History Main / OneStatToRuleThemAll

19th Aug '16 6:19:53 AM KingLyger
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* Though it's more balanced now, [[VideoGame/PokemonRedAndBlue the original]] ''[[Franchise/{{Pokemon}} Pokémon]]'' games had the Special stat affecting both the attack power of AND defense from Special moves, which, in that generation, had some of the most powerful attacks, including all of the Psychic moves, which was particularly important given that in Gen 1, the ElementalRockPaperScissors was poorly balanced and thus Psychic had no meaningful weaknesses either offensively ''or'' defensively (Ghost was bugged and did no damage to them instead, Bug had no moves good enough for the weakness to matter, Dark and Steel did not exist yet). This is why [[OlympusMons Mewtwo]] was so [[GameBreaker ludicrously broken]] in its heyday - Psychic type combined with the highest Special stat in the game. The second generation of games split this into Special Attack and Defense, and, in fourth generation, Physical and Special moves are no longer determined along rigid type lines (Hyper Beam is now a special move, for instance).

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* Though it's more balanced now, [[VideoGame/PokemonRedAndBlue the original]] The first generation of]] ''[[Franchise/{{Pokemon}} Pokémon]]'' games had the Special stat affecting both the attack power of AND defense from Special moves, which, in moves. In that generation, had the Special stat affected some of the most powerful attacks, including all of the Psychic moves, which was particularly important given that in Gen 1, the 1. The ElementalRockPaperScissors was poorly balanced and thus Psychic had against Psychic, giving it no meaningful weaknesses either offensively ''or'' defensively (Ghost was bugged and did no damage to them instead, Bug had no moves good enough for the weakness to matter, Dark and Steel did not exist yet). This is why [[OlympusMons Mewtwo]] was so [[GameBreaker ludicrously broken]] in its heyday - Psychic type combined with the highest Special stat in the game. The second generation of games split this into Special Attack and Defense, and, in fourth generation, Physical and Special moves are no longer determined along rigid type lines (Hyper Beam is now a special move, for instance).
9th Aug '16 10:02:56 AM Ripburger
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* In ''[[VideoGame/{{XCOM}} X-COM: UFO Defense]]'', psionic attacks are a GameBreaker. The Psi Strength stat determines how good a particular soldier is at psionic attacks and how well he resists them. It is also the only stat that cannot be trained and almost all trainable stats (Throwing and Shooting accuracy and Bravery being the major exceptions) can be trained by attempting psionic attacks. I think you can see where I'm going with this.
** ''Terror From The Deep'' was similar, although the enemies were so much nastier it slightly ameliorated this. In both cases, there was a lot of work involved in getting a squad of soldiers with high Psi Strength ''and'' good combat skills. Getting a squadful of Psionic commandos generally required hiring and firing dozens of soldiers every month, and was critical to victory at higher difficulty levels.

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* In ''[[VideoGame/{{XCOM}} X-COM: UFO Defense]]'', ''VideoGame/XCOMUFODefense'', psionic attacks are a GameBreaker. The Psi Strength stat determines how good a particular soldier is at psionic attacks and how well he resists them. It is also the only stat that cannot be trained and almost all trainable stats (Throwing and Shooting accuracy and Bravery being the major exceptions) can be trained by attempting psionic attacks. I think you can see where I'm going with this.
** ''Terror From The Deep'' ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep]]'' was similar, although the enemies were so much nastier it slightly ameliorated this. In both cases, there was a lot of work involved in getting a squad of soldiers with high Psi Strength ''and'' good combat skills. Getting a squadful of Psionic commandos generally required hiring and firing dozens of soldiers every month, and was critical to victory at higher difficulty levels.
7th Aug '16 4:59:48 PM Morgenthaler
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* In ''TabletopGame/WarhammerFantasyRoleplay'', ''DarkHeresy'' and ''RogueTrader'', Willpower (WP) is the stat of choice, as it defends you against fear effects (distressingly common), insanity points (also distressingly common) and other negative mental effects. Almost every stat in the game can be partially compensated for with the right equipment or traits, but while a poor toughness or wounds statistic means you're more likely to die after two hits instead of three, and poor weapon skill will mean it will take you an extra round to kill that goblin, a single bad willpower roll can put your character not only out of the fight but ''out of the campaign'' in ways that [[OneUp Fate Points]] can't save you from.

