"No great mind has ever existed without a touch of madness."
~Aristotle

Sunday 23 April 2017

[冬の鎮魂曲] Fünf

Okay, most likely this is nothing much. The only reason why I'm suddenly having itchy fingers is due to my feline curiosity concerning my super mignonne stickwoman. Namely, is she still in the U.S?

A/N: I suddenly remember a few people I know over there in North Carolina. To HY, HX, and their kids YR, ZR, ZY, and JR, hope you all are well.

Add A/N: No, I'm not about to speculate whether my super mignonne stickwoman is crashing at their house.

More add A/N: Meridian Pines JC? Sounds atas to me.


Upping this because I'm very sure my super mignonne stickwoman is a Chouder. More specifically, I just only want her to know that I'm more of an indie guy even though I'm not above in appreciating mainstream stuff.


Stats
What is a RPG without stats? From JRPG to ARPG, half the gameplay is about stats (okay, that's a lie given different games have different gameplay systems). For this one, it's no exception. There are two aspects of doing the stats normally. Namely, the numbers and stat type. But what if it's possible to think out of the box? What if Nasu Kinoko has already done something like what you see in the right-hand column?

In the game, there are five stats defining the character. Namely, Strength, Fortitude, Will, Reflex, and Recovery.

If above five stats read like something done by Gary Gygax... well, you can't be blamed for seeing things this way.

At the same time, stats in this game are defined by rank, not numbers. Hopefully, Nasu won't end up hiring Drew & Napier to sue me for plagiarism. Period.

Strength:
The source of physical prowess, the pride of all who wield the sword. Strength affects the amount of physical melee damage your character deals. Also affects the amount of fire or lightning elemental damage dealt.

Fortitude:
The root of physical hardiness, the only bastion standing between mere injury and death. Fortitude affects the amount of damage your character takes, both physical and magical. Also affects the duration of any earth or magma magic.

Will:
Ever synonymous with mental strength, the one thing defined by the existence of magic. Will affects any control duration imposed upon your character and the power of any magic used by your character. Also affects the power of any water or ice magic.

Reflex:
Defines the quick and nimble, the only proof of agility and speed. Reflex affects the evasion chances and hit accuracy. Also affects critical chances of any air or lightning magic.

Recovery:
The key to surviving difficult circumstances, the reason behind every act of rallying. Recovery affects power cooldown and amount of hit points healed via self-heal. Also affects how fast your character's Chaos gauge deplete when entering Chaotic mode.


Color code
In a span of mere days, Singapore experienced a culture shock. Given the high median educational standard boasted by 90% of the population, it's quite astounding that the remaining 10% low(er) class people can be much more civilized than their higher educated counterparts. Surprising? No. Vice President Mike Pence would be very happy to be vindicated by a nation recently ridiculed by his own... well, nation.

Note to self: I need to kick myself to restart my history analysis. Left only the last part of my Zhang Liang series, hope to get started on Cheng Yu. After all, it's not a daily occurrence in history to have a highly intelligent dude insulting lowly educated neanderthals and highly educated idiots alike. Wait, am I referring to myself? Nah, doubt so.

Okay, let's go back to the color code. We all know how that kind of thing works in terms of representing different levels of the relevant situation. Different colors representing different levels. Because I do not want Nasu to hire Drew & Napier to sue me over intellectual rights invasion, I choose not to use the whole Rank E to S system.

And yes, the color code system is used to grade the stats.

White:
Basically the lowest level. No offense intended towards my government because I know they always like to wear white. Alphabetically speaking, this is counted as D. Numbers wise, this is counted as the 8-10 range.

Green:
Second lowest level. Alphabetically speaking, this is counted as C. Numbers wise, this is counted as the 11-14 range. Any association with Middlesbrough Football Club is deeply regrettable.

Red:
No, it has got nothing to do with Taylor Swift's Red 2017. This is about the second highest level for the stats color code. Alphabetically speaking, this is counted as B. Numbers wise, this is counted as the 15-18 range.

Blue:
Is it my favorite color? Well, blue is that color associated with the non-white protagonist of A Requiem From Winter Past. This is the highest grade for the stats color scoreboard. Alphabetically speaking, it's A. Numbers wise, it's counted as the 19-21 range.

Note: There's a reason why I used 21 as that so-called maximum numbers cap. I blame my super emo teenage years where I actually started playing Might and Magic II despite the game too damn retro to be widely known.

