There are 4 main stats that you will mainly be concerned with during your role-playing.Attack:
This stat determines your ability to deal damage. Whether it be ranged or melee, any of your damage capacity is judged through this stat.Defense:
This stat determines your ability to tank damage. It can also represent your ability to deflect damage.Reflex:
This stat determines your ability to land and dodge hits.Willpower:
This stat represents your ability to survive deadly situations, and also your ability to use Haki. Keep in mind that most events and major RPs will have player death turned on. Therefore do not ignore this stat, as it may save your life.
There is no limit to these stats per-say, however heavily focusing one stat while completing another may lead you into deep trouble.
The starting stats for all characters will be a total of 200, split between these four stats.
This is how the stats are pit against each other during combat RP:Reflex vs Reflex:
The first stat that comes into play in combat usually, is the reflex. This determines how successfully you land a hit on your opponent. A major gap in your favor means an easily landed hit, while the major gap in the defendant's favor means an easily dodged one. Note that even if your reflex is slightly lower than an opponent's, you may still land a grazing hit.
The following percentages represent the attacker's reflex stat compared to the defender's:
<25% = No hits may land unless the defender is slowed or immobilized by another factor, or if the defender is attacked by many slower attackers.
25%-74% = Unnamed and light techniques may land occasionally. No medium or heavy (heavy includes AoE) hits will land.
75%-99% = Heavy techniques will only land if the opponent is severely damaged. Medium techniques may land occasionally. Unnamed and light techniques will land much more often.
100%-124% = Heavy techniques will land occasionally. Medium techniques land much more often. Unnamed and light techniques almost always land.
125%-199% = Heavy techniques will land much more often. Unnamed, light and medium techniques will almost always land.
>199% = Unless you are severely damaged, all techniques will almost always land.Attack vs Defense:
When you land a successful hit on your opponent, your attack stat is matched with their defense stat. The difference in these stats determines how well they are able to soak in the damage or deflect it all together.
The following percentages represent the attacker's attack stat compared to the defender's defense stat:Note:
K.O.s and fatalities in the attack vs defense section only refer to unnamed NPCs. Any important NPCs (including Quest Bosses) and player characters must refer to the attack vs. willpower section for death-dealing blows.
<25% = Damage from unnamed, light and medium techniques may be equivalent to being hit by a softball or less upon a successful hit. Heavy techniques may leave the occasional bruise.
25%-74% = Heavy techniques bleed the defender more. Medium techniques leave bruises. Unnamed and light techniques have unnoticeable effect.
75%-99% = Unnamed techniques leave the occasional scratch. Light techniques leave noticeable bruises. Medium and heavy techniques bleed the opponents, heavy techniques more so.
100%-149% = Heavy techniques leave broken bones and severe injuries, medium techniques bleed opponents, light techniques cause small injuries also. Unnamed techniques leave bruises.
150%-199% = Heavy techniques can cause K.O.s. Medium techniques leave severe injuries. Light techniques bleed opponents noticeably and even unnamed techniques cause small injuries.
200%-299% = Heavy techniques can cause fatalities. Medium techniques can cause K.O.s. Light techniques leave severe injuries and unnamed techniques bleed the opponents quite a bit.
300%-499% = One light technique hit fatalities are possible.
>499% = One unnamed technique hit fatalities are possible.Attack vs Willpower:
Willpower is a catching grace for those whose defense is completely overwhelmed by an opponent's attack. The higher your willpower, the more likely you are to survive otherwise lethal situations.
The following system only applies to player characters and Important NPCs (includes Quest Bosses). The percentages that follow represent the attacker's attack stat compared to the defender's willpower:
<51% = No amount of damage will allow the attacker to K.O. their opponent.
51%-100% = Consecutive successful heavy hits may K.O. the defender assuming their defense is also overwhelmed, but it will not kill them.
101%-200% = Consecutive successful heavy hits may kill the defender if their defense is also overwhelmed. Consecutive medium techniques may K.O. the defender.
201%-300% = Consecutive successful medium techniques may kill the defender if their defense is also overwhelmed. Consecutive successful light techniques may K.O. the defender.
301%-500% = Consecutive successful light techniques may kill the defender if their defense is also overwhelmed. Consecutive successful unnamed techniques may K.O. the defender.
>500% = Consecutive unnamed techniques may kill the defender if their defense is also overwhelmed.
Keep in mind that the system above is not comprehensive, and situations may often require the use of common sense to effectively apply the system. But, in general combat situations, whether it be against a player or an NPC, you must apply this system. For example, if an enemy NPC were attempting to escape from your character, and the NPC's reflex stat was considerably higher, you may not roleplay yourself catching up to them and blocking their path. The stat system exists to provide some consistency in the relative maximum capabilities of characters.