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-->'''Heal:''' One ally recovers moderate life.
-->'''Holy Heal:''' One ally recovers major life and is cured of all status effects.

to:

-->'''Heal:''' '''Heal:''' One ally recovers moderate life.
-->'''Holy
life.\\
'''Holy
Heal:''' One ally recovers major life and is cured of all status effects.

Added: 163

Changed: 3

Removed: 4

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* ''VideoGame/{{Transistor}}'': The Turn() Planning Cost meter is eaten up by moves which have fixed, specified, costs but only the code says how big the meter is.



-->'''Revitalize:''' All allies recover moderate life.
--> 

to:

-->'''Revitalize:''' All allies recover moderate life.
--> 
life.\\\
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* ''VideoGame/{{Transistor}}'': The Ping() passive says it boosts Turn() walking distance available by [[PercentBasedValues 200%]], but it actually turned walking cost from "0.05625" to "0.03625" by subtracting 0.02 from the cost, which is only a boost of 45 / 29, a.k.a ~155.172413793%, a ~50% different from 200%, but the lack of gradations in the Turn() Planning Cost meter, makes that hard to figure out that TheComputerIsALyingBastard.
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* The first three ''VideoGame/PremierManager'' games gave you numeric values for your players' stats, but everything else (overall squad strengths, staff members' abilities, other teams' players) was ranked on a scale that went "Fair", "Good", "V. Good", "Superb", "Outstanding", and finally "World Class". The first three were subdivided into five ranks denoted by stars, so you could tell that a Good *** player was better than a Good *** player, but not by how much.

to:

* The first three ''VideoGame/PremierManager'' games gave you numeric values for your players' stats, but everything else (overall squad strengths, staff members' abilities, other teams' players) was ranked on a scale that went "Fair", "Good", "V. Good", "Superb", "Outstanding", and finally "World Class". The first three were subdivided into five ranks denoted by stars, so you could tell that a Good *** ***[==]* player was better than a Good *** player, but not by how much.
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-->[Status: Itsuka Kendo. Lvl 7 Monk. Big Ass Fist Style
-->Strength: Man-Hands

to:

-->[Status: Itsuka Kendo. Lvl 7 Monk. Big Ass Fist Style
-->Strength:
Style\\
Strength:
Man-Hands



* ''VideoGame/RemiLoreLostGirlInTheLandsOfLore'': MP and HP decrease items have vague size names, but fixed values, like Medium and Large.

to:

* ''VideoGame/RemiLoreLostGirlInTheLandsOfLore'': MP and HP decrease items have vague size names, but fixed values, like Medium MP Increase being +20 and Large.then there's the "Large".
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* ''VideoGame/RemiLoreLostGirlInTheLandsOfLore'': MP and HP decrease items have vague size names, but fixed values, like Medium and Large.

Added: 188

Changed: 5

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-->'''Slash:''' Strong attack to one enemy.
-->'''Heal I:''' Heal a small amount of one ally's HP.

to:

-->'''Slash:''' Strong attack to one enemy.
-->'''Heal
enemy.\\
'''Heal
I:''' Heal a small amount of one ally's HP.HP.
* ''VideoGame/PrayerOfTheFaithless'': {{Status Infliction Attack}}s note the chance that the status will be inflicted, with just verbal descriptions of Low or Med(ium), or it's guaranteed.
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Crosswicking.

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* ''VideoGame/{{Transistor}}'': The Ping() passive says it boosts Turn() walking distance available by [[PercentBasedValues 200%]], but it actually turned walking cost from "0.05625" to "0.03625" by subtracting 0.02 from the cost, which is only a boost of 45 / 29, a.k.a ~155.172413793%, a ~50% different from 200%, but the lack of gradations in the Turn() Planning Cost meter, makes that hard to figure out that TheComputerIsALyingBastard.
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None

Added DiffLines:

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[[quoteright:350:[[VideoGame/PokemonScarletAndViolet https://static.tvtropes.org/pmwiki/pub/images/2023091818053300_cleancrop.png]]]]
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* ''VideoGame/{{Atelier}}'':

to:

