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CDBZ Archive
NEW Stat System! - Printable Version

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NEW Stat System! - Raditzu - 01-07-2008

We're scrapping the current stat system and introducing a nice, new, shiny one. And since we're just that awesome, we're throwing in a handful of bonus changes at no extra cost. Lets take a look at these one-by-one, shall we?

New Stats
The headliner of this announcement, we bring you six brand-new stats for the Chubbs universe. What are these stats? Glad you asked.

Strength - A character's raw physical strength. Essential for all those times you want to get up-close and personal with your opponent, strength will make sure you're packing quite a punch.

Constitution - Physical hardiness is what constitution gives you. The ability to withstand more punishment (physical or otherwise), the power to keep going when others would keel over, and the satisfaction of laughing at those who are gasping for breath.

Agility - All things speed fall under the umbrella of Agility. Punching speed, running speed, dodging speed, you name it, Agility's got it.

Insight - Not everyone has the ability to see the heart of things, but that's not a problem insight faces. The ability to examine, mentally dissect, and make sense of even the most complicated of people, situations, or even combat tactics is what Insight brings you.

Technique - Why swing away when a nice little jab will do just as well? Why jump out of the way when you could simply take a step to your left? Technique can answer all these questions and more. No matter how big your muscles are, you're powerless if you don't know how to use them. Technique makes sure a fighter knows what to do, and when, to make the most of their abilities.

Willpower - Ever met a person who just doesn't seem to know the meaning of the word "quit"? Well Willpower has. Willpower represents a character ability to natural will themselves to do something. Push through pain, ignore the insults of their opponents, and even channel their ki into destructive attacks.

Now I know those are great descriptions, but what does all that mean? Well, many of these stats can be thought of in terms of the current stats. It would look something like this:

Strength = Strength
Constitution = Defense/Stamina/Recovery
Agility = Speed/Defense
Insight = Intelligence/Attack Power
Technique = Attack Power/Defense
Willpower = Determination

Now remember, these aren't exact conversions. All of these new stats are unique stats, that chart is just to give you an idea of what your character might look like, statistically, under the new system. Just something to keep in mind.

Changing TP and Zeni

Everyone will still earn TP and Zeni each week just for being active, but those amounts are being tweaked. Since we no longer have mental stats that will give bonuses to your characters, we've made some changes. Each week a character will receive the following:

5 TP
250 Zeni

This is significantly lower than the way things work now. I know I get 25 TP a week and a bit more than 250 zeni. Some may not like it, some may love it, but we'll all get used to it. The following things all add 1 to your weekly TP:

Weighted Clothing
Alliance Headquarters
Gravity Room HQ upgrade

The only real change here is that an HQ gives a bonus 1 instead of the bonus 2 it used to give. For those of you who want to make more TP and Zeni each week, I encourage you to make use of the newly revamped Quest system. Want more? RP more.

Diminishing Returns

Gone are they days when 1 TP = 1 stat point. I know, I know, I feel your pain. Now, stats will incur cumulative costs. Or, in lay terms, the more ya got, the more it costs. For every 100 points, the cost increases by 1. So costs will look something like this:

1 ~ 100 --- 1
101 ~ 200 --- 2
201 ~ 300 --- 3
301 ~ 400 --- 4
401 ~ 500 --- 5

So if I want to go from 314 Agility to 315 Agility, it'll cost me 4 TP. Yikes!

Stored TP

With the introduction of diminishing returns, there's no guarantee that you'll be able to use all your weekly TP. Fear not! Now, any unused TP will be "stored" on your roster and can be used during any other weekly training. You can also choose to store all of your weekly TP instead of spending any of it on stats. Oh the choices...

Best Moves

As with Zeni and TP, Best moves are no longer receiving any benefits from mental stats. As a result, all characters will get 5 Best Move "slots." Some of use may gain slots, most of us will probably lose slots. But what if I really want to keep that 6th Best Move? No problem. Additional Best Move "slots" can be purchased for 10 TP.

In addition to this, we've made a less "tangible" change to Best Moves. You'll find that the staff will be more lenient about what does and doesn't qualify as a "legal" Best Move. We're not going to say that you'll get to have the Super l33t-bomb that kills all teh n00bs, but if something was turned down in the past, this might be the time to try to get it passed again.

