The Primary Status as seen in my mind game.


What are the laws for the Primary Status?


Last update: Jul 12, 2005

1 Introduction



This section deals with the few laws and theories I have dealing with the Status System's Primary Status. A law, in my case, is something that has a lot of evidence to suggest that the concept is valid. A theory is the same as a law, only there's a lot less evidence for it. A hypothesis is just a guess or have insufficent evidence to validate a concept. This section is of minimal importance to the report in general as it's very rarely cross-referenced to. My script, "The Legend of the 10 Elemental Masters" even has few references to this section. This section, however, does not list the laws of the Sixth and Eighth status bars. Their laws are at the bottom of the document before the list of links.

2 (Attack) minus defense law



Confirmation status: Confirmed

"Unless the attack force exceeds the target's defense force, no damage is dealt".

Have you ever torn paper? Have you ever crushed a rock with a hammer? You kind of know the idea. Consider trying to tear paper. If you attempted to tear paper with very little strength, you wouldn't tear it. Now if you keep raising your ATK force [your strength] until it rips, that's the point in which your ATK exceeded the paper's DEF. DEF is determined by the stat's value taken to the power of 1.5, or cubing the square root of the number. The "attack" part is in parentheses as there's many variables that influence it. Defense just stands alone. In this case, paper has a weak defense against this type of attack. Now try punching it with the same force. Nothing happens as far as damage. Now try to get slightly stronger punches until you get a hole in the paper. Again, your ATK exceeded the object's defenses. Consider doing that to metal of the same thickness. It's about 100 times harder to do, but you could still do it if your ATK was high enough. One factor that may seem to make this confusing is elemental attacks*. Elemental attacks are special attacks that are mostly of one or more of the ten elements. You know that if you threw ice into a fire, the ice would melt very quickly, but the fire itself would also be put out some as well.

Nothing is ever damage proof, nothing at all. Something is never "fire proof" as, if you get a hot enough fire, it'll certainly melt. "Fire proof" is more like "very fire resisitant" instead, thus having a massive defense against heat. Bullet proof glass isn't bullet proof, never will be either. Just get a big enough bullet and you could certainly break it. Even atomic nuclei can be damaged - just give it enough force and it'll eventually give way. Even until mid July of 2005, I still haven't proven this false yet to any extent.

3 Theory of maximum values



Confirmation status: Mostly confirmed

"When equipping special abilities, the equip effects will only take any stat to the maximum value and never beyond".

The stats, MAG, SPR, and RAT [minimum value instead for RAT] have maximum values. If, for example, you equip an ability that would take MAG to 1,031,956,843, it can't happen and will go to 999,999,999 instead. So, if you're MAG or SPR were maxed out, don't equip another MAG or SPR plus as they'd have no effect, even if you don't have any equipped, they won't take any effect. If you raise MAG by 100,000, MAG will if and only if it is under 999,900,000. If MAG was 999,923,384, it'll go to 999,999,999 instead as it cannot exceed the maximum. Although INT has a maximum, there are no known special abilities or plus abilities that raise it to get even close. It must be raised naturally.

4 The laws of hit points



4.1 Introduction



The hit points stat is common and vital. There are many laws and theories relating to this stat. The confirmation status follows right after the law or theory.

4.2 The first law



All matter has HP. Without HP, nothing exists. [mostly confirmed]
This law explains why HP is the most vital stat. If you didn't have any, you would exist, nor the Earth or even other galaxies. Matter wouldn't exist.

4.3 The second law



Matter HP is directly related to mass. [somewhat confirmed]
This law ties in much with the fourth law. If an object had no mass, it simply wouldn't exist as in the first law. All matter has some type of mass, but if it didn't have mass, that type of matter doesn't exist.

4.4 The third law



An object with a high DEF loses less HP than an object with a low DEF with the same ATK. [confirmed law, somewhat confirmed formula]
This law ties in majorly with the (attack) minus defense law. If ATK was 2000, and the DEF force was 100, you'd deal 1000 HP of damage on average [it actually ranges 950 < x < 1050 HP assuming no critical hits and that no elemental attacks were involved]. In mathematical sense, this formula (for the range) comes to be:

( ( .5 × MS × VEL ^ 2 × CSC ) - DEF ^ 1.5 ) × .95 <= DMG <= ( ( .5 × MS × VEL ^ 2 × CSC ) - DEF ^ 1.5 ) × 1.05


4.5 The fourth law



The more mass an object has, the more HP it has. [somewhat confirmed, formula is mostly unconfirmed]
If an object is 4 times heavier, it'll have exactly twice the number of hit points. A 180-pound human would have about 20,000 HP, a small 500-pound horse would have around 33,700 HP. A 10,000-pound elephant has 150,000 around HP. A small 20-pound dog has about 6750 HP and a common housefly has about 133 HP [assuming that they weigh 1/8 of an ounce, or 3.5 grams]. The formula to calculate the HP given the weight of the object in kilograms, is:

HP ~ ( TM ÷ 80 ) ^.5 × 20000


In this formula, TM is the target's mass.