* ''VideoGame/{{Atelier}}'':The ''VideoGame/AtelierSeries'':
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* ''VideoGame/CastlevaniaHarmonyOfDissonance'': Potions restore "some" HitPoints, a.k.a 70, and Mana Prisms restore "some" {{Mana}}.

to:

* ''VideoGame/CastlevaniaHarmonyOfDissonance'': Potions and Drumsticks both restore "some" HitPoints, a.k.a 70, 70 and some value over 88 respectively, and Mana Prisms restore "some" {{Mana}}.
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* ''VideoGame/CastlevaniaHarmonyOfDissonance'': Potions restore "some" HitPoints, a.k.a 70, and Mana Prisms restore "some" {{Mana}}.

Added: 440

Changed: 5

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-->'''Secret Alchemy Strike:''' Deal heavy damage to a single enemy with a strong alchemical reaction. MP Consumed: 24
-->'''Philosopher's Smash:''' Deal heavy damage to all surrounding enemies. MP Consumed: 74

to:

-->'''Secret Alchemy Strike:''' Deal heavy damage to a single enemy with a strong alchemical reaction. MP Consumed: 24
-->'''Philosopher's
24\\
'''Philosopher's
Smash:''' Deal heavy damage to all surrounding enemies. MP Consumed: 74


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* In ''VideoGame/SixAges: Ride Like The Wind'', the clan's preference for tradition/innovation influences several stat checks, especially those pertaining to [[spoiler:allying with the Rams and winning the game]]. The bad news is that the game [[GuideDangIt does not tell you this]], or even that the preference ''is'' a stat. The good news is that an adviser on the overall clan screen will always mention what the clan currently prefers.
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{{Gaming Stat|Tropes}}s always have a way to measure how good they are compared to others in a numerical fashion, since games need to calculate things with them, especially when they're VideoGames, where everything is numbers.

But just because they are ranked numerically, doesn't mean they're ''presented'' numerically. That's what makes this trope. Someone or something gets a look at some gaming stats, but their values aren't numerical. If they're in an StarfishLanguage numbering system that doesn't count, unless the viewer thinks it's not numbers.

to:

{{Gaming Stat|Tropes}}s always have a way to measure how good they are compared to others in a numerical fashion, fashion since games need to calculate things with them, especially when they're VideoGames, where everything is numbers.

But just because they are ranked numerically, doesn't mean they're ''presented'' numerically. That's what makes this trope. Someone or something gets a look at some gaming stats, but their values aren't numerical. If they're in an a StarfishLanguage numbering system that doesn't count, unless the viewer thinks it's not numbers.



VagueHitPoints is a SubTrope, for when games don't present HitPoints with precision. Compare with IdiosyncraticComboLevels, which shows what numbers a label corresponds with / describes each number. Similar to the AbsoluteComparative advertising trope, because they also use comparatives.

to:

VagueHitPoints is a SubTrope, for when games don't present HitPoints with precision. Compare with IdiosyncraticComboLevels, which shows what numbers a label corresponds with / describes with[=/=]describes each number. Similar to the AbsoluteComparative advertising trope, because they also use comparatives.



* ''Fanfic/LevelUpMHA'': From the first chapter, when Izuku gets a look at Itsuka's stats, they given as descriptions, instead of numbers, except for her CharacterLevel, and her bust size, a.k.a Charisma, is in cup sizes:
--> [Status: Itsuka Kendo. Lvl 7 Monk. Big Ass Fist Style
--> Strength: Man-Hands
--> Dexterity: Can't dodge a brick. But can punch one.
--> Constitution: You'll tire out first.
--> Intelligence: Smart enough to know what you really should be doing.
--> Wisdom: Wouldn't be here if it wasn't for you.
--> Charisma: C but currently in denial and thinks that she's still a B

to:

* ''Fanfic/LevelUpMHA'': From the first chapter, when Izuku gets a look at Itsuka's stats, they they're given as descriptions, instead of numbers, except for her CharacterLevel, and her bust size, a.k.a Charisma, is in cup sizes:
--> [Status: -->[Status: Itsuka Kendo. Lvl 7 Monk. Big Ass Fist Style
--> Strength: -->Strength: Man-Hands
--> Dexterity: -->Dexterity: Can't dodge a brick. But can punch one.
--> Constitution: -->Constitution: You'll tire out first.
--> Intelligence: -->Intelligence: Smart enough to know what you really should be doing.
--> Wisdom: -->Wisdom: Wouldn't be here if it wasn't for you.
--> Charisma: -->Charisma: C but currently in denial and thinks that she's still a B



---> '''XS''': Recovers target's HP by a very small amount.
---> '''S''': Recovers target's HP by a little.

to:

---> '''XS''': --->'''XS''': Recovers target's HP by a very small amount.
---> '''S''': --->'''S''': Recovers target's HP by a little.