PL Formula

"Ki" will now be listed as "Powerlevel." As of yet there isn't a new PL formula, so we might not have PL listings for people, but don't worry , it'll be there soon.

Switching Over

So, you have the information, you have the character, you're all excited about this new system, but how do you switch over? Its a pretty simple process. In the Roster Forum will be a thread for people who need their Rosters changed from the Old stats to the New stats. Each member simply needs to post a form with their new stats. To figure out all of your new stats, do the following:

1) Add up all your stats
2) Redistribute the points however you want

This redistribution will be affected by diminishing returns, so you get to spend everything you have.

There will be a separate thread in the Updates Forum for getting your Best Moves sorted out.

We hope you enjoy these changes.


NEW Stat System! - Super Buu - 01-07-2008

Good changes, definitely a move in the right direction. I might come back, especially if the new quest/grading system works well (I have no idea of the rules behind it).

But am I right in thinking that, when we first redistribute our stats, we completely ignore the new diminishing returns thing? If so, why? It might be better just to reset stats for this (ignoring techs) especially since the old weekly TP amount was much larger, and old people are going to be massively boosted in the new system.


NEW Stat System! - Raditzu - 01-07-2008

You are right in thinking that.

Since this isn't intended, in any way, to be any kind of reset, we didn't want to "punish" someone for getting to where they already were.

When you go from inches to centimeters, your don't lose any distance.[/reijin]

Yeah, its a nice boost to be able to start with a whole bunch of Agility, but now I'm pretty hosed. It will take 20 TP to gain 1 point of Agility. Personally, I think it evens out pretty well.

The idea of reset still hasn't been scrapped, so that wasn't any part of our focus here. Once everything's been implemented and worked out will look at reseting. For now we're just concerned with actually turning out the changes we've been promising for year(s?).


NEW Stat System! - Raditzu - 01-07-2008

No one post anything just yet. There are a couple of decisions I need to sleep on.

Sorry for the pre-mature announcement.


NEW Stat System! - Krillin - 01-07-2008

I think this, in light of other recent advances (most particularly the Quest change), is exactly what Chubbs needs. Not a total reset, but a compromise I can live with on a practical level.


NEW Stat System! - Krillin - 01-07-2008

I take it back.

The conversion needs some serious work. If I lump all of my points into Willpower, it would take Rad years upon years to even get close to my Willpower stat, while I build up my other 1-5 cost Stats until I have a respectable 500 all across.

2050 Agility is simply impossible to touch, unless I plan to pour an inordinate number of points into that Stat. But then, if I do, someone else who has 2050 Strength will be impossible to touch.

What this will do is create a number of completely ridiculous and imbalanced characters that have what essentially amounts to locked-in stats that, unless someone works desperately to reach their level, will remain top contender. This is worse than the old Determination problem. At least then the issues wouldn't be blatant for a couple years.

Under the current system of diminishing returns, this will not work.

On a side note, I personally think the system of diminishing returns should have some sort of leveled applicability. For example, a character that can reach SSJ is said to have unlocked an inner power, and the diminishing returns costs should reflect this.


NEW Stat System! - Raditzu - 01-07-2008

So there are two changed to the OP. The first is that you will be able to spend all of your stat points from the current system, not 2/3rds of them. The second is that diminishing returns will affect this initial distribution.

Yes, this means everyone is going to have to do a little math.

The OP has been edited accordingly.


NEW Stat System! - Krillin - 01-07-2008

Ok, sweet.


NEW Stat System! - Raditzu - 01-07-2008

Multiple people had expressed that same concern.

The idea of incorporating powerups into stat costs is an interesting one as well. We had never intended on doing that, but its definitely something we'll keep in mind.


NEW Stat System! - Waffuru - 01-07-2008

Willpower does not give you any bonus TP, just so we're clear.


NEW Stat System! - Tapion - 01-07-2008

Krillin Wrote:I think this, in light of other recent advances (most particularly the Quest change), is exactly what Chubbs needs.

I agree with that. A newer, fresher, and just neater stat system REALLY encourages me to rp again.

Krillin Wrote:Not a total reset, but a compromise I can live with on a practical level.