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* In ''TabletopGame/WarhammerFantasyRoleplay'', ''DarkHeresy'' ''TabletopGame/DarkHeresy'' and ''RogueTrader'', ''TabletopGame/RogueTrader'', Willpower (WP) is the stat of choice, as it defends you against fear effects (distressingly common), insanity points (also distressingly common) and other negative mental effects. Almost every stat in the game can be partially compensated for with the right equipment or traits, but while a poor toughness or wounds statistic means you're more likely to die after two hits instead of three, and poor weapon skill will mean it will take you an extra round to kill that goblin, a single bad willpower roll can put your character not only out of the fight but ''out of the campaign'' in ways that [[OneUp Fate Points]] can't save you from.
24th Jul '16 1:07:04 PM Morgenthaler
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* In ''{{Gearhead}}'', a {{Roguelike}} mecha-RPG, the Reflexes ability determines almost all your mecha piloting capabilities. This is, let's reiterate, in a game based around ''being a mecha pilot''. Oh, and it helps with most of your hand-to-hand combat abilities when you're forced to fight on foot, too. Among skills, the -- what else -- Mecha Piloting skill also qualifies.
* For ''LaTale'', give gloves critical damage, shoes movement speed (unless you're stacking evasion, then you get both), and your weapon min/max damage. Then put stamina and/or luck on everything else. The first three are the only places you can put those enchantments on, while the extra criticals you'll deal with luck will deal far more damage than the extra damage you'll deal with strength/magic, and stamina is the only base stat to increase your survivability.
* In ''FlyFF'', most 1v1 classes work best with full STR, if you have enough funds. You can get DEX (for attack speed, crit rate & hit rate) from awakenings or gear bonuses, more hit rate from upgrading your gear, and you don't need much STA to take a hit. It's easier to get crit rate from awakenings (1% crit rate is 10 DEX), and you can get ICD[[note]]Increased Crit Damage[[/note]]/[=ADoCH=][[note]][[BlindIdiotTranslation Additional Damage of Critical Hits]][[/note]] (crit damage, the OSTRTA awakening for 1v1) from sets, weapons, and of course awakenings. For AreaOfEffect classes, it's either STA (for tanking) or DEX (for block rate) depending on the class (or INT for a specific elementor build); most put about 100 or so points in their [=AoE's=] damage stat then pump their STA (or vice versa), but rangers[[note]]And bow jesters, but [[ButtMonkey they're not important]].[[/note]] & blades get their AreaOfEffect damage from their DEX, so they use high block rate to compensate for low STA builds.

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* In ''{{Gearhead}}'', ''VideoGame/{{Gearhead}}'', a {{Roguelike}} mecha-RPG, the Reflexes ability determines almost all your mecha piloting capabilities. This is, let's reiterate, in a game based around ''being a mecha pilot''. Oh, and it helps with most of your hand-to-hand combat abilities when you're forced to fight on foot, too. Among skills, the -- what else -- Mecha Piloting skill also qualifies.
* For ''LaTale'', ''VideoGame/LaTale'', give gloves critical damage, shoes movement speed (unless you're stacking evasion, then you get both), and your weapon min/max damage. Then put stamina and/or luck on everything else. The first three are the only places you can put those enchantments on, while the extra criticals you'll deal with luck will deal far more damage than the extra damage you'll deal with strength/magic, and stamina is the only base stat to increase your survivability.
* In ''FlyFF'', ''VideoGame/FlyFF'', most 1v1 classes work best with full STR, if you have enough funds. You can get DEX (for attack speed, crit rate & hit rate) from awakenings or gear bonuses, more hit rate from upgrading your gear, and you don't need much STA to take a hit. It's easier to get crit rate from awakenings (1% crit rate is 10 DEX), and you can get ICD[[note]]Increased Crit Damage[[/note]]/[=ADoCH=][[note]][[BlindIdiotTranslation Additional Damage of Critical Hits]][[/note]] (crit damage, the OSTRTA awakening for 1v1) from sets, weapons, and of course awakenings. For AreaOfEffect classes, it's either STA (for tanking) or DEX (for block rate) depending on the class (or INT for a specific elementor build); most put about 100 or so points in their [=AoE's=] damage stat then pump their STA (or vice versa), but rangers[[note]]And bow jesters, but [[ButtMonkey they're not important]].[[/note]] & blades get their AreaOfEffect damage from their DEX, so they use high block rate to compensate for low STA builds.
13th Jun '16 8:04:55 AM CybranGeneralSturm
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* All ''VideoGame/NipponIchi'' games so far have suffered from this on the higher levels. Early in the game (The first couple of hundred levels), all stats are important. But at the end of the game, all that matters is whatever stat you attack with. Playing defense becomes futile, since any attack that hits you WILL kill you, and unless you're using specific abilities to boost dodge, no amount of Speed will give you any kind of decent chance to dodge. ATK, SPD, HIT, INT, and RES are the stats that matter depending on your weapon/class, and it is rare for more than one to matter for a given character.

