Stats & Attributes Design
This document details the character stats, base attributes, and mathematical systems designed to prevent lopsided “stat-maxing” and encourage balanced, strategic character builds.
📊 Attributes Overview
CROSS uses a two-tier stat model consisting of Base Attributes (which players allocate points into) and Derived Stats (which determine actual combat and crafting outcomes).
graph TD subgraph Base Attributes STR[Strength] AGI[Agility] INT[Intelligence] VIT[Vitality] end subgraph Derived Secondary Stats AP[Attack Power] AS[Attack Speed] CR[Crit Rating] CS[Casting Speed] MN[Max Mana] HP[Max Health] MC[Mana Cost] SR[Stamina Recovery] end STR --> AP STR & AGI --> AS STR & AGI --> CR AGI & INT --> CS INT --> MN INT --> MC VIT --> HP VIT & INT --> SR
1. Base Attributes
Players allocate points (earned on level-up or from gear) into four base attributes:
- Strength (STR): Measures physical brawn. Increases melee/ranged attack power and physical block value.
- Agility (AGI): Measures speed, reflexes, and coordination. Increases base movement speed, attack speed, dodge rate, and critical strike chance.
- Intelligence (INT): Measures mental capacity and magical attunement. Increases spell damage, healing power, maximum mana pool, and crafting success rates.
- Vitality (VIT): Measures bodily health and physical constitution. Increases maximum health pool, physical defense, and maximum stamina.
⚖️ Anti-Maxing Mechanics (Encouraging Balanced Builds)
If players can simply dump all their points into a single stat (e.g. all Strength for a Warrior, all Intellect for a Mage) to get the best build, the gameplay gets boring and itemization becomes flat. We use three mathematical design layers to prevent this:
1. Multiplicative Synergy Stats
Important combat outcomes (Secondary Stats) require a balance of two base attributes. Maxing one while ignoring the other yields inferior results.
- Critical Damage Multiplier (Physical):
- Concept: A critical hit requires both precision (AGI) to find the weak spot and power (STR) to break through armor.
- Formula:
- Impact: If a player has AGI and STR (total 100), their multiplier is . If they balance it to AGI and STR (total 100), their multiplier is . Balance is mathematically rewarded.
- Casting Speed (Magical):
- Concept: Casting spells quickly requires both mental memory/comprehension (INT) and physical somatic execution speed (AGI).
- Formula:
- Impact: Maxing INT () while keeping AGI at gives casting speed bonus. Splitting points evenly yields a high, stable casting speed reduction.
2. Logarithmic Diminishing Returns
Stats that affect probabilities (Dodge Rate, Critical Strike Chance, Crafting Success) use a logarithmic growth scale. As a stat increases, each additional allocated point yields a smaller benefit.
- Agility Dodge Chance: Capped at . The first 30 points of Agility easily give dodge. The next 30 points only push it to . Above 80 points, AGI yields negligible dodge increases, making it wiser to invest points in VIT (health pool) or STR (counter-damage).
- Intelligence Crafting Success: Capped at (there is always a risk of failure). The return curve drops off sharply after 60 INT, encouraging crafters to put remaining points into Stamina (VIT) to increase their total crafting queue size.
3. Non-Linear Penalty Scaling (The Mana/Stamina Drain)
While higher stats increase output, they also increase input costs non-linearly if uncompensated.
- The Spell Burnback:
- Higher Intelligence increases spell damage, but it also increases the Mana Cost of those spells.
- If a Mage maxes INT but ignores Vitality/Intellect recovery stats, they will cast one or two devastating spells, drain their entire mana pool instantly, and stand uselessly.
- The Weight Penalty:
- Strength increases attack power, but wielding heavy weapons slows attack speed:
- If STR is high and AGI is ignored, heavy weapons strike extremely slowly, ruining DPS.