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Fallout

Up to date as of February 01, 2010
(Redirected to Statistic article)

From The Vault

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Statistic can refer to:


This article uses material from the "Statistic" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

See Also: Stat Growth

In most RPG games, not necessarily limited to Final Fantasy games, stats, or statistics are used to represent how strong a character is. Stats are represented by numbers and are used in engagements to determine how much damage a character takes by an opponent, or deals to an opponent. As a character levels up, they get increases in each stat. Different jobs and races gain stats differently. For example, Paladins speeds are slow, while Ninjas and Assassins are fast.

Types of Stats

Terra's stats at the beginning of Final Fantasy VI
  • Level: A units level is the defining point of the character, it denotes how much it has in the other stats. For example, a unit with a low level is considerably weaker than a high level unit. Levels are usually measured one at a time, unless a considerable amount of experience/Ability Points are gained at one time. Level also affects how much damage the user deals along with the other stats in most Final Fantasy games. As the unit gains levels, the unit will gain more power in the below stats.
  • HP (Hit Points): Hit Points are used to determine if a character is able to fight. When attacked, the total damage dealt is subtracted from the current HP. When the characters current HP is 0, the characters faints and is unable to fight. Some items like Potions and most White Mage skills can restore HP. Phoenix Downs can revive a fainted unit, usually with half their max HP.
  • MP (Magic/Mana Points): Magic or Mana Points are used when a character uses magic, or special skills. Black, White, Blue, and Red Mages usually use these to utilise their skills. In some games, they are restored periodically. Sometimes items or rest stops are required to restore them.
  • Exp. (Experience Points): Experience points are gained to raise the character's levels. To level a character by one, a certain amount of Exp. is needed. This amount is rarely constant, as it grows each time the character levels. Enemies grant Exp to the party when defeated, and generally, Bosses may either give a huge amount of it, or none. The Exp. received after a battle is usually shared by the whole party, reason why if a character fight a monster alone, he would receive the same experience as all of the characters together.
  • AP (Ability Points): Ability Points are gained when a battle is complete and won. In most games, AP is used and gained to allow characters to master abilities. Generally, the stronger an opponent/group is, both in level and class (e.g.: Minions VS. Bosses), the more AP the character gains. In some games, AP is used as an alternative to Experience Points: when they reach a certain point, the character levels up by one. Also in some games, like Final Fantasy X, a character is required to attack or otherwise uses an Action to gain AP.
  • Attack Power: Also known as Vigor, Attack Power is used to indicate how strong a characters Attack is. It is compared to the opponents Defense to determine how much damage is caused, if any.
  • Defense Power: Defense Power is used to indicate how well defended you are against physical attacks. The higher Defense Power a character has, the less damage he/she takes.
  • Magic Power: Magic Power is used to indicate how strong a characters magic skills are. It is compared to the opponent Magic Resistance to determine how much damage is dealt, if any. For White Mages, it determines how much HP is restored.
  • Magic Defense: Also known as Spirit or Magic Resistance, Magic Defense is used to determine how well protected you are against magic-based attacks. The stronger it is, the less damage you will take. In some games, Defense and Resistance are combined as one stat.
  • Speed: Speed determines how fast a characters turn will come up in battle, and how often. Time Mages can be used to alter Speed for one battle, with skills such as Stop, Slow, Haste, and Quick (sometimes 'Quicken').
  • Hit Rate: This stat, also known as Accuracy, will determine how often a units attacks will connect with the target. Status ailments like Blind can reduce this stat.
  • Evasion: This stat will indicate how often a unit can avoid an attack from an opponent. The higher an evade stat is, the less a unit will be hit.
  • Magic Block: This stat will indicate how often a unit can avoid a magic attack. In some games, Magic Block and Evade are combined as one stat.
  • Accuracy: Accuracy is a measurement of how often a unit will hit. It is generally compared versus a target's evasion.
  • Magic Accuracy: Magic Accuracy, in the games where it is present, determines the likelihood that a unit will successfully inflict damage or effect an enemy with a negative status effect.
  • Absorb: A stat, which affects how much damage a character will take when hit by an enemy.
  • Agility (Agl.): A stat, which affects the stat Evade%. It is affected by the heaviness of the character’s armor. Additionally, Agility helps dodging enemy attacks.
  • Luck: Can effect many things, such as when a critical attack will land.
  • Vitality: Has been in some Final Fantasy games with different meanings like: resistance to attacks, (like the defense stat), how much HP is gained during a level up, or resistances to status effects.

This article uses material from the "Stats" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

GTA

Up to date as of February 09, 2010
(Redirected to Statistics article)

From Grand Theft Wiki


Statistics are used in GTA III Era games to indicate progression in certain areas, or to enumerate certain activities -- for example, a "Longest wheelie" statistic will measure how long a player has sustained a wheelie on a motorcycle; "Packages collected" counts how many Hidden Packages a player has acquired; "Hospital visits" counts how many times a player has been Wasted on their current playthrough, etc.

Many of these statistics are also present in older GTA games, but they are not detailed here.

HUD Stats

Rather than recording progress or activities, these statistics are displayed onscreen during gameplay in the Heads Up Display (HUD), to give the player a greater awareness of the protagonist's condition and situation.