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* All ''VideoGame/NipponIchi'' ''Creator/NipponIchi'' games so far have suffered from this on the higher levels. Early in the game (The first couple of hundred levels), all stats are important. But at the end of the game, all that matters is whatever stat you attack with. Playing defense becomes futile, since any attack that hits you WILL kill you, and unless you're using specific abilities to boost dodge, no amount of Speed will give you any kind of decent chance to dodge. ATK, SPD, HIT, INT, and RES are the stats that matter depending on your weapon/class, and it is rare for more than one to matter for a given character.


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** VideoGame/Disgaea5 averts this hard by making some welcome changes to the formula by adding armor mastery and changing how skill level works. The Carnage Dimension even punishes min maxing.
26th May '16 8:43:52 PM thatother1dude
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* ''VideoGame/DarkSoulsI'': Endurance itself works the same as in ''Demon's Souls''. In practice, it's actually ''even better'' because the addition of the [[ImmuneToFlinching Poise stat]] increased the value of heavy armor, and thus equipment load. For this reason, ''VideoGame/DarkSoulsII'' and ''VideoGame/DarkSoulsIII'' have stamina and equip load dictated by different stats (Endurance and Vitality, respectively).

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* ''VideoGame/DarkSoulsI'': Endurance itself works the same as in ''Demon's Souls''. In practice, Souls'', and it's actually ''even better'' because the addition of the [[ImmuneToFlinching Poise stat]] and armor upgrades increased the value of heavy armor, and thus equipment load. For this reason, ''VideoGame/DarkSoulsII'' and ''VideoGame/DarkSoulsIII'' have stamina and equip load dictated by different stats (Endurance and Vitality, respectively).respectively), but also made spells consume stamina just like physical attacks. While previously, pure mages were the only one who could get by with low Endurance (they could [[ArmorAndMagicDontMix wear only cloth to remain mobile]] and use all their stamina to dodge), this made Endurance a necessity for any viable build.
20th May '16 12:13:48 PM KingLyger
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* ''VideoGame/DiabloIII'' does this to an even greater extreme, thanks to automatic stat assignment and the loot system that makes gear with relevant stat bonuses appear more often. Although each stat (other than Vitality) has some effect, their primary purpose is a damage multiplier. Mages and Witch Doctors use Intelligence, Barbarians and Crusaders use Strength, and Monks use Dexterity. Usually, the main stat will be in the hundreds or thousands while the secondary ones lag behind in the double digits.

