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stats rules EmptySun Dec 05, 2021 11:01 am by Wilfred Locks

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 stats rules

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Wilfred Locks
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Wilfred Locks


Posts : 188
Join date : 2020-02-13

stats rules Empty
PostSubject: stats rules   stats rules EmptySun Apr 12, 2020 8:32 pm

The statistics that govern Sao remastered are covered here. These are abbreviated, and are effected by level up, buffs, debuff's, and equipment/item effects, and under some circumstances skills.

In the spoiler below will show the general statistic outline. The following will be explaining each stat and their values.

stat outline:


Health Rating

This is your Avatars Health Rating (HPR). At the start of every thread or combat scenario, it begins at maximum, or the appropriate health bar if you possess multiple bars of health. This stat is used to determine the life force stability of your Avatar. If at any point this number reaches 0, your Avatar dies. Every 5 overall levels gained. the user will gain another bar of 100 HPR.When a bar of HPR is lost it will take 1 topic of rest in order to restore 1 HPR bar. Depending on outside factors such as spells used outside of combat,and facilities. The recovery rate can be affected.

Both characters and equipment have HPR values.

Strength Rating

Your Avatar Strength Rating (STR) determines how much bonus damage is applied through physical contact using weapons. It also determines how much additional weight you can carry which includes your worn equipment and weaponry — also known as your Encumbrance Rating (ENR).

Per every 5 points in Strength, your Avatar will deal 2 additional physical damage on contact with an enemy. Glancing blows deal 50% less damage than normal. For every 1 point of weight above your Encumbrance Rating, your Avatar loses 1 point of Speed Rating, and will be limited to a maximum of 4 Actions in a post.

Encumbrance: For every 2 points of STR, your Avatar may carry and wear up to 5 Lbs of equipment. (I.E. 10 points is equal to a carry weight of 20 Lbs.)

Strength also influences "clashing" , and blocking rules. (more in thestatus effects )


Speed:

Your Avatar Speed Rating (SPR) determines 3 individual statistics. The first being how far your Avatar can move in a single post, or your Movement Rating (MOR), the second being your Evasion Rating (EVR) substat and the third being your Action Rating (ACR)  — or how many actions you can take per post. Actions are determined to be anything such as a punch, kick, attack using a weapon or spell being cast. Despite the speed difference this is only numerical in value, and in impacts only distance traveled, how easy it is for enemies can hit you, and number of actions you can do in a post.

Movement: For every 5 points in Speed, your Avatar may move up to 3 feet in any given direction. on the ground, or across a surface if appropriate spells/abilities are used. (I.E. 15 points is equal to 9 feet of movement per post).

Evasion Rating (EVR):

Evasion rating (EVR) determines your innate dodging capabilities Vs NPC. This assists you when it comes to evading NPC attacks. By a percentage system.  The higher the percentage the less effort needed to evade an attack. On the reverse however. The lower the evasion rating. The more effort needed to dodge an attack. Granted even with high EVR not everything can be dodged, and will still be effected by the logic of your evasion, and the attack used as well. This is also effected by the distance between the avatar, and their target/attacker.

When attacks are made A dice will be rolled out of 100 sides (1 die per attack.)  and your EVR percentage is subtracted from the number. While the opponents ACC bonus will reduce your EVR percentage according to their ACC rating.

Should your total reach the threshold your dodge will most likely succeed. The higher the result will mean the more successful an dodge attempt can be, while the lower the result, will mean it will be significantly harder to dodge. But once more your dodging attempt description, and logic is what truly influences your evasive success. While multiple hits/ attacking targets are, impossible to completely avoid.


in the case of Area of effects like spells, These will require the avatar to move out of the range of the said area effect.  

*despite speed numbers reaching extreme numbers, The highest EVR percentages get are 100%. ACC rates will still reduce the percentages significantly.*



The following is an example of the EVR  table.

5 Feet or Closer: 20% of SPR (easier dodge threshold 80+.)
10 Feet: 40% of SPR (easier dodge threshold: 60+)
15 Feet: 60% of SPR( easier dodge threshold: 40+
20 Feet: 80% of SPR(easier dodge threshold: 20+)
25 Feet: 90% of SPR(easier dodge threshold 10+)
30 Feet: 100% of SPR(easier dodging from attacks this far. unless reduced.)