I REALLY think a new stat system would be the perfect time to implement a stat reset, just my preference. I'm not going to try to push it, but I'd defiantly love that. I'll most probably just take a personal stat reset and shut up though.


Bottom line: I like the new stats. Thumbs up.


NEW Stat System! - Krillin - 01-07-2008

A diminishing stat return really removes the dire need for a reset, in my eyes. Great solution.


NEW Stat System! - Tapion - 01-07-2008

Krillin Wrote:A diminishing stat return really removes the dire need for a reset, in my eyes. Great solution.

Agreed. That's why I'm not trying to really complain, I actually like this Big Grin


NEW Stat System! - Raditzu - 01-07-2008

Waffuru Wrote:Willpower does not give you any bonus TP, just so we're clear.

Just so this has actually been said:

None of the "mental" stats provide any sort of bonus, and all of them contribute to PL.


NEW Stat System! - Janemba - 01-07-2008

I really like the diminishing returns idea. 'Cause it makes sense, if you're a fucking brick with ridiculous strength, it would take you a bit longer to actually add on anything if you're working at a constant rate. If that makes any sense.

Also, I like the best move slots thing.

And by power-ups affecting this, do you mean like after achieving a newer level, it sort of stalls the process of diminishment? I'm terrible at phrasing, sorry.


NEW Stat System! - Raditzu - 01-07-2008

What Krillin meant was that once you achieve a new level, it actually accelerates the process of diminishment. In my mind, it would look something like this:

1 ~ 100 --- 1
101 ~ 200 --- 2
201 ~ 300 --- 3 (4 if SSJ2)
301 ~ 400 --- 4 (5 if SSJ2)
401 ~ 500 --- 5 (6 if SSJ2)
501 ~ 600 --- 6 (7 if SSJ)
601 ~ 700 --- 7 (8 if SSJ)
701 ~ 800 --- 8 (9 if SSJ)


See how that works? If you have better powerups, it becomes harder to increase you base stats. Compared to someone who doesn't have the same powerups. That was just an example, by the way. That's nothing official.

My big problem with doing this is that people don't get to choose when they get powerups and it doesn't really sit well with me if a reward (like SSJ) can become a penalty because they now have a harder time training their stats. If member were choosing when/if they got a powerup then I wouldn't care, you know the pros/cons going into it, but currently we just force powerups on people.


NEW Stat System! - The Not Cool Not Tapion - 01-07-2008

This is really, really gay.


NEW Stat System! - Krillin - 01-07-2008

Actually, I was kinda thinking the opposite on that, Rad. Something like:

1 ~ 100 --- 1
101 ~ 200 --- 2 (1 if SSJ/SSJ2
201 ~ 300 --- 3 (2 if SSJ, 1 if SSJ2)
301 ~ 400 --- 4 (3 if SSJ, 2 if SSJ2)
401 ~ 500 --- 5 (4 if SSJ, 3 if SSJ2)
501 ~ 600 --- 6 (5 if SSJ, 4, if SSJ2)
601 ~ 700 --- 7 (6 if SSJ, 5 if SSJ2)
701 ~ 800 --- 8 (7 if SSJ, 6 if SSJ2)

This is both to account for some of the potential tension that could arise in well-established members who have reached the point of only 1 stat point per week (that would admittedly suck). It isn't a huge difference, but it is something.

There's a precedent for it in the shows too, if memory serves. Vegeta was flipping out when he reached his maximum power as a saiya-jin, stating something to the effect of "I've reached a plateau, how can I push through?" After achieving SSJ, however, his power advancement increased exponentially.

Of course, this is actually a somewhat significant advantage, and thus, the power-ups should probably be toned down slightly.


NEW Stat System! - Raditzu - 01-07-2008

I'm sorry you feel that way, The Not Cool Not Tapion.

Ah, I gotcha, Krillin. That probably won't happen. Powerups seem to be enough of an advantage as they stand.

Yeah, it'll suck for people to have to save up just to get a couple stat points, but eventually everyone will be there, right?


NEW Stat System! - Dehan - 01-07-2008

Ok...so lemme get this straight. I got 2768 points to distrubte between those stats? And just so I don't have to start a new thread in the QSU, I've never had a character change/switch so if I want to switch to a custom do I still take a stat hit even though it's my first change?