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Trying out figure out how the stats in the game works numerically. This relates to the built in damage numbers of the .AF files, and what the max hit points are of each character. Also move speed in regards to agility and how this is handled (frame skips).
Assumedly, makes each attack do more damage, and probably also more stun. But unfortunately we don't have a provable numeric way to measure this yet.
Agility increases all movement speed of all types, but does not change the speed of actual attack animations.
Agility affects:
Agility seems to work inverse on:
Agility does not affect:
Assumedly, Endurance should give both Hitpoints and Stamina. But as of yet, we haven't found any clear numbers for this.
Testing with repair costs vs different endurance levels with no upgrades, it looks like each point of endurance adds somewhere between +8 or +9 health each, though I'll say +10 for easy math. This mothod of getting numbers is not very accurate, as the repair costs can get pretty wonky at times.
Each HAR has a own entry for Stun Bar and Health Bar, these work as a base number before modifiers like stats and upgrades.
Each HAR has own entries for multiple speed settings like movement back and forth, jumping and falling speed. These set a standard for each HAR, and is probably modified by the Agility stat, and upgrades.
Each HAR has a separate damage stat on each separate attacks, these work as base number. These are probably modified by the Power stat and upgrades.
Testing with repair costs vs different endurance levels with no upgrades, it looks like each point of endurance adds somewhere between +8 or +9 health each, though I'll say +10 for easy math. This mothod of getting numbers is not very accurate, as the repair costs can get pretty wonky at times.
Possible formulas Kat dredged up from files, might or might not be accurate.
Looks like pilot endurance affects HAR health like this: real_health = har_health * (pilot_endurance + 25) / 35; seems like real_endurance = har_endurance * pilot_endurance / 23;