Action Rating (ACR): For every 5 points in SPR, you may perform 1 Action per post. On top of initial ACR bonuses from class, (etc) Actions are  instances such as: throwing punches, swinging sword, casting spells,using objects, switching weapon.(etc) All classes have an inherent 1 ACR at start. with rouges having 2.

Things that do not require ACR are like drawing your weapon, or talking. These are considered free actions.

ACR does have a cap based on in pvp, and pve per player/creature.

pvp cap is 12 actions maximum (including bonuses from equipment,  Acessories, and abilities/spells.)

PVE cap is 24 Actions maximum (excluding bonuses from equipment, Asscessories, and abilities/spells.)

Durability

Your Avatars Durability Rating (DUR) determines how much Durability you have to absorb damage before attacks, or spells start digging into your Defense Rating (DFR), which is an entirely different statistic to consider.

Unlike DFR, your Durability Rating can only be improved through the use of armor, armor spells, buffs or temporary buffs from food/item consumption. Once this number reaches 0, deductions are then made to your Defense Rating.  When calculating damage

Defense Rating (DFR)

Your Avatars Defense Rating (DFR) determines your overall bodily stamina, and just how much damage your Avatar can take before their Health Rating (HPR) begins to become effected by damage. For every 5 points of DFR, your Avatar has 20 points of Defense Rating. (I.E. 10 points of DFR is equal to 40 Defense Rating.)

Jumping Distance Rating

Jumping Distance (JDR) is just as it sounds, and is not a substat of any other statistic. This determines how many feet you can jump either into the air, or in an intended direction during the course of a single post. The higher the raiting the farther, and higher you can jump. this goes by 1ft per point in JDR.

JDR also is used to calculate how far/ high you can travel using flight based ablilities/spells. following the same rate in 1point in JDR for 1 ft.

Intellect Rating

Your Avatars Intellect Rating (INR) determines the overall potency and strength behind the use of Magic spells. For every 5 points of Intellect Rating, your spells deal 2 additional points of damage on contact. There are 2 other substats to consider, these being Defensive Armor Spells and Defensive Shielding Spells.

Conversely, for defensive armor spells, for every 5 points of Intellect Rating, your spell grants 2 additional points of Durability Rating vs spell damage. Furthermore, for defensive shielding spells which project your magical prowess into a physical manifestation for damage absorption, per every 5 points of Intellect Rating is equal to 2 points of Shield Durability.




Independent Statistics

Independent Statistic

These statistics are variable and play in account in certain scenarios. Example: vs NPC

Accuracy Rating:

Accuracy Rating (ACC) determines how effective your Avatar is at landing attacks, spells, or strikes depending on the distance you are away from your intended target. For every 5 points of Accuracy, accordingly reduces the intended targets evasion rating by 2% per every 5 feet closer you are to your target.  With this this enables a player/ NPC to be able to hit more effectively. Note that while this may reduce a target to lower then 0% Evasive chances at times. it will not stop a proper defense from reducing something to a glancing blow. (see more in status effects )

Ranged Example:

Melee/CQC Example:

Critical Rate: (pvp)

Critical Rate is an independent variable stat and is only applied when making contact with the head of an Avatar when there is no either no armor OR the heart area of the chest when there is either no armor or Durability Rating and Defense Rating has been decreased to 0. If the attack is successful, it deals 150% of its normal damage value on contact.

PVP and stats.

in PvP Each players actions are capped to a maximum of 12 actions in a given post. This is to prevent an imbalance in base action values from simply being the deciding factor, and more skill on offense, and defense to play a part. EVR, ACC, bonuses, and rates are halved entirely, up to a maximum of 50% in either rate. Meaning you must dodge and attack with skill.

with int, str, DFR and Magic DFR this will be uncapped. While DUR is based on your armor peices.



Note on decimal points. in the case of encountering decimal points with calculations. round up to the nearest whole.
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