Cassette Beasts

Cassette Beasts

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Alaswing May 11, 2023 @ 6:59pm
Stats scale with the human level?
Hello, can someone explain me if stats scale with the human level? or just by the amount of stars, i didnt understand that part, so im dying often and get low xp from monsters so i dont really know how to make my monsters better, appart from upgrading them and giving them new stickers, usually a monster hit me and it takes a big chunk of hp.
Originally posted by Fringehunter7719:
Short answer: Yes, stats scale with your character level.

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Long answer: Monsters each have a base array of stats. This is then modified by two things. One - their number of stars. Each star is worth a 2% additive modifier to their base stats, or 10% at max 5 stars. Two - the stats of your human form, which work as percentage modifiers to the monster's stats. So a monster with 200 base melee attack will have 500 melee attack if your human form has 250 melee attack stat (as 200 * 250% = 500).

Your human stats are in turn calculated by taking your base stats of 66 + (2 x level) and then applying your gym modifiers as percentages to those base stats. Finally adding 5 to the result.

By default the gym modifiers are 1.2 for HP and 1.0 for everything else. Once you complete 8 captains you can tinker them to values you like, lower the minimum threshold and get bonus points to spend. At max this is +50 bonus points and a minimum value of 50% for everything except HP, which has a minimum of 70%.

Or in summary, barring rounding errors you get 2% to your stats per level and 2% per monster star, modified by the gym settings.
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Doctrine Dark May 11, 2023 @ 8:01pm 
human stats effect the monsters but if level scaling is on the higher your level the higher the enemies. If your struggling you can turn scaling down or off
The author of this thread has indicated that this post answers the original topic.
Fringehunter7719 May 11, 2023 @ 8:10pm 
Short answer: Yes, stats scale with your character level.

-----
Long answer: Monsters each have a base array of stats. This is then modified by two things. One - their number of stars. Each star is worth a 2% additive modifier to their base stats, or 10% at max 5 stars. Two - the stats of your human form, which work as percentage modifiers to the monster's stats. So a monster with 200 base melee attack will have 500 melee attack if your human form has 250 melee attack stat (as 200 * 250% = 500).

Your human stats are in turn calculated by taking your base stats of 66 + (2 x level) and then applying your gym modifiers as percentages to those base stats. Finally adding 5 to the result.

By default the gym modifiers are 1.2 for HP and 1.0 for everything else. Once you complete 8 captains you can tinker them to values you like, lower the minimum threshold and get bonus points to spend. At max this is +50 bonus points and a minimum value of 50% for everything except HP, which has a minimum of 70%.

Or in summary, barring rounding errors you get 2% to your stats per level and 2% per monster star, modified by the gym settings.
Last edited by Fringehunter7719; May 12, 2023 @ 1:00am
Fringehunter7719 May 11, 2023 @ 8:19pm 
On a separate note, building better monsters can help a lot with managing damage. There are lots of super broken (and frankly spoiler-ish) builds, but something you can do from the very start is use walls.

Walls have 3 life by default, they lose 1 life at the end of your turn and 1 life when hit, unless by a type advantaged attack, which instantly destroys them. Pretty early on you should start seeing wall stickers with the +1 duration modifier, which gives them 4 life instead of 3, which is big.

Kayleigh's starter monster gets (and many other monsters get) a skill called "echolocation" which grants the "multitarget" buff on battle start. If such a monster uses a wall it is applied to every member of your team. So if you act first and use that monster to wall you can now absorb up to 8 hits across your team. This costs 20% life to one of your monsters, which is a fairly low cost, especially if you have any healing abilities (which Kayleigh's starter monster can also equip if you can get the stickers).

That's one example of a way you can cut down your incoming damage a lot.
Last edited by Fringehunter7719; May 12, 2023 @ 1:02am
Alaswing May 11, 2023 @ 10:03pm 
Originally posted by Fringehunter7719:
On a separate note, building better monsters can help a lot with managing damage. There are lots of super broken (and frankly spoiler-ish) builds, but something you can do from the very start is use walls.

Walls have 3 life by default, they lose 1 life at the end of your turn and 1 life when hit, unless by a type advantaged attack, which instantly destroys them. Pretty early on you should start seeing wall stickers with the +1 duration modifier, which gives them 4 life instead of 3, which is big.

Kayleigh's starter monster gets (and many other monsters get) a skill called "echolocation" which grants the "multitarget" buff on battle start. If such a monster uses a wall it is applied to every member of your team. So if you act first and use that monster to wall you can now absorb up to 8 hits across your team. This cost 20% life to one of your monsters, which is a fairly low cost, especially if you have any healing abilities (which Kayleigh's starter monster can also equip if you can get the stickers).

That's one example of a way you can cut down your incoming damage a lot.

nice bro, thanks for the explanation!
Fringehunter7719 May 11, 2023 @ 10:08pm 
You're welcome.
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Date Posted: May 11, 2023 @ 6:59pm
Posts: 5