Modding the stats
Various magic effects can and will modify the stats. In gaming speak, it's called buff and debuff. Modifying the stats, be it buff effect or control (read: debuff) effect, won't change the color code. Rather, it will either confer + (for buff) or - (for debuff) on the affected stats. How powerful the effect is will be indicated by the number of stacks with the minimum number of stacks being capped at one.

How to know which stats are being affected?
Very simple. Below your character portrait lists all the four stats arranged in a straight line. The number of stacks will be indicated beside the relevant sign listed below the affected stat (e.g. +1, +2, +3, etc; or -1, -2, -3, etc).

Another set of elements
If magic by itself is defined by the four elements of fire, earth, water, and air, then what about the stats?

The concept of elements is not just something exclusive to the white people. The ancient Chinese also have their own brand of the elemental science, namely three plus two. Three because of fire, water, and earth (火、水、土). Two because the remainder has got nothing to do with the white man's elemental science (i.e. metal and wood). Going by the proper order according to the Original (Chinese) Sanders, it should be metal, wood, water, fire, and earth (金、木、水、火、土).

Above paragraph is me getting ahead of myself. Let's get back to topic. Every character has a certain fighting style. It's like watching football/soccer. You have formations like 4-4-2, 4-2-3-1, and 4-3-3. You have people called gaffers who define how the formation should be played, people like Jürgen Klopp, Antonio Conte, and Chris Hughton (I know the last name sounds like a stranger to you, but that's because he's actually black). So how does the whole fighting style work? Let's go through each of them.

Before that, however, let me just state that every such element has a symbolic stat. Symbolic stats will always be automatically set at blue level according to their respective elements, no matter what.

Note of total recall: Elements used in magic is now called elementum while elements used in the stats/fighting style is now called natura. Yes, they're Latin terms. I know that.

Add note: Originally, I'm planning to use caco'elementas and agatho'elementas. While that'd sound a wee bit more original (not to mention much cooler), that'd also give people a reason to call me a bigot and racist.

Metal:
Commonly associated with trials and tribulations, the metal natura represents the mental aspect of mortality.
Symbolic stat: Will
Effect: Reduces the effectiveness of all control effects by one stack. If the effectiveness of any control effect is two stacks or less, that control effect will be nullified. After all the current control effects have expired, the affected character gains 10% bonus in damage dealt while damage taken is reduced by 15% for the next 20 seconds. During this time, affected character cannot be targeted by any control effect.
Characters associated with this natura: Aeravor and Guts.

Wood:
Commonly associated with renewal and rebirth, the wood natura drives forth the natural order of the mortal body.
Symbolic stat: Recovery
Effect: Increases amount of hit points healed via all sources by 25%. When using self-heal, power cooldown is reduced further by 2 seconds. The second effect can only be triggered once every 30 seconds.
Characters associated with this natura: Alestrial Eliaden and Dany.

Water:
Commonly associated with calmness and unpredictability, the water natura is synonymous with knowledge and fluid movement.
Symbolic stat: Reflex
Effect: Increases hit accuracy by 10% for 5 seconds after every successful evasion. Every successful hit will increase the critical chance of the next power by 0.5%. The second effect will be reset upon triggering a critical effect.
Characters associated with this natura: Tristan Aias and Eliath de Serpentwine.

Fire:
Commonly associated with fury and passion, the fire natura is tied with aggression and instinct.
Symbolic stat: Strength
Effect: Increases critical chance by 5% per successful hit, up to the maximum amount of 20%. Upon triggering a critical effect with any power, this effect will be reset with the power's critical effect increasing by 150% this way. The effect will be reset afterwards with a cooldown of 30 seconds.
Characters associated with this natura: Guy Cody and Arondight.

Earth:
Commonly associated with steadfastness and sudden wrath, the earth natura is linked with structure and fortification.
Symbolic stat: Fortitude
Effect: Increases overall damage resistance by 2% for every hit taken, up to the maximum amount of 50%. Once this maximum amount has been reached, the next damage dealt will trigger an area attack against surrounding enemies, dealing damage equivalent to 300% of overall damage taken during this effect. The effect will be reset afterwards with a cooldown of 30 seconds.
Characters associated with this natura: Lars Alterfate and Drizzt Do'Urden.

RNG and default PCs
When it comes to the color code, the difference between your created characters and default PCs lies in the RNG. In other words, only your created characters will be subjected to the RNG rule when it comes to the stats (apart from the symbolic stats ofc). For the default PCs like Aeravor, every single thing is basically rigged.

Next up: I need to sleep soon (read: 1 am now). Also, I need time to think what to do next. Enjoy this song below. And yes, I know I'm a connoisseur unlike 90% of my fellow S'poreans.

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