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Character Stats (Read 6215 times)

Started by Corey0142, February 24, 2014, 05:57:27 am
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Character Stats
#1  February 24, 2014, 05:57:27 am
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Hey so I got this idea. Why don't we try taking every known M.U.G.E.N. character out there and compare their stats next to each other in a bigass table? Then we can make a hisogram of all the data, showing where most people are and stuff. I think that this could prove invaluable to people trying to make new characters. What do you guys think?

I'll probably come back to this thread over and over to update the table but so far here are the headers for the table based on the information from the files themselves:

 
Name: Life: Power: Attack: Defence: Fall Defence (Up) Liedown Time: Air-juggle:
Spark Number:
Guard Spark Number:
KO Echo:
Volume:
Int Persist Index:
Float Persist Index:

Re: Character Stats
#2  February 24, 2014, 06:01:53 am
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I feel like this won't work, many people use the base 1000/100/100 for hp/atk/def
Re: Character Stats
#3  February 24, 2014, 06:05:24 am
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This type of idea could only be functional on a full game environment.
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Re: Character Stats
#4  February 24, 2014, 07:34:25 am
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Re: Character Stats
#5  February 24, 2014, 08:13:10 am
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Unfortunately I don't think this would produce very interesting results; a great deal of characters are gonna have the exact same stats, and a few of them are practically worthless (air juggle, volume, etc.)
Re: Character Stats
#6  February 24, 2014, 08:32:33 am
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Hey so I got this idea. Why don't we try taking every known M.U.G.E.N. character out there and compare their stats next to each other in a bigass table? Then we can make a hisogram of all the data, showing where most people are and stuff. I think that this could prove invaluable to people trying to make new characters. What do you guys think?

This idea for MUGEN currently sounds too unrealistic, especially with the amount of differentiation between many different characters and how each of them were specifically created. It would take years to compile such a vast amount of information. Not to mention, a lot of the characters in years past were unfinished and underdeveloped.

Also,
Unfortunately I don't think this would produce very interesting results; a great deal of characters are gonna have the exact same stats, and a few of them are practically worthless (air juggle, volume, etc.)
This.
Re: Character Stats
#7  February 24, 2014, 03:37:40 pm
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Wait so most characters just have the same stats? Then what's the point of playing different characters if they're the same? Didn't the designers of the characters do their homework and think about how their character would fit into the game with others?

So wait, what are the average stats then?
Last Edit: February 24, 2014, 03:43:01 pm by Altrunchen
Re: Character Stats
#8  February 24, 2014, 04:28:53 pm
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They put different move strengths however its based on the commonly used 100 atk

MUGEN is an engine not a game
Re: Character Stats
#9  February 24, 2014, 04:31:29 pm
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Wait so most characters just have the same stats? Then what's the point of playing different characters if they're the same? Didn't the designers of the characters do their homework and think about how their character would fit into the game with others?
It's just that those stats don't have a terribly important impact on how the character plays. Some, like attack and defence are usually unchanged because most commercial fighting games don't change these values from character to character; instead their various attacks do different amounts of damage from another character, and their total amount of life will differ.

You'd find more variance in the velocity constants, because those differ from character to character in almost every case.
Re: Character Stats
#10  February 24, 2014, 04:40:30 pm
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Then what's the point of playing different characters if they're the same? Didn't the designers of the characters do their homework and think about how their character would fit into the game with others?

They do, and Mugen doesn't exactly cut it if we're talking about hundreds of different styles fitting into one world.

Also, the stats that you listed aren't representative of character variance (we try not to use Mugen's air.juggle, spark.no is purely graphical)

My character is the best because the volume is MAXED OUT!
Re: Character Stats
#11  February 24, 2014, 07:14:34 pm
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So then, what do the stats even mean? How do they factor into the game?
Re: Character Stats
#12  February 24, 2014, 07:38:49 pm
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This isn't an RPG lol, they aren't stats. They are just things you can modify to build characters off of. People can code their own replacements for most of them, and alot of them are just small technical things. Stuff like KO Echo aren't gameplay enhancers at all. Remember, MUGEN is not a game. The engine is just giving you a blank slate to start with. Most people don't change any of that stuff except if its important, like liedown time.
Re: Character Stats
#13  February 24, 2014, 07:45:43 pm
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So then, what do the stats even mean? How do they factor into the game?

Health, Attack, and Defense are obvious.

Fall Defense and Liedown time pose a minor effect on gameplay and are mostly important for people doing conversions. (Although the default Liedown is bad)

Volume, Sparkno, and KOecho are purely aesthetic.

The persist indexes are for programming purposes and do not directly effect the gameplay.
Re: Character Stats
#14  February 24, 2014, 10:43:13 pm
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Attack and Defense are percentage based.

Attack at 100 means their attacks will do 100% of their damage.
If it increases to something like 120, the damage from their attacks will scale to do 20% more damage.
The same goes for when it gets lowered.

Defense is used for making the character more or less "tanky". 100 means they will receive 100% damage from enemy attacks.
A decreased defense value means taking more damage depending on how much it is lowered.

Sure one can do the same by increasing or decreasing the char's health value, but there are some moves that ignore the defense value completely. (Most likely it is one that uses "LifeAdd" with a negative value)

An optional one: "Power" determines the maximum amount of power stocks the character has. 1000 power = 1 power stock.
If omitted, the value defaults to 3000.
Re: Character Stats
#15  February 26, 2014, 02:48:25 pm
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Attack and Defense are percentage based.

Attack at 100 means their attacks will do 100% of their damage.
If it increases to something like 120, the damage from their attacks will scale to do 20% more damage.
The same goes for when it gets lowered.

Defense is used for making the character more or less "tanky". 100 means they will receive 100% damage from enemy attacks.
A decreased defense value means taking more damage depending on how much it is lowered.

Sure one can do the same by increasing or decreasing the char's health value, but there are some moves that ignore the defense value completely. (Most likely it is one that uses "LifeAdd" with a negative value)

An optional one: "Power" determines the maximum amount of power stocks the character has. 1000 power = 1 power stock.
If omitted, the value defaults to 3000.


Fascinating, thank you for the information!