Experience[]
Level | Experience |
---|---|
1 | 0 |
2 | 1250 |
3 | 2500 |
4 | 5000 |
5 | 10000 |
6 | 20000 |
7 | 40000 |
8 | 80000 |
9 | 160000 |
10 | 320000 |
11 | 480000 |
12 | 640000 |
13 | 800000 |
14 | 960000 |
+1 | +160000 |
When you have enough experience to gain a level, the next time you enter Sacre Base you'll distribute five points amongst your other stats. (Or cash, but no-one ever takes that option because you can't get attribute points any other way.)
Strength[]
Your strength increases SR weapon damage.
These seemed to fit Attributes/Strength data.
Let 'round' be dropping the decimal part if it's less than 0.5, and going to the next integer up if the decimal part is >= 0.5.
Strength bonus: (effective str - 21)/63.
- (Multiply that by 100 and round off to get the percentage displayed by C-Stats.)
For each of the low end and high end of the weapon's base damage,
- (Where Intensify of None. = 0, and Intensify 30% is 0.30)
- Effective damage = base damage * (1 + strength bonus) * (1 + intensify)
- Round that off to get the displayed effective damage.
Dexterity[]
Increase Dexterity to miss less.
The Hit probability versus: in the third page of C-Stats is not affected by accurize.
This seemed to fit Attributes/Dexterity data.
- Displayed hit chance: round( Dex / ( AglZone * 2 ) * 100 )
Zone | Agl |
---|---|
1 | 21 |
2 | 29 |
3 | 45 |
4 | 60 |
5 | 68 |
Agility[]
This seemed to fit Attributes/Agility data.
- Displayed Defense probability versus:: round( ( 1 - ( DexZone / ( Agl * 2 ) ) * 100 )
Zone | Dex |
---|---|
1 | 19 |
2 | 29 |
3 | 45 |
4 | 61 |
5 | 70 |