---> Big: Effect: Slightly raises quality or enhances effects.
---> Quality S: Effect: Increases item quality by 20%.
* ''VideoGame/TheBindingOfIsaac'': Stats are only shown as up to five tallies beside symbols in the pause menu, with more tallies equaling more of that stat. This is extremely inaccurate, since the game uses decimals, internal multipliers, and numbers that go way past 5, which are not shown at all. Downplayed as of the ''Afterbirth+'' expansion, which optionally lets you use Found HUD (an official adaptation of a mod called Missing HUD), putting accurate stats on the screen.

to:

---> Big: --->Big: Effect: Slightly raises quality or enhances effects.
---> Quality --->Quality S: Effect: Increases item quality by 20%.
* ''VideoGame/TheBindingOfIsaac'': Stats are only shown as up to five tallies beside symbols in the pause menu, with more tallies equaling more of that stat. This is extremely inaccurate, inaccurate since the game uses decimals, internal multipliers, and numbers that go way past 5, which are not shown at all. Downplayed as of the ''Afterbirth+'' expansion, which optionally lets you use Found HUD (an official adaptation of a mod called Missing HUD), putting accurate stats on the screen.



--> '''Shotgun:''' Function: Fires a wide, short-range pellet blast
--> '''Machinegun:''' Function: Fires weak but accurate long-range bullets

to:

--> '''Shotgun:''' -->'''Shotgun:''' Function: Fires a wide, short-range pellet blast
--> '''Machinegun:''' -->'''Machinegun:''' Function: Fires weak but accurate long-range bullets



--> '''Double Blind:''' Deals [[blue:heavy ethos]] damage to all subjects.
--> '''Null Hypothesis:''' Deals [[blue:vast]] amounts of [[blue:ethos]] damage

to:

--> '''Double -->'''Double Blind:''' Deals [[blue:heavy ethos]] damage to all subjects.
--> '''Null -->'''Null Hypothesis:''' Deals [[blue:vast]] amounts of [[blue:ethos]] damage



--> '''Healing Optimism:''' Restores HP to one ally.
--> '''Pollyanna Cure:''' Restores more HP to one ally.

to:

--> '''Healing -->'''Healing Optimism:''' Restores HP to one ally.
--> '''Pollyanna -->'''Pollyanna Cure:''' Restores more HP to one ally.



* ''VideoGame/OkikuStarApprentice'': The {{Evolving Attack}}s mainly change their descriptions in the adjective describing their damage / healing. For example, the Stun line at its first and last evolution:
--> '''Stun:''' Light physical damage to an enemy.
--> Stuns for 1 turn. [number]/5 to evolve.
-->  
--> '''Petrify:''' Severe physical damage to an enemy.
--> Stuns for 4 turns.

to:

* ''VideoGame/OkikuStarApprentice'': The {{Evolving Attack}}s mainly change their descriptions in the adjective describing their damage / healing.damage[=/=]healing. For example, the Stun line at its first and last evolution:
--> '''Stun:''' -->'''Stun:''' Light physical damage to an enemy.
--> Stuns -->Stuns for 1 turn. [number]/5 to evolve.
-->  
--> '''Petrify:'''
--> 
-->'''Petrify:'''
Severe physical damage to an enemy.
--> Stuns -->Stuns for 4 turns.



