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RedLunar
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Feb 20 2018, 06:43 PM
Post #1
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Red Fish and Green Prince
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The Status of Stats!
All characters, npcs, site npcs, and anything able to enter combat have stats. These stats are broken down into five different aspects: Strength, Speed, Stamina, Accuracy and Fortune. These five stats make up a character’s strengths and weaknesses as a being living within this chaotic world of piracy and mayhem, helping with things like: dictating how hard a hit lands. The ability to jump from stone to stone across a river. Sustaining multiple blows in combat. Even to registering that an arrow is flying directly towards you.
Below each stat will be broken down to give a bit of a few examples of how each stat works.
Pride of the Muscleman!
Strength, at its most primal and base aspect, is that of a character’s ability to output physical power. Many different things are dictated behind having a high strength value: Grip strength, punching strength, sword swinging strength, the ability to draw more and more powerful bowstrings, lifting, breaking free of objects. All of these are examples of strength.
Strength Thresholds Strength of 1 – 100: Human Realm. Characters around these strength values are considered that of normal human beings. The lower end being that of a simple business man or a teenager, to the upper end being similar to that of a World Class wrestler.
Strength of 101-300: Upstart Combatant. Characters within these ranges would be considered very powerful for locations such as the Four Blues. Most character at the upper end of these numbers should be already making their way into the Grand Line due to the raw power they wield within their bodies. At the highest end of this threshold, characters are considered to be strong enough to start contending with opponents within Paradise.
Strength of 301-700: Pinnacle of Paradise. Characters within these ranges are considered very powerful for Paradise aka the first half of the Grand Line. Character on the lower end of this threshold are able to wield large amounts of physical strength at will while those are the highest end are beginning to tap into strengths readying them for the New World.
Strength of 701-1000: New World Punk. Characters who have broken into these ranges are physically ready to contend with the rookie pirates within the New World. Characters at the highest limits of this threshold would be considered low tier Warlord strength physically by the World Government marking their raw power as vastly dangerous.
Strength of 1001-1600: New World Brawler. Characters who break away from the low end of this threshold are considered able to keep up physically with higher in pirates, including those who potentially work for Commanders within Yonko fleets. At the highest end, these characters would be considered very high end Warlords potentially even Admiral tier by the World Government.
Strength of 1601 and Beyond: Rival of the New World. Characters who are some how able to break away from the low end of this threshold are considered to keep up physically with Commanders within Yonko fleets. Currently there is no high end of this classification of strength in proper numbers.
Yonko/Fleet Admiral Strength: Beyond Grasp. The strength level of that of the world’s greatest fighters is currently beyond measure. Being able to fight at literally the peak power the world has seen physically, characters of this classification are a world wide threat and considered extremely dangerous for their physical strength alone.
Mark of a Speed Demon!
Speed on the site is the raw measurement of how fast a character can move from Point A to Point B. Speed can dictate a few things on its own such as: Travel time, ability to dodge, and in same rare cases technique stopping power. Below is a list of speed thresholds and minor examples of them.
Speed Thresholds Speed of 1 – 100: Human Realm. Characters around these speed values are considered similar to that of normal humans. The low end being that of a normal business man or teenager while the upper level being that of a World Class Sprinter.
Speed of 101-300: Daring Dasher. Characters who break away from the previous stat range will be considered rather fast for the Four Blues. Characters who reach the high end of this stat range can be thought of ready to keep up with other Paradise runners in speed.
Speed of 301-700: Pinnacle of Paradise. Characters who have reached these ranges of speed are considered very swift compared to the majority of people within Paradise. Characters of the lower end are easily able to outrun World Class Sprinters while does who had hit the highest end are able to start thinking about entering the New World class of speedster.
Speed of 701-1000: New World Crawler. Having broken into the speed class of character who should be a rookie in New World based on their movement speed. Characters within the highest limit of this realm are able to move from one end of a medium sized island to another in a matter of half an hour. Additionally the World Government would consider them low tier Warlord class speed.
Speed of 1001-1600: New World Runner. Speed Demons who have broken away from the shackles of New World Rookie status. At the high end, these characters are considered able to move at speed that would rate them as direct underlings for Yonko Commanders. Also, the World Government would class their speed equal to that of a high end Warlord or even an Admiral.
Speed of 1601 and Beyond: Blinked Blur. Characters who are able to somehow break away from the low end of this threshold are considered able to keep up in speed with Commanders of Yonko Fleets. Characters of this speed are able to close large distances rather quickly such as moving from one end of a large island to another in a matter of 10 minutes or less. Currently there is no high end of this Classification of speed in proper numbers.
Yonko/Fleet Admiral Speed: Beyond Grasp. A level of speed that is not properly able to be measured by the world currently. Those who are placed within this speed tier are literally the fastest things on the planet to date.
