resources, and cooldowns don't seem to exist. Illusions are pointless, and your mind is a fortress. Nothing can break your resolve. [break][break]
WILLPOWER - The fuel of your magic, the mental fortitude that protects your mind and spirit. Willpower essentially gives you more 'mana'/ 'energy resource' to cast spells, and allows you to use abilities more frequently. WIL also translates to the mental strength to continue, even after being physically and mentally tortured. Seeing through illusions is easy for those with high WIL. Basic attacks of a magical nature will still use energy, and consecutive use will cause your character to collapse if your WIL is too low.[break][break]
F: Small energy reservoir. Can cast spells a minimal amount and get exhausted after several uses. No protection of the mind. [break][break]
E: Can cast spells more frequently before getting exhausted but not notably much. Little to no protection of the mind. [break][break]
D: Harder to influence the mind. Spells can be used regularly, but constant use will require longer rest. Individuals tend to be more focussed in chaotic situations. [break][break]
C: The effects of a high Willpower are more apparent. Mana is much higher and can sustain a caster for a whole dungeon. Cooldowns are slightly reduced compared to other spellcasters. It's easier to see through minor illusions and resist psychic influence.[break][break]
B: Cooldowns are reduced to make you a high threat given the right circumstances. Your energy rarely depletes unless pushed to your limit/ near death experience. Illusions must be elaborate in order to properly work on you.[break][break]
A: Mana has increased greatly, recovering on its own at a much higher rate. Your mental fortitude make it so that no horror phases you. [break][break]
S: Emotional torture, grief, fear... None of that matters. You are able to always think and see clearly. Your spell casting is almost endless.[break][break]
SS: An endless well of energy resources, and cooldowns don't seem to exist. Illusions are pointless, and your mind is a fortress. Nothing can break your resolve. [break][break]
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STAT BUFFS/DEBUFFS
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Characters often receive buffs to their core stats from their classes, skills, or items. Stat debuffs might also be linked to those, but are more likely to be applied by enemies or environmental effects. As multiple buffs and debuffs begin to overlap, their affect on a character's stats can be confusing. Here is a short guide to calculating buffed/debuffed stats, with some examples. [break][break]
As a reminder and general rule, always round decimals up for bonuses and down for penalties. Essentially, round them in the way that would be most beneficial for your character. [break][break]
Characters often receive buffs to their core stats from their classes, skills, or items. Stat debuffs might also be linked to those, but are more likely to be applied by enemies or environmental effects. As multiple buffs and debuffs begin to overlap, their affect on a character's stats can be confusing. Here is a short guide to calculating buffed/debuffed stats, with some examples. [break][break]
As a reminder and general rule, always round decimals up for bonuses and down for penalties. Essentially, round them in the way that would be most beneficial for your character. [break][break]
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1.
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Apply any effects that add to or subtract from a core stat.
Apply any effects that add to or subtract from a core stat.
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2.
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Combine all percentage effects before applying to stats.
Combine all percentage effects before applying to stats.
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3.
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Apply any plus or minus ranks to the stat.
Apply any plus or minus ranks to the stat.
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EX1
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If you had a PWR of 20 (D rank) with a passive that adds +5 PWR every post, an item that gives you a +15% bonus to PWR, a skill that gives you +10% to PWR for one post, and an attack that deals your PWR +1 rank in damage, while an enemy is inflicting a -5% PWR debuff that post... [break][break]
20 + 5 = 25 PWR [break]
15 + 10 - 5 = +20% PWR [break]
25 * 1.20 = 30 (C rank) PWR [break]
C rank +1 rank damage = B rank PWR damage attack
If you had a PWR of 20 (D rank) with a passive that adds +5 PWR every post, an item that gives you a +15% bonus to PWR, a skill that gives you +10% to PWR for one post, and an attack that deals your PWR +1 rank in damage, while an enemy is inflicting a -5% PWR debuff that post... [break][break]
20 + 5 = 25 PWR [break]
15 + 10 - 5 = +20% PWR [break]
25 * 1.20 = 30 (C rank) PWR [break]
C rank +1 rank damage = B rank PWR damage attack
[break]
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EX2
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If you had a MAGI of 86 (A rank) that was losing -10 points per post due to an enemy debuff, while equipping one item with a +25% bonus to MAGI, and another with a +10% bonus to MAGI & WIL, using an ability that adds 25% of your WIL (currently at 51) to your MAGI, and using an attack that deals your MAGI -1 rank in damage to all nearby enemies... [break][break]
51 * 1.10 = 57 WIL [break]
57 * 0.25 = +15 MAGI [break]
15 - 10 = +5 MAGI [break]
86 + 5 = 91 MAGI [break]
25 + 10 = +35% MAGI [break]
91 * 1.35 = 123 (A rank) MAGI [break]
A rank -1 rank damage = B rank MAGI damage attack
If you had a MAGI of 86 (A rank) that was losing -10 points per post due to an enemy debuff, while equipping one item with a +25% bonus to MAGI, and another with a +10% bonus to MAGI & WIL, using an ability that adds 25% of your WIL (currently at 51) to your MAGI, and using an attack that deals your MAGI -1 rank in damage to all nearby enemies... [break][break]
51 * 1.10 = 57 WIL [break]
57 * 0.25 = +15 MAGI [break]
15 - 10 = +5 MAGI [break]
86 + 5 = 91 MAGI [break]
25 + 10 = +35% MAGI [break]
91 * 1.35 = 123 (A rank) MAGI [break]
A rank -1 rank damage = B rank MAGI damage attack
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