Changes

Stats

3,390 bytes added, 10:10, 8 November 2016
'''[[SPD]]''' or '''[[Speed]]''' affects the turn order and the number of turns the Yo-kai get each battle.
 
'''[[Base Stats (YW2)|Base Stats for All Yo-kai in Yo-kai Watch 2]]'''
==Other Stats==
'''[[HP]]''' reaches 0 and the Yo-kai is KO'd.
 
'''[[Soul Meter]]''' is full then players can activate the Yo-kai's [[Soultimate]].
 
'''[[Rank]]''' ranges from E, D, C, B, A, S. Higher the rank equals more powerful Yo-kai.
 
'''[[EXP]]''' or experience points filled up when your defeat Yo-kai and complete [[quests]]. When a full bar is filled up, the Yo-kai gains a [[level]].
 
==Hidden Stat Ranks==
At the moment they are befriended, [[evolution|evolved]], or [[fusion|fused]], each [[Yo-kai]] has hidden "stat ranks" assigned to it that can never be changed unless you recruit/evolve/fuse a new one. Each [[stat]] has its own rank that influences how it will develop while leveling up. For example, a [[Frostail]] with a low SPR rank might have ~145 SPR at Lvl 50, while one with a high SPR rank might have ~155 ([[Attitude]]s not taken into account). The exact highs and lows are very specific for each Yo-kai. Here are some facts related to hidden stat ranks:
* There is a separate one for each stat.
* The ranks are generally rigid. Unlike Pokemon where the stat increase could be anywhere from 0 to 31 at Lvl 99, there is generally a set group of numbers the stat could end up at, e.g. 175, 188, 200, 212, or 225 (not accounting for Attitude).
* The higher the Yo-kai's natural stat, the more influential the ranks are. If your Yo-kai has very poor STR, low or high ranks won't be very influential, but if it has a very high STR, the ranks will make a big difference. Therefore, the goal of "soft-resetting" a Yo-kai's stats is to have high ranks in the high stats for overall superior stats.
* There appears to be some natural balancing - if a Yo-kai has a very highly-ranked stat, there will be less ranks to go around overall. Unlike Pokemon, there is no "31 in all IVs" equivalent, it's all a give and take.
* The balancing may not be 100% perfect - it is possible to occasionally find a Yo-kai with an overall exceptional allocation, although my tests only took them to Lvl 50, so it's possible it'll balance out by Lvl99.
* Very high or very low ranks are very rare. The game prioritizes more average allocations.
 
'''TL;DR''' If you're a min-maxing soft-resetter, aim for highs of the high stats and lows of the low stats.
 
==Evolution and Fusion==
{{see also|Evolution|Fusion}}
Just like befriending a brand-new [[Yo-kai]], evolving or fusing Yo-kai creates a completely brand-new creature. The stats/Attitude of the pre-evolved or pre-fusion monsters DO NOT MATTER. Once the evolution/fusion happens, the stat ranks are re-rolled for the new Yo-kai, and they are given their "default [[Attitude]]".
 
In many cases, it is wise to fuse at as low a level as possible, so that you have the most influence over the resulting monster's Attitude level-ups. A lot of Yo-Kai have HP-increasing Attitudes at default.
 
==Formula==
===Stats Formula===
 
'''parameters''':
 
x, y, z: three [[IV]]s (I call them IV_A, IV_B_1 and IV_B_2 respectively.)
 
e: [[EV]] (attribute bonus)
 
l: level
 
B: base stats
 
(assuming Yo-kai grows at medium speed)
 
'''HP''':
 
HP = floor(e * (1.0 + l * 0.0050505) + (B + x + y) + (B + x + y + z) * 0.1 * l)
 
'''Other stats''':
 
stat = floor(e * (1.0 + l * 0.0050505) + (B * 0.1) + (B + x + y + z) * 0.05 * l)
 
* Note all calculations must be done using 32 bit single precision floats.
 
 
[[Category:Mechanics]]