The Ability to Sustain
Stamina is the measurement of a character’s ability to sustain various different things that will come to play as they travel the world. Examples of these are: Sustaining damage without passing out, performing techniques at full strength, sustaining top speed for extended periods of time and many more. Stamina shouldn’t be confused with raw defense however!
Stamina Thresholds Stamina of 1 – 100: Human Realm. Characters around these Stamina values are considered similar to that of normal humans. The low end being that of a normal business man or teenager while the upper level being that of a World Class Triathlete.
Stamina of 101-300: Glutton for Punishment. Characters who break away from the previous stat range will be considered rather durable for the Four Blues. Characters who reach the high end of this stat range can be thought of ready to handle taking various hits from others within paradise.
Stamina of 301-700: Pinnacle of Paradise. Characters who have reached these ranges of Stamina are considered as durable to the majority of people within Paradise. Characters of the lower end are easily able to run three marathons without getting winded while those who have hit the highest end are able to start thinking about entering the New World class of Punishment Handler.
Stamina of 701-1000: New World Punching Bag. Having broken into the Stamina class of character who should be a rookie in New World based on their endurance alone. Characters within the highest limit of this realm are able to withstand attacks which would usually obliterate an entire building so long as their body isn’t destroyed. Additionally the World Government would consider them low tier Warlord class Stamina.
Stamina of 1001-1600: New World Punishment Glutton. Gluttons for Punishment who have broken away from the shackles of New World Rookie status. At the high end, these characters are considered able to sustained massive amounts of strain on their body, enough so that they’d be considered to work directly for Yonko Commanders. Also, the World Government would class their Stamina equal to that of a high end Warlord or even an Admiral.
Stamina of 1601 and Beyond: Stamina Psycho. Characters who are able to somehow break away from the low end of this threshold are considered able to sustain just about anything that Commanders of Yonko Fleets can. Characters of this Stamina are able to fight for hours at a time without running out of energy as well as take large amounts of punishment during said fight. Currently there is no high end of this Classification of Stamina in proper numbers.
Yonko/Fleet Admiral Stamina: Beyond Grasp. A level of Stamina that is not properly able to be measured by the world currently. Those who are placed within this Stamina tier are able to endure literally the most amount of combat, pain or energy use on the planet without becoming exhausted.
Eyes of a Hawk, Mind of a Sage
Accuracy, while being probably the trickiest of the four base stats, is the term we use to measure a character’s ability to keep up with many different things: The movement of opponents in combat, the ability to aim techniques properly, the ability to keep up with ones own movement at top speed, the ability to process vast amounts of information that are laid out in front of you in a combat scenario. High Accuracy doesn’t necessarily make a character a genius, but it does help them solve problems that they’d encounter by having a much sharper eye than others with lower accuracy. Accuracy alone does not dictate reaction speed.
Accuracy Thresholds Accuracy of 1 – 100: Human Realm. Characters around these Accuracy values are considered similar to that of normal humans. The low end being that of a normal business man or teenager while the upper level being that of a World Class Dart Thrower. Additionally, characters at the high end can aim up to a mile with the appropriate weapon, this however doesn’t mean they’ll hit the target.
Accuracy of 101-300: The Pin in Pinpoint. Characters who break away from the previous stat range will be considered extremely perceptive for the Four Blues. Characters who reach the high end of this stat range are able to keep up with things which upstart pirates would have trouble even seeing at all such as bullet fire. Characters at the high end are able to aim accurately almost 2 miles when focusing with the appropriate tools.
Accuracy of 301-700: Pinnacle of Paradise. Characters who have reached these ranges of Accuracy are considered as perceptive to the majority of people within Paradise. Characters of the lower end are easily able to see bullets fly from flintlock weaponry. At the upper end, Characters become able to deal with higher power weaponry fire as well as sometimes feel like high speed combat is moving at a normal pace. Additionally at the upper end of this threshold, characters are able to aim extremely far distances reaching close to 3 miles.
Accuracy of 701-1000: New World’s Glance. Having broken into the Accuracy class of character who should be a rookie in New World based on their perceptiveness alone. Characters within the highest limit of this realm are able to keep up with extremely high speeds be it either combat, projectiles moving at an extremely rapid pace and the like. Also characters of the high end of this threshold are able to aim up to 3 miles with perfect accuracy. Additionally the World Government would consider them low tier Warlord class Accuracy.
Accuracy of 1001-1600: New World’s Gaze. Masters of Perception who have broken away from the shackles of New World Rookie status. At the high end, these characters are considered able to slightly keep up with the movements of Yonko Commanders. Also, the World Government would class their Accuracy equal to that of a high end Warlord or even an Admiral. Characters of this accuracy threshold are able to accuracy aim up to 3 miles even on moving targets.
