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If you are an artist interested in working on this project, please feel free to email me. I am looking for a pixel artist as well as a 2D character designer for portraits.

Some of the images used as placeholder art are copyrighted by their respective owner, Square Enix. These resources include custom sprites by the artists at http://ffhacktics.com/. Other resources seen are either created by myself or are credited to their respective owners on the Credits page.

If you see any media on this website that is not attributed properly is please let me know and I will fix it immediately.

Dusk Tactics, source code, media and information on this website are all copyright ©2014-2020 Louis Agoglia unless otherwise noted.

unit:attributes

Attributes

This is a brief runthrough of a unit's Attributes which contain their stats, resistances, movement types, and other stats. For a more detailed explanation of how these values are determined and a look into the formulas involved see the Formula section.

Base Attributes

These are the core values that determine the unit's secondary stats.

Level

A value that represents a unit's overall power and growth. So far the level cap will be set at 99, but this might be raised or lowered depending on development.

Strength

Strength represents physical power. It is the main stat that determines Attack and a secondary stat that determines Defense. Having high Strength will make the unit very powerful physically, but it will have no impact whatsoever on magic-based offense or defense.

Dexterity

Dexterity in this game measures the unit's expertise in combat. The ability to utilize the various weaponry, skillfully cast magick spells, or anything else that requires manual labor. It is mainly used in calculating Attack and has minor effects on Defense and Resist. Dexterity also increases Accuracy and the chance to score a Critical hit.

Agility

Agility measures how quick and nimble the unit is. High Agility makes for a unit that is able to act often and evade enemy attacks. The unit's chance of getting a Critical hit as well as the unit's overall Speed is calculated using Agility. Agility effects both physical offense and magic-based offense, Attack and Magick respectively. While Agility has an effect on many different attributes, it is less effective offensively than Strength and Intellect.

Vitality

Vitality is all about Health Points, or HP, and Defense. Vitality is the most important attribute for units whose class requires them to soak up damage and defend weaker units. Along with increasing HP when a unit levels, they also receive a bonus for the amount of Vitality they have.

Intellect

Intellect is a measure of a unit's mental acuity. All spells and magickal abilities are dependent on Intellect. Magick and Resist, the magickal offensive and defensive attributes, are based on Intellect. Intellect has no effect on Magick Points, which spells require in order to use.

Wisdom

Widsom determines the breadth of arcane knowledge the unit is capable of understanding. Basically the limits of it's magickal abilities are determines by Wisdom. Wisdom is needed in order to increase the unit's amount of Magick Points beyond the default gained at level up.

Luck

Luck is the wildcard attribute. While it has no large influence in one area, it has various influences across a unit's statistics. As of right now Luck has very little effect, but this will change over time. Currently Luck increases your chance to land a Critical hit by a very small amount. Going forward this attribute could effect things like what types of items drop from killed enemies or found chests. It might also have effects on a unit's secondary skills, specifically ones that are based on chance.

Resource Attributes

These include values such as Health Points, Magick Points, Action Points, and Experience Points. All of these values are represented as percentage quantities or pools of the given resource. In terms of the user interface they appear as bars which are filled at 100% and empty at 0%.

Health Points

Health Points or HP is the staple of every role playing game. This value represents how much damage a unit can take before it is incapacitated. Many games in this genre keep HP between 1 and 1,000. Generally they tend to deal with 3 digit numbers even at the most powerful level.

Most units will start in the double digits with a soft cap of 999 HP. This is of course subject to change.

HP Regeneration

Health regeneration defaults at 0. This attribute is almost always related to an ability, passive or status effect.

Magick Points

Magick Points or MP is a useable resource that classes use to perform abilities such as skills and magick. Regardless of a unit's actual MP value, when they start a battle their MP will be set to 0 and regenerate over time based on their basic attributes. Each turn a unit will gain MP with the time between turns affecting the value gained. Slower units will gain more MP per turn but will have to wait longer while faster units may be able to act often but their MP regeneration will be lower.

MP Regeneration

So long as a unit has at least 1 Maximum MP, they will regenerate MP every turn. As stated above, there are certain factors involved with regeneration rates. The formula is below:

$$ MP Regeneration = {Maximum MP * {0.03 / {Speed \over 100}}} $$

Experience Points

Experience Points or XP are gained during combat. When a unit accumulates 100 XP, it will gain a Level. Earned XP is relative to the unit's level and the level of the unit that it is taking an action against. If the other unit is too far below your unit's level, you will gain very little or 0 XP. Likewise, if that unit is a higher level, you will gain much more XP. While the system does have some extra caveats such as awarding bonus experiencing for killing a unit, it also contains some limits that will make it a bit more work to simply gain experience via repetitive actions.

Secondary Attributes

These stats are calculated from the base attributes and represent things like offensive and defensive power.

Speed

A very important stat that determines how quickly a unit is able to move and act. Speed is normally increased by gaining Levels but it is increased further by Agility.

Accuracy

The percent chance for a unit's attacks and abilities to successfully land on it's target. This value has a ceiling of 99.99%. For now the starting point for each class, while different, is above 50%. Accuracy is increased upon level up as well as Dexterity.

Critical

A percent chance for your attacks to do extra damage. Currently the damage increase of Critical hits isn't defined yet. If the bonus is static the value could be twice the normal damage. A dynamic value is more likely. This value would be based on one of the other attributes, or a combination of them.

Since this stat is in the form of a percentage it will always fall between 0% and 100%. So far the percentage is determined by a combination of Dexterity, Agility, and Luck.

Physical Attack

A value representing your current physical offensive attack power. Used to calculate physical damage.

Physical Defense

A value determining your ability to resist damage from physical attacks.

Magick Power

A value representing your current offensive magick power. Used to calculate spell-based damage.

Magick Resist

A value determining your ability to resist damage from magick abilities. This will be the preliminary defense against magick. Not to be confused with Elemental Resistance which further reduces, or increases, magick damage. Elemental Resistance is dependent on the element of the attack.

Travel Attributes

Attributes that determine how a unit is able to navigate the terrain of a map.

Move Type

This, along with Move will determine your ability to move around the map. Each Move Type contains multiple factors for navigating over different terrain types. These include Land, Water, and Lava. A fourth type might be added to deal with Void terrains, which are map tiles that represent bottomless pits.

There are ten different Move Types in all which provides a wide variety over how a unit traverses the battlefield. For more information see the Move Type page.

Move

A value that represents the distance the unit can move in one turn. Map tiles have various move costs depending on their type. The default for the tile cost value is 1 with harder to traverse tiles having as much as double the move cost. Paying attention to what tiles you step on is a very important part of the overall strategy as it not only effects how far you can move but it also has offensive, defensive, and elemental bonuses/penalties.

Jump

Similar to the move stat except this determines the ability to traverse tiles that are either higher or lower than the one the unit is currently on. The value itself determines the maximum height difference a unit can traverse.

When moving to a higher location: $$ Jump = |Jump| $$

When Moving to a lower location: $$ Jump = |Jump + 1|$$

unit/attributes.txt · Last modified: 2019/01/28 15:17 by lou