How the STATS work in the game

The game 'Satisfy' has many stats for their character. From the original story, the variety of stats is really mindboggling, so at first, for my story, I will focus on the basic ones, along with the main stats Mathias character will have after acquiring the Saharan Successor Class.

Like in any MMORPG or RPG in general, you have the 2 primary stats (STR – Strenght) and (INT – Intelligence), or the 4 types of stats (STR, INT, STA, AGL) – STA – is an abbreviation for Stamina, AGL – abbreviation for Agility

But apart from this, other secondary stats are reflected by those primary stats. Yet before I start ranting, I should add some stuff about how 'Satisfy' works.

Each player when they level up acquires 10 stat points that they can invest in those primary stats or whatever they have gained from questing, events and rewards. However, certain classes gain more stats, so for example a legendary class gains 12 point stats and so on, it depends on class.

.

Now with the stat part, I will talk about these ones since they are important for any game, and you as readers should have a somewhat understanding of what happens and what those stat gains mean once you get to the story.

.

You have in games things like AP (Armor Penetration) – something I will discuss in detail after ending the example. After that, you get AS (Attack Speed), MS (Movement Speed), CT (critical hit), ACC (Accuracy); CSD (Critical Strike Damage), Evasion Rate, and so on.

There are really lots of stats in games, but usually, those ones are the ones predominant that make their appearance in games, or VRMMO stories, something that also happens in the Novel, Overgeared, and in its game 'Satisfy'.

.

Now that I got those examples out of the window, I don't know how well I will implement these mechanics to the game and novel, but I got my homework done, and the game system is clean so far. You will understand what I mean by saying that immediately, starting with the description of the primary stats, as per in the original story. (Something, the original author, didn't focus much on explaining how his game work)

.

**********************************************

STR(Strenght) STAT DESCRIPTION:

Stats Awakening

The effect of the stats increases every 100 levels. This is called the stats awakening. The effect of the stats awakening is huge, so the higher the level, the better the effect.[1]

Before Stats Awakening

Before reaching level 100.

Basic (This means the 1-99 levels)

· 0.1 attack power, 3* health points, and the weight limit increased by 20 for every point.[2]

After Stats Awakening

After reaching level 100 and every 100 levels gained after that.

First Awakening (100-199)

· 0.2 attack power, 5* health points and the weight limit increased by 30 for every point.[3]

Second Awakening (200-299)

· 0.3 attack power, 5 health points and the weight limit increased by 40 for every point.[5]

Third Awakening (300-399)

· 0.7[6] attack power, 7 health points and the weight limit increased by 50 for every point.[7]

Fourth Awakening (400-499)

For every point of strength, health will increase by 9 and attack will increase by 0.8.

Fifth Awakening ??? To be created by the original author or me once he gets to that point.

.

This is the Strenght stat, simple enough, nothing too complicated, you can derive the HP the MC by adding those STR stats along with the STA stats.

.

.

Now let's introduce the Intelligence stat, and how it works, so you have an easy understanding and don't get confused if you don't know the original story.

Intelligence increases the maximum mana so that more skills can be used and the power of magic also increases.[1] Among the third awakening users, it is extremely rare for them to have more than 1,000 intelligence unless they are magicians or scholars. If one has learned a spell, the magic is not cast when the intelligence is too low. The mind must be able to understand a Magic Formula.[2]

Intelligence is a means to overcome a crisis and is necessary for sufficient mana.[3] In other words, it means getting through the crisis despite having a disadvantage and turning the crisis into an opportunity. That a person has the ability to take full advantage of the upcoming good luck and use the bad luck in reverse.

.

Description:

******************************************************

[Intelligence]

(There is no actual description available.)

Formulas

Basic Stat 0.5 magic power for every point and 2 mana for every point

· For every 60 points of intelligence the player receives a 0.5 Spell Critical Strike chance

· The user regenerates mana when he doesn't cast any spell that costs mana for 5 seconds. The amount regenerated is the following for melee style combat classes INT/7+lvl / Ranger/Hybrids classes (INT/6+lvl) / Casters (INT/4+lvl)

First Awakening[5]

· 1 magic power for every point and 4 mana for every point

Second Awakening[6]

· 2 magic power and 6 mana for every point.

Third Awakening

· 2.5 magic power[7] and 8 mana[8] for every point.

Forth Awakening ??? ( I will refresh this description once Mathias reaches this stage)

.

.

**********************************************************

STAMINA STATS DESCRIPTION:

Basic 0.2 defense for every point and 13 health for every point

First Awakening

· 0.2 defense for every point and 15 health for every point

Second Awakening

· 20 health points for every point.

Third Awakening

· 25 health points and 0.9 defense for every point.

Forth Awakening

· For every point of stamina, health will increase by 30, and defense will increase by 1.2.

***************************************************

.

.

.

As I said, STR and STA will go hand in hand when it comes to the player's HP and defense. Yet, there's only one stat to be talked about right now, and this is Agility(AGI) stat.

*****************************************************

Updated(24/09/2021)

INFO/FINALIZED THE LOOK ON HOW AGI WILL LOOK IN MY VERSION OF THE GAME SINCE THE ORIGINAL VERSION IS AMBIGUOUS AND BEING MOSTLY UP TO THE AUTHOR TO DECIDE WHO DOES WHAT WITH AGILITY.

.

********************************************

[Agility] (Basic Stat)

.

Agility increases the Dodge rate, movement speed, attack speed, critical chance according to how much agility you have.

For every 100 points, the user gains 0.1 critical strike chance, 0.5% movement speed until reaching maximum speed 100%, along with 0.1% dodge chance.

A player's max speed is usually (100% movement speed) 100 meters in 5 sec. So if you would be

The player spawns with 40% movement speed so meaning all the rest of the buff one player would get increases his maximum speed.

E.g. You have boots that increase speed by +5%, leather pieces of armor that also increase movement speed, runes, titles, and other buffs, you can make yourself faster, having an advantage compared to other players since you could move faster and be like Rock Lee against Garra.

************************************************

.

I'll also throw here something about the AP because I had some research done on the stat and shouldn't be left to rust in my research archive.

AP (Amor Penetration) – It is an additive stat. E.g. the monster has 900 hit points and 100 armour. Your sword does no AP but does 100 damage - the actual HP reduction suffered by the monster will be 0 since their armour absorbs all the damage. If your sword has 100 AP along with 100 damage, then with each hit the monster will suffer 100 damage as the AP of your sword matches the armour of the target.

IIRC the highest armour value on a "normal" i.e. non-unique or quest-specific monster is 180.

avataravatar
Next chapter