--> '''Secret Alchemy Strike:''' Deal heavy damage to a single enemy with a strong alchemical reaction. MP Consumed: 24
--> '''Philosopher's Smash:''' Deal heavy damage to all surrounding enemies. MP Consumed: 74

to:

--> '''Secret -->'''Secret Alchemy Strike:''' Deal heavy damage to a single enemy with a strong alchemical reaction. MP Consumed: 24
--> '''Philosopher's -->'''Philosopher's Smash:''' Deal heavy damage to all surrounding enemies. MP Consumed: 74



---> '''Attract:''' Automatically draws in nearby Gems and Hearts!
---> '''Super Attract:''' Automatically draws in Gems and Hearts from a greater distance!

to:

---> '''Attract:''' --->'''Attract:''' Automatically draws in nearby Gems and Hearts!
---> '''Super --->'''Super Attract:''' Automatically draws in Gems and Hearts from a greater distance!



--> '''Lvl. 1:''' Kills with this weapon have a chance of creating an area of effect blast that sets enemies on fire.
--> '''Lvl. 2:''' Kills with this weapon have a greater chance of creating an area of effect blast that set[[superscript:sic]] enemies on fire than the standard Burn, Baby Amp.

to:

--> '''Lvl.-->'''Lvl. 1:''' Kills with this weapon have a chance of creating an area of effect blast that sets enemies on fire.
--> '''Lvl.-->'''Lvl. 2:''' Kills with this weapon have a greater chance of creating an area of effect blast that set[[superscript:sic]] enemies on fire than the standard Burn, Baby Amp.



--> '''Slash:''' Strong attack to one enemy.
--> '''Heal I:''' Heal a small amount of one ally's HP.
* ''VideoGame/TitanQuest'': The player character starts with a Attack Speed stat of 100%, the speed of their bare fists. Weapons all have an Attack Speed stat, which seems to the comparison of the attack speed after equipping the weapon, compared to what it was like initially. For example, Maces have an Attack Speed of Slow, and using them gives sets the Attack Speed to be under 100%, while Short Swords are Fast and give an Attack Speed above 100%.

to:

--> '''Slash:''' -->'''Slash:''' Strong attack to one enemy.
--> '''Heal -->'''Heal I:''' Heal a small amount of one ally's HP.
* ''VideoGame/TitanQuest'': The player character starts with a an Attack Speed stat of 100%, the speed of their bare fists. Weapons all have an Attack Speed stat, which seems to the comparison of the attack speed after equipping the weapon, compared to what it was like initially. For example, Maces have an Attack Speed of Slow, and using them gives sets the Attack Speed to be under 100%, while Short Swords are Fast and give an Attack Speed above 100%.



--> '''Vitalize:''' All allies recover some life.
--> '''Revitalize:''' All allies recover moderate life.
-->  
--> '''Heal:''' One ally recovers moderate life.
--> '''Holy Heal:''' One ally recovers major life and is cured of all status effects.

to:

--> '''Vitalize:''' -->'''Vitalize:''' All allies recover some life.
--> '''Revitalize:''' -->'''Revitalize:''' All allies recover moderate life.
-->  
--> '''Heal:'''
--> 
-->'''Heal:'''
One ally recovers moderate life.
--> '''Holy -->'''Holy Heal:''' One ally recovers major life and is cured of all status effects.



* ''VideoGame/WorkshopInTheIronwoodGrove'': Some of the TieredByName spells which label damage as just "weak" or "stronger". For example, Nell's:
--> '''Starlight I:''' A non-elemental spell that attacks with light.
--> '''Starlight II:''' A stronger spell that attacks with light.
--> '''Luna I:''' A weak spell that ignores magical defense.
--> '''Luna II:''' A stronger spell that ignores magical defense.

to:

* ''VideoGame/WorkshopInTheIronwoodGrove'': Some of the TieredByName spells which label damage as just "weak" or "stronger". For example, Nell's:
--> '''Starlight -->'''Starlight I:''' A non-elemental spell that attacks with light.
--> '''Starlight -->'''Starlight II:''' A stronger spell that attacks with light.
--> '''Luna -->'''Luna I:''' A weak spell that ignores magical defense.
--> '''Luna -->'''Luna II:''' A stronger spell that ignores magical defense.
Is there an issue? Send a MessageReason:
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This is commonly done with damage descriptions of combat moves, to abstract away the damage is calculated, and enemies are usually easy enough that it's not RocketTagGameplay where getting the absolute most out of an attack is the thin line between winning and losing. To show how much of an effect an attack has, ShowsDamage numbers along with trusting the player to remember that "this move does about 1.5 times the damage of the weaker version" is usually sufficient for a player to realize which enemies have more defenses than others.

