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Digimon have unique stats by species on Super Rumble. Additionally there are stat modifiers being [[Synergy]] , [[Zero Unit (Clone)|Correction (Hatching Stats)]] and [[Potencial|Stat Blocks]] . All those systems combined make a digimons Stat values shown below:
== '''Stat Definitions''' ==
[[File:Stats.png|left|frameless]]
'''Digimon have unique base stats by species on Super Rumble''', this means that a DarkTyrannomon hatched from Agumon and one hatched from Gizamon will have the same base stats. Additionally there are stat modifiers being [[Synergy]] , [[Zero Unit (Clone)|Correction (Hatching Stats)]], [[Potencial|Stat Blocks]] and Specialization. '''It is important to know that all these values can be changed, meaning that any digimon can be perfect regardless of how you hatched it.''' All those systems combined make a digimons Stat values shown here:
 
* '''- HP'''= '''health points''' of the digimon, can only be increased via Correction or Specialization. '''SP'''= '''Skill points''' of the digimon, can only be increased via Correction or Specialization.
* '''- STR'''= *'''Main damaging stat of a digimon'''. Skills use the STR and skill % damage for calculations.
* '''- INT'''= '''Secondary damaging stat''', also responsible for some other skills like Marine Angemon's healing. Increases Critical Rate**,  '''Critical damage'''(starts at 150%) and '''Damage range''' (95%~105%).
* '''- DEF'''='''Damage Reduction''' from all sources.
* '''- RES'''='''Increases status effect resistance and Critical Damage Resistance'''.
* '''- SPD'''='''Increases how fast you attack in any given turn''' (Every Digimon attacks once per turn). Having high speed also adds a '''chance to gain priority''' in the turn order and attack first or one extra attack time in a turn.
*
*'''Bond''' = The "friendship" stat. '''Increases by 0,001% by every battle''' done with the digimon, regardless of enemy. Bond adds a hidden chance to : Survive an attack with 1 hp, chance to deal double damage (when in low health) and an increased chance to activate chain skills (not shown in the stats)
* *It is important to note that players invest on STR on almost all digimon because it is a very direct damage increase (example 78%STR=78% damage increase). INT potentially does more damage but the digimon needs to have a high enough base inteligence to make it work. The meta is to generally go full STR blocks and INT equipment ** Critical Rate caps at 90.00% currently. Depending on the base intelligence of a digimon the INT gained from external sources might give higher critical % values due to stat scaling.
 
== '''Sub Stats''' ==
[[File:Stats2.png|left|frameless]]
Scrolling down from the main stats on any digimon shows you the detailed sub stats, and they are the following:
 
'''Critical Rate'''= Chance to do a Critical hit with any attack. For skills that have multiple hits each hit has a chance to crit individually. '''You can add Critical rate from Stat blocks and synergy'''.
 
'''Damage Range''' = The variation in damage on any attack. It has a fixed lowest limit at 95% of the base damage but can go up to 105% of the total damage. '''Increasing INT''' makes the total possible damage go up from 105%.
 
'''Critical Damage''' = This stat decides how much damage is done when you get a Critical Hit. It starts at 1.5x (150% damage) and '''increases with the INT value'''.
 
'''Critical Damage Resistance''' = This stat was made to counter Critical Damage builds. '''Increases by investing in RES'''.
 
'''Status Effect Resistance''' = Adds an extra chance to resist status conditions like stuns, burns, freezes and similar. '''Increases by investing in RES'''.

Revision as of 02:51, 17 October 2024

Stat Definitions

Stats.png

Digimon have unique base stats by species on Super Rumble, this means that a DarkTyrannomon hatched from Agumon and one hatched from Gizamon will have the same base stats. Additionally there are stat modifiers being Synergy , Correction (Hatching Stats), Stat Blocks and Specialization. It is important to know that all these values can be changed, meaning that any digimon can be perfect regardless of how you hatched it. All those systems combined make a digimons Stat values shown here:

  • - HP= health points of the digimon, can only be increased via Correction or Specialization. SP= Skill points of the digimon, can only be increased via Correction or Specialization.
  • - STR= *Main damaging stat of a digimon. Skills use the STR and skill % damage for calculations.
  • - INT= Secondary damaging stat, also responsible for some other skills like Marine Angemon's healing. Increases Critical Rate**, Critical damage(starts at 150%) and Damage range (95%~105%).
  • - DEF=Damage Reduction from all sources.
  • - RES=Increases status effect resistance and Critical Damage Resistance.
  • - SPD=Increases how fast you attack in any given turn (Every Digimon attacks once per turn). Having high speed also adds a chance to gain priority in the turn order and attack first or one extra attack time in a turn.
  • Bond = The "friendship" stat. Increases by 0,001% by every battle done with the digimon, regardless of enemy. Bond adds a hidden chance to : Survive an attack with 1 hp, chance to deal double damage (when in low health) and an increased chance to activate chain skills (not shown in the stats)
  • *It is important to note that players invest on STR on almost all digimon because it is a very direct damage increase (example 78%STR=78% damage increase). INT potentially does more damage but the digimon needs to have a high enough base inteligence to make it work. The meta is to generally go full STR blocks and INT equipment ** Critical Rate caps at 90.00% currently. Depending on the base intelligence of a digimon the INT gained from external sources might give higher critical % values due to stat scaling.

Sub Stats

Stats2.png

Scrolling down from the main stats on any digimon shows you the detailed sub stats, and they are the following:

Critical Rate= Chance to do a Critical hit with any attack. For skills that have multiple hits each hit has a chance to crit individually. You can add Critical rate from Stat blocks and synergy.

Damage Range = The variation in damage on any attack. It has a fixed lowest limit at 95% of the base damage but can go up to 105% of the total damage. Increasing INT makes the total possible damage go up from 105%.

Critical Damage = This stat decides how much damage is done when you get a Critical Hit. It starts at 1.5x (150% damage) and increases with the INT value.

Critical Damage Resistance = This stat was made to counter Critical Damage builds. Increases by investing in RES.

Status Effect Resistance = Adds an extra chance to resist status conditions like stuns, burns, freezes and similar. Increases by investing in RES.