Thread:De4thstopper/@comment-25857155-20150611154629

Alright, you asked for a rundown of my interpretation of the character stats-  Bear in mind that I am primarily and RPG player, so I do place a bit more significance on stats than others on the site. I will shamelessly reference my own characters to assist the explanation, just a heads up.

A lot of this might be TL;DR type material - bear with me. (=^.^=)


 * Strength - pretty straight forward, how much physical strength your character has.  1 is an infant, 10 is Atlas (the mythological figure who holds the globe, not the Kingdom). This affects how much your character can carry, how much they are slowed by armor, and how much damage they deal with physical melee attacks.   Most tanks will likely have a high stat here, though quite a few strikers will as well.


 * Precision - essentially the targets chance to hit their intended target.  This stat effects Accuracy and Critical Chance - thus, the higher it is, the likelier they are to land a critical hit (or hit at all).  Characters with large weapons (like Nora) will have lower scores in this stat, since it's just not needed as much.  Snipers (Like Ash Westwind) want to max this one, as do small blade users (daggers and rapiers).


 * Critical Damage – this effects how much damage your character deals when they land a hit on a weak spot.   It pairs well with Precision, and snipers and assassins (like my Cerise Sangestre) will want to max this.   Conversely, tanks and fast-hitters will have a lower rating here.


 * Attack Speed - how quickly your character can strike in succession.  This is affected by the weight, size, and shape of the weapon as well their physical capabilities.  Basically, their dexterity with regards to attacking.  A character who uses a katana but only attacks as a counter attack might have as low a score here as Nora.  Ruby, for example, also has a mid-slow Attack Speed due to her weapon type, despite her speed semblance.  Conversely, someone with a small weapon will likely have a higher score.


 * Dust Use - how skilled the character is at using Dust in attacks.  This has little effect on Dust-loaded rounds, but is rather their ability to manipulate Dust in its forms (cut, uncut, powder) directly, as Weiss does via Myrtenaster.


 * Semblance Power - how much power their semblance exerts/Aura it uses.  A low score here does not necessarily mean the semblance is useless, just that it does not have much force behind it.  For example, Aurum Segen’s semblance, which has very low power (it only increases his perception rather than physical ability or causing an effect), but is far from useless.   Contrast that to a semblance that causes a massive explosion, but drains massive Aura.


 * Aura – essentially HP/MP in a game.   Aura functions as physical defense and semblance juice at the same time, so a high-power semblance will require higher Aura to use more often, while a lower semblance (such as Aurum’s) can run for a decent time with low Aura stat – someone with high Aura rating will also be able to take more of a beating (like Yang).


 * Parry/Block Rating – how skilled a character is at deflecting or outright stopping attacks with their weapon(s) or gear.   This would be much higher on a tank-type character (like my Mauve Brennie, or even Aurum) than a striker (DPS) type, since it adds quite a bit to their survivability.   Someone with a fragile weapon (such as a bow, like my Celeste Burne) will have a low stat here.


 * Vitality (Fitness) – the character’s actual physical hardiness.   This would affect how much of a beating the character can take once their Aura is depleted, which normally will not be much, as well as how long their stamina will hold out.   Again, this stat will be higher in tank-types than DPS or support, though some strikers might have high stats here as well (fist-fighter types, or brawlers who are not tanks).


 * Evasion – how skilled the character is at dodging enemy attacks.   This is normally higher on fast-moving DPS types (like Cerise Sangestre) than others, though some tank-types will also build this.


 * Perception – how good the character is at noticing things.   This affects their 5 senses quite a bit – a high perception will allow the character to hear, see, feel, etc things that other character might not be able to.   This also affects the character’s ability to tell when another person is lying, when an ambush is waiting, etc.   Team leaders often have high stats here (like Aurum).


 * Charisma – how likeable the character is.   This affects how skilled the character is in negotiations, how likely they are to be let off the hook, or how well they perform at persuasion/bartering.


 * Tech Skill – how good the character is with technology.   This is another utility skill, affecting how skilled the character is at weapon forging, computer use, energy-type weaponry, dealing with robots, mechanical traps, and so on.   Neptune would have a high Tech Skill, as would my Ash Westwind with his penchant for weapon designs.


 * Movement Speed – how far the character can move in-combat in a set amount of time.   That is, with their weapon out while running, how far they can move in 10 seconds, or how long it takes them to get from A to B compared to other characters.   This does not account for semblance use – for example, Cerise Sangestre could use her semblance to speed up her team and herself, but this stat would remain unchanged.


 * Luck – how lucky the character is.   This one is pretty basic, and will normally be very close to 5 for any character unless they are exceptionally lucky or unlucky.   Say for example, if a character routinely finds money lying around, has won multiple lotteries, and randomly meets famous people (or avoids guards by chance), they would have a very high luck stat.   Conversely, a character that routinely ends up in random situations such as car accidents, storms, lightning strikes, cave-ins, or “caught in the act” scenarios would have a very low stat.   If someone is routinely almost killed by random events but never actually harmed (pianos dropping out of the sky and barely missing kind of thing), they technically have average-but-accelerated luck, in which case this stat would be 5.

Welp, I probably over-explained some of that, but I hope it helps! :)   Let me know if you think any of it needs adjusting; I just made that template ... last week, I think it was. 