Copy of Stats
Last updated
Last updated
The Stat System governs the effectiveness of each Champions skills, abilities and overall performance.
Core stats are what is generally player facing information. Other stats will be hidden information or only shown on character profile or when equipping different equipment cards.
-We are starting with the stat formula found in Afk Journey-
HP (Health Points):
Represents a character’s overall health pool.
ATK (Attack):
Used for calculating basic attack and ability damage.
Abilities and basic attacks draw a percentage of this value for damage calculations.
Phys DEF (Defense):
Reduces incoming physical damage.
Magic DEF (Defense):
Reduces incoming magic damage.
Movespeed:
A numerical value that represents the number of tiles the champion can move per second. E.g. 2 means unit can move 2 tiles per second. An alternate is to use values between 1-10 where one represents the size of 1 hex unit on the arena.
Normal Attack Range:
Defines the distance at which a character can engage in basic attacks. The number associated will represent the amount of hex's it can reach from the champions location.
Special Skill Energy Cost:
How much energy the Special Skill requires. This is case by case as some champions will require more energy.
Detailed Stats
These Stats are broken down in the character profile and are not equally shared among characters.
Characters will have unique access to certain stats as well as scaling tied to ascension miles stones when leveling up their character.
The following stats can be influenced through equipment cards.
ATK SPD: Every point of ATK SPD (Attack Speed) increases the frequency of the unit’s normal attacks by 1% and the attack animation speed by 1%.
Crit: When dealing damage, the crit rate is calculated based on the difference between the unit’s Crit and the target’s Crit Resist: Every point above the target’s Crit Resist increases the unit’s crit rate by 1%.
Haste: Every point of Haste increases the frequency of the unit’s normal attacks and skills by 1%, and the attack animation speed by 1%.
DEF Penetration: Every point of DEF Penetration ignores the target’s Phys DEF and Magic DEF by 1% when dealing damage.
Execution: Every point of Execution increases the damage dealt by 1% to targets whose HP ratio is below 50%.
Crit DMG Boost: When dealing critical damage, the critical damage multiplier is calculated based on the difference between the unit’s Crit DMG and the target’s Crit DMG DEF. The critical damage multiplier is by default 150%, and every point of difference reduces or increases the multiplier by 1%, between 120% and 300%.
Vitality: Every point of Vitality increases the effectiveness of the unit’s received shields and healing by 1%. This applies to self heals.
Life Drain: Every point of Life Drain restores HP equal to 1% of the actual damage dealt.
Crit Resist: When receiving damage, the crit rate is calculated based on the difference between the attacker’s Crit and the unit’s Crit Resist Every point above the unit’s Crit Resist increases the attacker’s crit rate by 1%.
Ranged DEF: Every point of Ranged DEF (Ranged Defense) reduces the damage received from non-adjacent enemies by 1%.
Crit DMG DEF: When receiving critical damage, the critical damage multiplier is calculated based on the difference between the attacker’s Crit DMG Boost and the unit’s Crit DMG DEF. The critical damage multiplier is by default 150%, and every point of difference reduces or increases the multiplier by 1%, between 120% and 300%.
Evasion: A percentage value that affects the probability of a champion to dodge on attack. This only applies to basic attack.
Other Stats
Healing: Every point of Healing increases the effectiveness of the shields and healing provided by the unit by 1%. This applies to self heals.
Assistance: Every point of Assistance increases the duration of most buffs provided by the unit by 1%.
Energy Regen on Hit: Every point of Energy Regen on Hit increases the amount of Energy the unit recovers by 1% when receiving damage.
Debuff Focus: Every point of Debuff Focus increases the duration of most debuffs inflicted by the unit by 1%.
Resilience: Every point of Resilience reduces the duration of most debuffs inflicted on the unit by 1%.
Proficiency: When the character’s Proficiency is lower than the enemy’s level, the effects of some of the character’s skills will be weakened.
Elemental Damage
Elemental Type Bonus:
Calculated as a multiplicative value.
Other stats (outside of elemental type damage bonus) are additive.
UI Implementation
Visually we should show stats in attack, defense, and HP and hide the rest of the stats unless players are comparing items or click for more details in a character profile.
Example: Epic Seven (First one with minimal INFO with just a generic power number shown as CP in bottom left.
(Second showing more info in bottom left)
Here is an example of Stats being displayed in a much cleaner way.
--Designer Note-- I do not think any more information should ever be shown on any page at any given time than is absolutely necessary. This next example is closer to ideal.
Example: Atelier Resleriana