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Game Stats Overview

Seven combat numbers drive every fight in Scope. They're the downstream result of your identity attributes, your equipment, your class, and (for the avatar) your real-life stats.

Combat stats

The Seven Combat Stats

StatWhat It Does
Attack PowerHow hard your physical attacks hit
Magic PowerHow hard your magic attacks hit
Max HPHow much damage you can take before going down
ArmorReduces incoming physical damage
Magic DefenseReduces incoming magic damage
SpeedYour dodge chance and how often you take turns
LuckYour critical hit chance

Each combat stat is paired with at least one identity attribute that powers it:

AttributeFeeds
StrengthAttack Power
IntelligenceMagic Power + Magic Defense
VitalityMax HP
SpeedSpeed rating + Dodge chance
LuckCrit chance
ArmorArmor (physical DR)

Intelligence and Speed each contribute to two stats. Everything else is a clean one-to-one.

Where Combat Stats Come From

Your combat sheet is built up in layers:

  1. Class base - a starting profile from your class.
  2. Identity attributes - what you've allocated via skill points.
  3. Equipment bonuses - flat additions from gear (avatar only). See Equipment.
  4. Class perks - multipliers and floors layered on top. See Class Perks.
  5. Real-life-stat zone multipliers - for the avatar only, on four of seven stats. See Real-Life Stats (Avatar).

Combine all five and you get the combat sheet the battle system actually uses.

Who Gets Which Layers

Not every fighter uses every layer:

LayerAvatarSoldierMonster
Class baseYesYesYes
Identity attributesYesYesYes
EquipmentYesNoNo
Class perksYesYes (smaller)Yes (smaller)
Real-life zone multipliersYesNoNo

The avatar is the only unit that gets the full stack. Soldiers are tethered to their source habit instead of real-life stats (logging the habit is their real-life layer). Monsters are tuned against expected avatar power at each level.

Caps and Diminishing Returns

Most derived stats have a ceiling past which more investment does nothing:

  • Physical damage reduction - hard-capped. Past the cap, extra Armor is wasted.
  • Magic damage reduction - hard-capped, a bit lower than physical.
  • Dodge chance - capped.
  • Critical hit chance - capped.

The raw scaling stats (Attack Power, Magic Power, Max HP, Speed) don't have the same ceiling - Speed, for example, keeps paying off in turn order long after dodge has capped.

Why the caps exist

Without them, a deep investment in a single defensive stat would make a unit effectively unkillable. The caps ensure no single defensive layer becomes so dominant that other layers stop mattering - and they're part of why balanced builds usually outperform one-trick builds.