Post by nvmore on Jun 27, 2017 20:50:16 GMT
We use a combination of seven main statistics on this website. When converting them to growth rates, I gave four of them forty five points and three of them forty points. It comes out to three hundred points total. From there, I shifted the values between each other. I gave the statistics I preferred higher values, while leaving others lower. Naturally, this means that certain statistics would have a higher chance of leveling than others. That would make Serena's unique growth rates:
HP: 25 STR: 25 MAG: 80 SKL: 30 SPD: 55 DEF: 45 RES: 30
For my build purposes, I've made magic her main focus. Speed is right behind it, with less importance placed in defense. From there, resistance is next. The last two being health points and strength. Now most of those values aren't very impressive and have the opportunity to leave Serena a bit physically anemic. However, her growth rates are further altered by her current class. At the moment, Serena's an archer. That leaves her with these class growth rates:
HP: 10 STR: 15 MAG: 0 SKL: 15 SPD: 15 DEF: 10 RES: 0
Those values are tied to Serena as long as she remains an archer. Therefore, they change her overall growth rates to:
HP: 35 STR: 40 MAG: 80 SKL: 45 SPD: 80 DEF: 55 RES: 30
The value for skill is made more important, however speed is pushed passed the threshold. There are a total of three thresholds when leveling. The first threshold is eighty. Anything above eighty is guaranteed at least one point when leveling up. The second threshold is ninety. Anything above ninety is guaranteed two points when leveling up. The final threshold is one hundred. If a skill has one hundred as its value when leveled, it is still promised two. However, if the roll turns out to be one hundred, that skill gains three points for that level.
These values are extremely important. Putting preferred skills too high will leave your character anemic. However, spreading points evenly may leave your character spread too thin. Having two skills at eighty is a great way to avoid the dreaded one-one level up. Putting skills higher simply promises more points. It just comes at the cost of other skills.
Now, when leveling all values are subtracted from one hundred. That would leave Serena's values as:
HP: 65 STR: 60 MAG: 20 SKL: 55 SPD: 20 DEF: 45 RES: 70
The values are then rolled against a die that caps out at her highest value, plus twenty. If a unit has one hundred as their highest skill, they simply roll against one hundred. All statistic lower than the rolled number are leveled up. If the rolled value is below twenty, Serena would still receive the points for magic and speed. She would have to roll pretty high in order to level up her HP, STR, SKL and RES. After skills are determined to be leveled, you would then roll a D2, like normal. You would not be able to put points in the skills that weren't rolled above.
HP: 25 STR: 25 MAG: 80 SKL: 30 SPD: 55 DEF: 45 RES: 30
For my build purposes, I've made magic her main focus. Speed is right behind it, with less importance placed in defense. From there, resistance is next. The last two being health points and strength. Now most of those values aren't very impressive and have the opportunity to leave Serena a bit physically anemic. However, her growth rates are further altered by her current class. At the moment, Serena's an archer. That leaves her with these class growth rates:
HP: 10 STR: 15 MAG: 0 SKL: 15 SPD: 15 DEF: 10 RES: 0
Those values are tied to Serena as long as she remains an archer. Therefore, they change her overall growth rates to:
HP: 35 STR: 40 MAG: 80 SKL: 45 SPD: 80 DEF: 55 RES: 30
The value for skill is made more important, however speed is pushed passed the threshold. There are a total of three thresholds when leveling. The first threshold is eighty. Anything above eighty is guaranteed at least one point when leveling up. The second threshold is ninety. Anything above ninety is guaranteed two points when leveling up. The final threshold is one hundred. If a skill has one hundred as its value when leveled, it is still promised two. However, if the roll turns out to be one hundred, that skill gains three points for that level.
These values are extremely important. Putting preferred skills too high will leave your character anemic. However, spreading points evenly may leave your character spread too thin. Having two skills at eighty is a great way to avoid the dreaded one-one level up. Putting skills higher simply promises more points. It just comes at the cost of other skills.
Now, when leveling all values are subtracted from one hundred. That would leave Serena's values as:
HP: 65 STR: 60 MAG: 20 SKL: 55 SPD: 20 DEF: 45 RES: 70
The values are then rolled against a die that caps out at her highest value, plus twenty. If a unit has one hundred as their highest skill, they simply roll against one hundred. All statistic lower than the rolled number are leveled up. If the rolled value is below twenty, Serena would still receive the points for magic and speed. She would have to roll pretty high in order to level up her HP, STR, SKL and RES. After skills are determined to be leveled, you would then roll a D2, like normal. You would not be able to put points in the skills that weren't rolled above.