  • Health - Health indicates the player's condition, and as such, is reduced by sustaining injuries. When the player's health is depleted, they are Wasted, which results in mission failure, and the player being sent to hospital to be revived. Health can be regained by eating food, saving, or picking up a health "power-up" or first-aid kit.
  • Armor - Armor counts as an extra "layer" of health; it can be acquired via an Armor pickup, purchased at an Ammu-Nation store, or, in some games, acquired by entering the Police Enforcer. The exact abilities of Armor vary from game to game -- generally, Armor will absorb all gunfire and explosive damage until it is entirely depleted; damage from falls and vehicle impacts may deplete Armor, or may leave Armor intact and deplete Health. In Vice City, shotgun attacks can reduce health as well as depleting armor.
  • Wanted Level - The Wanted Level indicates the level of police interest in the player. If the player commits serious crimes (and the police are aware of them), it will indicate the extent of the crimes, and how much force Police will employ in capturing (or killing) the player. If the police catch the player, he or she will be Busted.

GTA SA Statistics

GTA San Andreas has a number of additional statistics, viewable either by holding the 'status' button or key, or via the Main Menu. These reflect CJ's physique, physical abilities and expertise; unlike in other GTA games, these change according to the player's actions.

  • Fat - This statistic measures CJ's body fat. Fat is increased by eating food. Fat is decreased by exercising, either at a gym or in the world at large. Being overweight naturally changes CJ's appearance, and eventually lessens most physical capabilities (including health), but CJ is required to have at least a small amount of fat -- without it, exercising will reduce CJ's health instead of his fat.
Food is available at Well Stacked Pizza Co., Cluckin' Bell, and Burger Shot, and their meals will add either 0, 1, 2, or 3% to CJ's Fat level.
For every 150 seconds of running, or every 100 seconds of biking or swimming, CJ will shed 1.5% fat. At a gym, this is much faster - on the treadmill or stationary bike, CJ will shed 2.5% fat every 14 seconds. When lifting weights, CJ will shed 2.5% fat for each repetition. Also, if the player waits 48 ingame hours without eating, CJ will shed fat at a rate of 2.5% per in-game hour. If the player has no more fat to shed, the hunger will start hampering muscle instead.
  • Muscle - This indicates CJ's muscular development. Muscle influences the Respect and Sex Appeal stats. Muscle is increased by working out at a gym, or otherwise exercising (running, riding bikes, swimming). A 100% muscle statistic is detrimental to Sex appeal and will prevent CJ from initiating contact with some girlfriends
Using the treadmill or stationary bike at a gym for 14 seconds will gain 1% muscle. Lifting weights will gain 1% muscle for each repetition. 150 seconds of running in-game, or 100 seconds of swimming or biking, will cause CJ to gain 1% muscle.
  • Respect - Respect indicates CJ's level of influence in the Grove Street Families. Having high enough Respect allows CJ to recruit gang members. Many missions increase Respect when completed, as do successful Gang Wars. Respect is lost by not wearing gang colors in gang territory. CJ will also lose respect if he kills members of his gang, or loses territory to other gangs.
  • Sex Appeal - This statistic indicates how girls will react to CJ. It is influenced by CJ's Vehicle, Hairstyle, Clothing, Fat, and Muscle. Collecting all 50 Oysters can prevent some of the pitfalls of low Sex Appeal (girlfriends being dissatisfied with CJ's appearance, or potential girlfriends not wanting to talk to CJ)
  • Stamina - The Stamina statistic indicates endurance with regards to running, swimming, and cycling. Low stamina means CJ will grow fatigued easily and stop sprinting after short distances. Stamina has to be built up over the course of the entire game by exercising. In GTA: Vice City Stories, a stamina bar also exists whenever the player is in the water. If it runs out, the player will drown.
For every 150 seconds of swimming, or every 300 seconds for running or biking, CJ will gain 5% Stamina. At the Gyms, the treadmill and stationary bike will grant CJ 4% Stamina for every 14 seconds.
  • Oxygen - Oxygen represents how long CJ can hold his breath underwater. An oxygen meter is displayed whenever CJ dives underwater. Lung capacity is increased by swimming underwater for extended periods, and by collecting Oysters.

This article uses material from the "Statistics" article on the GTA wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010

This article uses material from the "Ambush on the Covenant" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

File:Statistics.png
The current player statistics screen.

The Stats tab, also known as the Statistics tab,[1] is a panel which can opened in the upper-left corner of the control panel interface. It displays all of the skill levels of a player.

Additionally, if the mouse is hovered over a skill, the current experience in that particular skill is displayed, and the experience needed for the next level is shown. If the link is clicked, the interface displays a menu which provides the milestones which can be achieved in that skill.

History

The statistics screen prior to 15 January 2008

At one point, Jagex changed the colour of the skill levels in the interface to orange, but later reverted the change after they realised that colour blind players, or even non-colour blind players, had difficulty seeing the numbers.

On 20 October 2009, Jagex updated the interface so that while in resizeable window mode, players are able to see all of their skills without the need for a scroll bar.

References

  1. ^ Jagex. Controls - The Basics, Control Panel. RuneScape Game Guide. Retrieved 11 January 2010.

This article uses material from the "Stats" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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