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* ''VideoGame/DiabloIII'' does this to an even greater extreme, thanks to automatic stat assignment and the loot system that makes gear with relevant stat bonuses appear more often. Although each stat (other than Vitality) has some effect, their primary purpose is a damage multiplier. Mages and Witch Doctors use Intelligence, Barbarians and Crusaders use Strength, Demon Hunters and Monks use Dexterity. Dexterity, and Barbarians (and Crusaders in the ''Reaper of Souls'' expansion) use Strength. Usually, the main stat will be in the hundreds or thousands at level 70, while the secondary ones lag behind in the double digits.
14th Apr '16 11:37:38 AM Heyoceama
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** In the sequel the enchantment to rule them all is MP regen. With heal it can function as a better version of HP regen while also allowing you to spam elemental attacks to kill foes faster.
4th Apr '16 5:49:01 PM thatother1dude
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** In ''VideoGame/FalloutNewVegas'', Endurance is an extremely useful stat, though not for its primary purpose of determining base hit points, poison, and radiation resistance (the latter two can be maxed out with clothing, perks, or chems). Endurance determines how many implants your character can receive at the New Vegas Medical Clinic. Each point of Endurance allows for one implant, which include SPECIAL-raising implants. An Endurance stat of 7 lets you get +1 to every SPECIAL attribute, while 9 Endurance gives you all of the SPECIAL implants, +4 Damage Threshold, and minor health regeneration. In short, more Endurance means more of everything else for [[MoneyForNothing no significant cost]].

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** In ''VideoGame/FalloutNewVegas'', Endurance is an extremely useful stat, though not for its primary purpose of determining base hit points, poison, and radiation resistance (the latter two can be maxed out with clothing, perks, or chems). Endurance determines how many implants your character can receive at the New Vegas Medical Clinic. Each point of Endurance allows for one implant, which include SPECIAL-raising implants. An Endurance stat of 7 lets you get +1 to every SPECIAL attribute, while 9 Endurance gives you all of the SPECIAL implants, +4 Damage Threshold, and minor health regeneration. In short, more Endurance means more of everything else for in the long term because the implants come at [[MoneyForNothing no significant cost]].
25th Mar '16 11:25:40 AM thatother1dude
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* In ''VideoGame/DemonsSouls'' Endurance gives a boost to stamina for every level put into it up until it reaches forty (at which point only characters with incredibly heavy equipment need to go higher). Stamina allows for longer sprints, more attacks in a row and better blocking (and less chance of being guard-broken), making putting at least thirty points into Endurance something almost every build does at some point. All other stats can be very helpful too, but depend heavily on build and playstyle, whereas decent Endurance is helpful to everyone.
** The same applies to ''VideoGame/DarkSouls''. Perhaps even moreso, as in both games Endurance increases equipment load and the addition of the [[ImmuneToFlinching Poise stat]] makes medium and heavy armor far more useful than they were in ''Demon's Souls''.
** It's significantly weaker in ''VideoGame/DarkSoulsII'', because equipment load is determined by a different stat, and [[DiminishingReturnsForBalance diminishing returns]] applies to it more like other stats (every point after 20 only gives half as much as a point before 20).

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* In ''VideoGame/DemonsSouls'' ''VideoGame/DemonsSouls'': Endurance gives a boost to stamina for every level put into it up until it reaches forty (at forty, after which point it only characters with incredibly heavy has the secondary effect of raising equipment need to go higher). load. Stamina allows for longer sprints, more attacks in a row and better blocking (and with less chance of being guard-broken), guard-broken, making putting at least thirty points into Endurance something almost every build does at some point. All other stats can be very helpful too, but depend heavily on build and playstyle, whereas decent Endurance is helpful to everyone.
** The same applies to ''VideoGame/DarkSouls''. Perhaps even moreso, as in both games * ''VideoGame/DarkSoulsI'': Endurance increases equipment load and itself works the same as in ''Demon's Souls''. In practice, it's actually ''even better'' because the addition of the [[ImmuneToFlinching Poise stat]] makes medium and increased the value of heavy armor far more useful than they were in ''Demon's Souls''.
** It's significantly weaker in ''VideoGame/DarkSoulsII'', because
armor, and thus equipment load. For this reason, ''VideoGame/DarkSoulsII'' and ''VideoGame/DarkSoulsIII'' have stamina and equip load is determined dictated by a different stat, and [[DiminishingReturnsForBalance diminishing returns]] applies to it more like other stats (every point after 20 only gives half as much as a point before 20).(Endurance and Vitality, respectively).
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