to:

This is commonly done with damage descriptions of combat moves, to abstract away how the damage is calculated, and enemies are usually easy enough that it's not RocketTagGameplay RocketTagGameplay, where getting the absolute most out of an attack is the thin line between winning and losing. To show how much of an effect an attack has, ShowsDamage numbers along with trusting the player to remember that "this move does about 1.5 times the damage of the weaker version" is usually sufficient for a player to realize which enemies have more defenses than others.

Added: 283

Changed: 417

Is there an issue? Send a MessageReason:
None


* ''VideoGame/CompanyOfHeroes'': Resource costs are clearly stated throughout the game series, but pretty much everything else isn't. ''3'' instead also clearly stated the numbers of health for all units and vehicles' armor numbers for all sides of the vehicles, but nothing further.



* ''VideoGame/WarcraftIII'': Units' movement and attack speeds are listed in a range from Very Slow/Slow/Average/Fast/Very Fast, where each label itself covers a range of speeds. And the text color changes from white to green or red if the current value is due to a buff or debuff, respectively.

to:

* ''VideoGame/WarcraftIII'': Units' movement and attack speeds are listed in a range from Very Slow/Slow/Average/Fast/Very Fast, where each label itself covers a range of speeds. And the text color changes from white to green or red if the current value is due to a buff or debuff, respectively. Armor and weapon types also accurately describe their effectiveness against other ones when there are actual modifiers against them, but do not state the numerical modifiers - [[http://classic.battle.net/war3/basics/armorandweapontypes.shtml you'd have to check a guide]] know exactly what it means when Normal attacks say "Normal attacks do extra damage against Medium armor, and reduced damage to Fortified armor."
Is there an issue? Send a MessageReason:
Created from YKTTW

Added DiffLines:

{{Gaming Stat|Tropes}}s always have a way to measure how good they are compared to others in a numerical fashion, since games need to calculate things with them, especially when they're VideoGames, where everything is numbers.

But just because they are ranked numerically, doesn't mean they're ''presented'' numerically. That's what makes this trope. Someone or something gets a look at some gaming stats, but their values aren't numerical. If they're in an StarfishLanguage numbering system that doesn't count, unless the viewer thinks it's not numbers.

This is commonly done with damage descriptions of combat moves, to abstract away the damage is calculated, and enemies are usually easy enough that it's not RocketTagGameplay where getting the absolute most out of an attack is the thin line between winning and losing. To show how much of an effect an attack has, ShowsDamage numbers along with trusting the player to remember that "this move does about 1.5 times the damage of the weaker version" is usually sufficient for a player to realize which enemies have more defenses than others.

VagueHitPoints is a SubTrope, for when games don't present HitPoints with precision. Compare with IdiosyncraticComboLevels, which shows what numbers a label corresponds with / describes each number. Similar to the AbsoluteComparative advertising trope, because they also use comparatives.

-----
!!Examples:
[[foldercontrol]]
[[folder:Fan Works]]
* ''Fanfic/LevelUpMHA'': From the first chapter, when Izuku gets a look at Itsuka's stats, they given as descriptions, instead of numbers, except for her CharacterLevel, and her bust size, a.k.a Charisma, is in cup sizes:
--> [Status: Itsuka Kendo. Lvl 7 Monk. Big Ass Fist Style
--> Strength: Man-Hands
--> Dexterity: Can't dodge a brick. But can punch one.
--> Constitution: You'll tire out first.
--> Intelligence: Smart enough to know what you really should be doing.
--> Wisdom: Wouldn't be here if it wasn't for you.
--> Charisma: C but currently in denial and thinks that she's still a B
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'':
** [[TabletopGame/DungeonsAndDragonsThirdEdition 3rd Edition]]: DetectMagic, DetectEvil, and similar spells only differentiate faint, moderate, strong, [[PokeInTheThirdEye overwhelming]], and residual {{aura|Vision}}s rather than reveal a specific {{Spell Level|s}} or creature level.
** [[TabletopGame/DungeonsAndDragonsFifthEdition 5th edition]]: The Battle Master Fighter's 7th-level feature "Know Your Enemy" lets them, when not in combat, observe a character for a minute and gauge the relative values, higher, lower, or equal to the user, for 2 game statistics that the user selects out of Str, Dex, Con, AC, HP, character level, and Fighter level.
* ''TabletopGame/VampireTheRequiem'': In 1st Edition, vampires can sense whether another vampire's Blood Potency score is higher or lower than theirs based on whether their instinct is to flee or attack. That urge was dropped from 2nd Edition, but vampires can still recognize each other on sight.
[[/folder]]

