[Status Window]
Name: Naoto
Level: 3
Next Level: 1000
Total EXP: 0
Occupation: N/A
Title: [Friend of the Vermillion Knight]
[STATS]
HP: 500/500
EP: 150/150
STR: 50
DEF: 25
ATS: 50
ADF: 25
DEX: 30
SPD: 20
[GROWTHS]
Cold Steel onward introduces flat growths per stat. It is no longer a formula. Because of that, I may introduce Skills to adjust the flat Growth parameters to my liking. For now Naoto's flat growths are as followed.
Per Level:
HP: 150
STR: 10
DEF: 5
ATS: 10
ADF: 5
DEX: 5
SPD: 1
[Equipment]
Weapon: N/A
Sub Parts: N/A
Armor: N/A
Boots: N/A
Accessory 1: N/A
Accessory 2: N/A
[Combat Orbment]
N/A
[Calculations]
Experience Points Base:
If Target's Level is higher: Target's EXP * [1 + 0.2 * (Target Level - Character Level)]
If Target's Level is same: Target EXP (No adjustments)
If Target's Level is lower: Target's EXP * [1 - 0.3 * (For each level of difference)]
Experience Points Final:
Base EXP x Tactical Bonus
Experience isn't immediately awarded when one target is defeated. It is calculated when the battle ends. If you fight a group of monsters, the experience won't be calculated until all monsters are killed. This means you can stack and stack and stack experience, gaining different types of combat parameters called Tactical Bonus. Once the Base EXP is calculated after battle is over, Tactical Bonus is applied. I will use the following for Tactical Bonus, as this fanfiction is not a turned-based game. Some are removed or changed.
(Some Tactical Bonuses will be unique to this fanfiction)
[TACTICAL BONUS]
Unscathed: +0.2 (Win a battle without getting hit)
Sidestep: +0.1 (Dodge an attack)
Speedster: +0.3 (Hit a target with an Art or Craft before Target attacks)
Switcheroo: +0.5 (Switch position with an ally and have them attack before Target attacks)
Party Stomper: +0.3 (Hit all Targets before they attack)
First Strike: +0.2 (Land a strike first when battle begins)
Vanquisher: +0.4 (Defeat 4 or more Targets in one attack)
Vengeance: +0.5 (Win a battle while health is low)
Canceller: +0.3 (Interrupt a Target's casting or Craft use)
Tenderizer: +0.2 (Attack a weak point)
Superstar: +0.5 (Inflict a critical hit)
Overpowering: +0.3 (Knock an enemy down)
Overkill: +0.1 (Do more than x5 damage of current Target HP. (Can stack)
(If you have any recommendations let me know!)
[Combat Mechanics]
Base Damage: (2.5 x Attack Power) - (1.25 x Defense Power)
Modified Damage: (Base Damage x Critical Hit) x Element Efficacy
Final Damage: Modified Damage + Random
Random = Take Modified Damage and do +15%/-15%, then randomize the # inside the range.
Attack Power: DMG/ADMG x Craft/Arts Power
Defense Power: RES/ARES + External Modifiers
Attack Damage: (Base STR + Equip STR)
Arts Damage: (Base ATS + Equip ATS)
Resistance: (Base DEF + Equip DEF)
Arts Resistance: (Base ADF + Equip ADF)
Critical Hit: +100%
Element Efficacy: 0% to 200%
*Monsters are weak or strong to various elements. Most Human-type enemies have 100%, unless influenced by the Three Higher Elements
Craft/Arts Power Range (Customized):
E: 100% D: 110% C: 120% C+: 140% B: 160% B+: 180% A: 210% A+: 240%
S: 280% S+: 320% SS: 370 SS+: 440% SSS: 520% SSS+: 600% 4S: 690%
4S+: 750% 5S: 850% 5S+: 990% 6S: 1100%
[Friend of the Vermillion Knight Effects]
-Special Effect 1: +35% STR, +100% HP
-Special Effect 2: ??? (Locked)
-Special Effect 3: ??? (Locked)
[Elements]
Earth / Wind / Water / Fire
Time / Space / Mirage
[Stats after Title]
[STATS]
HP: 1000/1000 (+100%)
EP: 150/150
STR: 68 (+35%)
DEF: 25
ATS: 50
ADF: 25
DEX: 30
SPD: 20