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Had a lot of time to ponder about the stats and how to incorporate all the suggestions from the first time, so here are the new stats and their effects:

MIG:

Might increases the character's strength and physical prowess. Strong characters inflict more damage with their strikes and their moves are harder to interrupt.

+ 10% strike damage

+ 10% stagger tolerance


DEX:

Dexterity influences the character's speed and quickness. Nimble characters can use moves more often and removes armor with ease. In addition, their flexibility allows them to endure grapples for longer.

+ 15% cooldown recovery (cd = base_cd * (1/(1+cdr)));

+ 7.5% grapple resistance (damage during submission/humil/H-move = base_damage * 1/(1+grapple_resist));

+ 10% armor strip speed


END:

Endurance improves stamina and stamina recovery. High endurance increases the number of abilities that can be used consecutively and guard to block more attacks. In addition, these characters are resilient and difficult to take down.

+ 10% stamina

+ 7.5% HP

+ 7.5% grapple resistance


WIL:

Will determines the strength of physical grapples. Determinated character are more proficient with throws and submissions, in addition to being less susceptable to direct attacks and less likely to yield to negative effects.

+ 10% physical grapple effectiveness

+ 7.5% HP

+ 10% debuff tolerance (being hurt and humiliated) 


CHA:

Charm affects the effectiveness of H grapples. Highly charismatic character's humil and H-move are more difficult to resist. In addition, they enjoy faster special meter recharge rate.

+ 10% H grapple duration

+ 10% special meter recharge rate

Also dont like how buggy v0.24 is so expect another patch soon with various fixes, futa changes and character stats!

Comments

GZ

Oooh, looking forward to breaking the next update! Will you want feedback on how the stat system feels?

enlit3d

Please do. I also implemented char lvl selection on the char menu to give the player a choice of advantage/handicap. Would love to hear how the stats balance is at higher lvls.

Anonymous

Stats system sounds great, especially with a progression system and possibly the ability to customize point spreads instead of just defaults.

Anonymous

I also hope there will eventually be a separate arousal bar that when filled triggers a non game ending orgasm so there can be more of those with the match only ending when the fighter runs out of health. I think the best way to differentiate H moves from submission is submission being consistent damage, while H moves ramp up over time and can eventually be more powerful.