[[folder:Video Games]]
* ''VideoGame/{{Atelier}}'':
** ''VideoGame/AtelierRoronaTheAlchemistOfArland'': Effects are described with general adjectives. For example, the tiers of HP Recovery as described in Details:
---> '''XS''': Recovers target's HP by a very small amount.
---> '''S''': Recovers target's HP by a little.
** ''VideoGame/AtelierTotoriTheAdventurerOfArland'': Traits are listed in the Library and while some have PercentBasedValues about their effects, but others don't and just use adjectives. For comparison:
---> Big: Effect: Slightly raises quality or enhances effects.
---> Quality S: Effect: Increases item quality by 20%.
* ''VideoGame/TheBindingOfIsaac'': Stats are only shown as up to five tallies beside symbols in the pause menu, with more tallies equaling more of that stat. This is extremely inaccurate, since the game uses decimals, internal multipliers, and numbers that go way past 5, which are not shown at all. Downplayed as of the ''Afterbirth+'' expansion, which optionally lets you use Found HUD (an official adaptation of a mod called Missing HUD), putting accurate stats on the screen.
* ''VideoGame/ForgetMeNotMyOrganicGarden'': The effects of the pets are described only in vague terms like "faster" and "quicker" [[ExperienceBooster experience gathering]] and water refill.
* ''VideoGame/{{Iji}}'': Weaponry does precise HitPoints of damage, but that's only revealed after beating the game once. Otherwise, weapon descriptions describe their damage and ArbitraryWeaponRange with adjectives only:
--> '''Shotgun:''' Function: Fires a wide, short-range pellet blast
--> '''Machinegun:''' Function: Fires weak but accurate long-range bullets
--> '''Rocket Launcher:''' Very powerful
* ''VideoGame/TheLogomancer'': There's some PercentBasedValues like Thesis dealing "20% extra verbal damage per research level", but that's about as unclear as the adjectives describing damage because there's no baseline. For example, the damage part of these skills' descriptions:
--> '''Double Blind:''' Deals [[blue:heavy ethos]] damage to all subjects.
--> '''Null Hypothesis:''' Deals [[blue:vast]] amounts of [[blue:ethos]] damage
* ''VideoGame/LuxarenAllure'': Pollyanna Cure seems to be the stronger version of Healing Optimism, due to ThemeNaming and sharing the same symbol, but doesn't give precise measurements of its improvement, but it costs more than twice as much {{Mana}}:
--> '''Healing Optimism:''' Restores HP to one ally.
--> '''Pollyanna Cure:''' Restores more HP to one ally.
* ''VideoGame/MadouMonogatari'' displays none of its stat values. Instead, things like HitPoints, {{Mana}}, and attack power are determined using context clues such as CharacterPortrait changes and the precise wording of character descriptions.
* ''VideoGame/OkikuStarApprentice'': The {{Evolving Attack}}s mainly change their descriptions in the adjective describing their damage / healing. For example, the Stun line at its first and last evolution:
--> '''Stun:''' Light physical damage to an enemy.
--> Stuns for 1 turn. [number]/5 to evolve.
-->  
--> '''Petrify:''' Severe physical damage to an enemy.
--> Stuns for 4 turns.
* ''Franchise/{{Persona}}'': Attacks have a numerical Power statistic that factors into the damage formulas to determine how much damage they do, but the descriptions for attacks only vaguely refer to them as "light/moderate/heavy/severe [type] damage"
* ''Franchise/{{Pokemon}}'': From ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' and onwards, there's a feature that works similarly to the Generation III+ games' "stats judge" character that describes the "individual values" that vary between individual members of a species, in vague terms like "decent", "above-average" and "very good", with "fantastic" being the best value - 1 and "best" being literally the best possible value.
