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BattleBob > Single (1P) Mode > Stats

Stats



As of BattleBob Version 4.0, BattleBob has featured a number of stats that effect gameplay in a variety of ways. Many stats check and balance each other, letting players potentially build defenses against certain types of damage.


There are 18 different stats in BattleBob as of BattleBob Version 4.2. Most of them directly influence values such as damage in BattleBob but others are a little more complex, effecting values such as probabilities and percentages.


In Standard and Double modes, players default to having all 0s in all of their stats, to make the game evenly balanced and fair for all players. These stats can all be altered by Status Effects, however. Certain weapons may possess passive states that will effect the player's stats, or through other means a player may be inflicted with a status effect that will alter their stats temporarily.


In Single Player Mode, players' stats grow as they level up. Each time the player levels up, they receive 75 stat points. How these stats are distributed depends on what class the player is outfitted with. Leveling Classes also earns the player more stat points per level. Most Artifacts also increase the player's stats in some way.



List of Stats in BattleBob


Vitality (VIT): Vitality is a stat that directly effects Max HP. For every point in Vitality, the player has 1 HP added to their starting HP. Vitality is a fast growing stat, averaging at nearly twice the growth of any other stat. There are no stats that work against Vitality.




Appetite (APP): Appetite is a stat that effects the strength of the `sandwich command. Both healing from good sandwiches, and damage from bad sandwiches are amplified by this stat.




Strength (STR): Strength is a stat that increases the damage dealt with the `attack command. Every stat point in Strength equals one more damage dealt by the command.




Defense (DEF): Defense is a stat that decreases the damage taken from the `attack command. Every stat point in Defense equals one less damage taken by the command.




Technique (TEC): Technique is a stat that increases the damage dealt with the `skill command. Every stat point in Technique equals one more damage dealt by the command.




Constitution (CON): Constitution is a stat that decreases the damage taken from the `skill command. Every stat point in Defense equals one less damage taken by the command.




Charisma (CHA): Charisma is a stat that increases the damage dealt with the `assist command. Every stat point in Charisma equals one more damage dealt by the command. If the Charisma stat falls too low, assists won't answer the player, effectively disabling the command.




Reflex (REF): Reflex is a stat that decreases the damage taken from the `assist command. Every stat point in Reflex equals one less damage taken by the command.




Magic (MAG): Magic is a stat that increases the damage dealt with the `summon command. Every stat point in Magic equals one more damage dealt by the command.




Wisdom (WIS): Wisdom is a stat that decreases the damage taken from the `summon command. Every stat point in Wisdom equals one less damage taken by the command.




Spirit (SPI): Spirit is a stat that increases the damage dealt with the `special command. Every stat point in Spirit equals one more damage dealt by the command.




Resiliance (RES): Resiliance is a stat that decreases the damage taken from the `special command. Every stat point in Resiliane equals one less damage taken by the command.




Mind (MIN): Mind is a stat that increases the damage dealt with the `focus command. Every stat point in Mind equals one more damage dealt by any offensive command used while the player is focused. This stacks with the usual focus damage buffs and with stats that modify damage dealt by specific commands.




Fortitude (FOR): Fortitude is a stat that decreases damage taken with the `defend command. Every stat point in Fortitude equals one less damage taken while the player is defending. This stat stacks with the usual damage reductions by `defend and with stats that modify damage taken by specific commands.




Accuracy (ACC): Accuracy is a stat that effects the chance of the player missing. Typical hit rolls generate a number between 1 and 100, with the command's accuracy being a set number, and so long as the accuracy roll lands within the range of the command's accuracy, the chosen action will hit. The accuracy stat buffs the accuracy of all commands the player uses. If the accuracy stat is negatively effected, the player's accuracy will actually hurt the accuracy of the command used, and the chances of the player missing are increased.




Evasion (EVA): Evasion is a stat that effects the chance of the opponent missing. Typical hit rolls generate a number between 1 and 100, with the command's accuracy being a set number, and so long as the accuracy roll lands within the range of the command's accuracy, the chosen action will hit. The evasion stat lowers the accuracy of all commands the opponent uses. If the evasion stat is negatively effected, the player's evasion will actually buff the accuracy of the opponent's command, and the chances of the opponent missing are decreased. If the opponent misses because their hit roll fell within the margin of the player's evasion stat, an animation describing the player dodging the attack will play instead of the usual miss animation.




Resistance (RST): Resistance is a stat that effects the probability of the player being afflicted with status effects. Most strikes that inflict status effects have a probability of inflicting the status effect between 1 and 100 (with 1 being a 1% chance, and 100 being a 100% chance.) For every point in the Resistance stat, the probability of being afflicted with a status effect drops by 1%. If the Resistance stat were to reach 100, the player would me immune to all status effects.




Luck (LUK): Luck is a stat that directly influences the chance of the player receiving a Critical Hit/Heal/Guard. Typical Crit Rolls generate a number between 1 and 100, and so long as the roll lands within the range of the command's Crit Range, the player will receive a Critical. For every point in the Luck stat, the chance of receiving a Critical increases by 1%.