Accuracy of 1601 and Beyond: Glare of the New World. Characters who are able to somehow break away from the low end of this threshold are considered able to keep up with the movements of Yonko Commanders on an equal footing, at least perception wise. Characters of this Accuracy are able to perceive nearly any form of combat as regular speed rather than moving so fast that normal people would only think the wind is moving violently. Additionally, so long as they are able to land extremely long ranged techniques , up to 4 miles, so long as their technique can actually reach that far.
Yonko/Fleet Admiral Accuracy: Beyond Grasp. A level of Accuracy that is not properly able to be measured by the world currently. Those who are placed within this Accuracy tier are able to perceive the world with such sharpness and accuracy that it can’t even be properly described.
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RedLunar
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Feb 20 2018, 06:49 PM
Post #2
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Red Fish and Green Prince
- Posts:
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- Global Moderators
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Stats and You!
Did you ever have the thought of dump every single point of DP you get into just one stat, like strength? Well, here at OPBNW, that’s a bad idea if you aren’t careful enough! It is comparative to something like jumping out a plane without a parachute on at times.
Anyways! Moving on! Some stats have repercussion to them when they just get too high for your own good. The two big offenders of this are Strength and Speed. Let’s start with strength since its first on the character creation application.
Strength and Why You Shouldn't Blow Out Limbs!
Strength is our measurement of a character’s potential physical output. This can be measured in various different ways however, have you ever stopped to think, can a character break their own fingers hitting a brick wall even if they are strong enough to break the wall? The answer to this question is, yes, yes you can break your fingers or potentially your entire arm or worse completely grind your bones into paste which may be permanent without the use of bio-engineering or cybernetics.
Roughly, you need a minimum of 50% (Half!) your strength value as stamina to leave your hands tingling when you punch through, cut through, ect through a brick wall. You may say something like ‘Oh well that’s stupid, I want to build pure strength’, unfortunately it is common sense!
When your stamina value falls below 40% of your strength value, your physically based techniques will result in large amounts of recoil damage to the character performing the attack.
When you stamina value falls below 25% of your strength value, your physically based ranged techniques will rip your muscles upon execution resulting in a 75% debuff to your strength stat for the next 5 posts. Your physically based melee techniques result in your bones in your limb shattering rendering that limb unusable for the next 3 topics, yes, I said topics!
When your stamina value falls below 15% of your strength value, any physically based technique you perform will result in the used limb shattering instantly.
Note 1: Stat buffs, Zoan buffs and the like need to be taken into account when factoring this. If your zoan form, stat buffs, ect will tip the scales it CAN result in recoil damage.
Note 2: These values only come into play once you hit 50 fortune or 200 total stats.
Absolute Offense's Effect on Strength and Stamina interaction
How do Absolute Offense Techniques work with this? Absolute Offense techniques being the reckless powerhouses they are, require a lower needed stamina to sustain the striking force. These techniques require you to have a minimum of 30% of your AO Boosted strength value in stamina.
If you do not meet this requirement when performing your Absolute Offense, the striking force your technique will have will put enough strain on your body to completely KO your character for the remainder of the topic. So it is definitely bad news to try risking a Absolute Offense when you know you cannot handle it.
Speed and Seeing More Than a Blur!
Speed is the measurement of how quickly a character can move from point A to point B. Moving fast is fun and it assists in many things such as dodging incoming attacks. However, has anyone really ever stopped and pondered… ‘Can I be too fast for my own good?’. This is a relatively good question that probably riddles the minds’ of various members across the site and the answer to this is, you can. Movement when your mind and eyes cannot keep up with your speed is a very bad thing to experience because it can result in many differnet things: Over stepping a jump and falling off a cliff. Walking right into the goomba at the start of 1-1. Tripping on a ladybug you couldn’t see and go tumbling down a well. All of these are very bad things to have to deal with.
Roughly to keep up with your own speed mentally, your character will need a minimum of 50% (Half!) your speed in accuracy. Without this minimum it is very much possible to that your character won’t be able to properly see when moving at their top speeds.
When the accuracy value falls below 40% of your speed value, you character sees blurry shapes of anything moving around them as they move at top speed.
When the accuracy value falls below 30% of your speed value, your character sees just blurred colors and will not be able to dictate the difference between objects starting and ending while moving at top speed.
When the accuracy value falls below 20% of your speed value, your character is unable to see anything as they move possibly even having trouble keeping their eyes open due to the constantly blurring images and lights hitting their eyes while moving at top speed. If your character stays moving at a speed this much higher than their accuracy for more than a single post at a time, it will take them two posts to gain their sight back from the intensity of the movements.
Note 1: Stat buffs, Zoan buffs and the like need to be taken into account when factoring this. If your zoan form, stat buffs, ect will tip the scales it CAN result in distorted vision.
Note 2: These values only come into play once you hit 50 fortune or 200 total stats.
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