* The first three ''VideoGame/PremierManager'' games gave you numeric values for your players' stats, but everything else (overall squad strengths, staff members' abilities, other teams' players) was ranked on a scale that went "Fair", "Good", "V. Good", "Superb", "Outstanding", and finally "World Class". The first three were subdivided into five ranks denoted by stars, so you could tell that a Good **** player was better than a Good *** player, but not by how much.
* ''VideoGame/TheSealedAmpoule'': The attack skills don't describe exactly how much damage they will deal, but recovery skills give precise numbers. For example:
--> '''Secret Alchemy Strike:''' Deal heavy damage to a single enemy with a strong alchemical reaction. MP Consumed: 24
--> '''Philosopher's Smash:''' Deal heavy damage to all surrounding enemies. MP Consumed: 74
* The ''VideoGame/{{Shantae}}'' series:
** In ''VideoGame/ShantaeHalfGenieHero'' and ''VideoGame/ShantaeAndTheSevenSirens'', the precise range of the PowerUpMagnet passive effect, "Attract" and its stronger versions are unstated:
---> '''Attract:''' Automatically draws in nearby Gems and Hearts!
---> '''Super Attract:''' Automatically draws in Gems and Hearts from a greater distance!
---> '''Max Attract:''' Automatically draws in Gems and Hearts from a significant distance!
** ''VideoGame/ShantaeHalfGenieHero'': The Revive Dance restores "some" health while its stronger version, Super Revive Dance, restores all health.
* ''VideoGame/SunsetOverdrive'': Chances of effects activating are mentioned, but not precise percentages or fractions. For example, Burn, Baby:
--> '''Lvl. 1:''' Kills with this weapon have a chance of creating an area of effect blast that sets enemies on fire.
--> '''Lvl. 2:''' Kills with this weapon have a greater chance of creating an area of effect blast that set[[superscript:sic]] enemies on fire than the standard Burn, Baby Amp.
* ''VideoGame/TheOtherAirisAdventure'': Some skills have adjectives to describe the effects, but skills descriptions don't come with precise numerical stats:
--> '''Slash:''' Strong attack to one enemy.
--> '''Heal I:''' Heal a small amount of one ally's HP.
* ''VideoGame/TitanQuest'': The player character starts with a Attack Speed stat of 100%, the speed of their bare fists. Weapons all have an Attack Speed stat, which seems to the comparison of the attack speed after equipping the weapon, compared to what it was like initially. For example, Maces have an Attack Speed of Slow, and using them gives sets the Attack Speed to be under 100%, while Short Swords are Fast and give an Attack Speed above 100%.
* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': There's multiple adjectives, but no precise numbers used to describe the amount of HitPoints healed by [[HealingHands healing magic]]. Given that such spells appeared to be TieredByName due to higher levels adding prefixes and higher {{Mana}} requirement to another spell, implying the tiers being: "some", "moderate", and "major":
--> '''Vitalize:''' All allies recover some life.
--> '''Revitalize:''' All allies recover moderate life.
-->  
--> '''Heal:''' One ally recovers moderate life.
--> '''Holy Heal:''' One ally recovers major life and is cured of all status effects.
* ''VideoGame/WarcraftIII'': Units' movement and attack speeds are listed in a range from Very Slow/Slow/Average/Fast/Very Fast, where each label itself covers a range of speeds. And the text color changes from white to green or red if the current value is due to a buff or debuff, respectively.
* ''VideoGame/WorkshopInTheIronwoodGrove'': Some of the TieredByName spells which label damage as just "weak" or "stronger". For example, Nell's:
--> '''Starlight I:''' A non-elemental spell that attacks with light.
--> '''Starlight II:''' A stronger spell that attacks with light.
--> '''Luna I:''' A weak spell that ignores magical defense.
--> '''Luna II:''' A stronger spell that ignores magical defense.
[[/folder]]
----

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