4.6 The fifth law



The current value is never greater than the maximum value. [fully confirmed]
With something in good condition [notified by "19801/19801 HP" in my mind game**], it's impossible to get any better than that. It's like you can't get better than perfect. Seeing something like "18604/17409 HP" is not possible.

4.7 The sixth law



The current value can never be less than zero. [mostly confirmed]
If an object has zero HP remaining, it's broken up to a point that it is beyond repair. Erosion and weathering on rocks very slowly does this [referring to the elements, earth is weak against ice, wind, and water]. If that object went below zero, it wouldn't be possible. For a living thing, it would die if it had zero HP remaining. Of course, it's practically impossible to get any worse than that. In my story and mind game, life(-cure) spells fix this. Even medicines and modern technology can fix this, and even get to their maximum again.

4.8 The seventh law



A living thing that reaches zero HP dies. [confirmed]
Like mentioned above, a living thing with zero HP remaining is no longer living [for the moment].

4.9 The eighth law



All living things have both a matter HP value and a health HP value. [mostly confirmed]
Since living things are matter as well, they have both. Rocks aren't living things, so they just have matter HP. It would be funny if a rock had health HP, wouldn't it? When referring to the stats of a living thing, the health HP are mentioned because the matter HP isn't important in this case.

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3.1.2 Status System - Learn about my Status System from it's history to how it works. My Status System is very rarely used today, except compatibility.
3.1.2.1 Status System home - The introduction to my Status System
3.1.2.1-1 About the Status System report
3.1.2.1-2 The most important pages to read
3.1.2.2 History - the history of the Status System from birth to today and it's possible future
3.1.2.2-1 Status System's birth
3.1.2.2-2 Changes were slow at first
3.1.2.2-3 The biggest leap forward
3.1.2.2-4 Progress slows down drastically
3.1.2.3 Primary Status - how the Primary Status works and the meaning of the terms it uses
3.1.2.3-1 Introduction
3.1.2.3-2 The individual stats
3.1.2.3-3 Very large or very small numbers
3.1.2.3-4 Formulas
3.1.2.4 Primary Status Laws - laws, theories, and hypotheses for the Primary Status (and not the others)
3.1.2.4-1 Introduction
3.1.2.4-2 (Attack) minus defense law
3.1.2.4-3 Theory of maximum values
3.1.2.4-4 The laws of hit points
3.1.2.5 Secondary Status - the defense system and how it works
3.1.2.5-1 What the Secondary Status is
3.1.2.5-2 An example of its purpose
3.1.2.5-3 A relationship with Primary Status laws
3.1.2.6 Tertiary Status (compatibility) - what compatibility is and how it works
3.1.2.6-1 Introduction
3.1.2.6-2 Tertiary Status basics
3.1.2.6-3 Formulas
3.1.2.7 Quaternary Status - various other statistics like pulse, weight, or eye color
3.1.2.8 Fifth Status - what status abnormalities are is and how it works
3.1.2.8-1 Introduction
3.1.2.8-2 The colorings for condition
3.1.2.8-3 Warnings
3.1.2.9 Sixth Status - how ability-learning works
3.1.2.9-1 Introduction
3.1.2.9-2 Sixth Status common terms
3.1.2.9-3 A short story
3.1.2.9-4 Sixth Status laws and theories
3.1.2.10 Seventh Status - what events are and how they help
3.1.2.10-1 What the Seventh Status is
3.1.2.10-2 The three types of events
3.1.2.10-3 Event properties
3.1.2.10-4 The story continued
3.1.2.11 Eighth Status - levelling up abilities
3.1.2.11-1 What the Eighth Status is
3.1.2.11-2 Eighth Status common terms
3.1.2.11-3 Level experience groups
3.1.2.11-4 How much EXP is needed?
3.1.2.11-5 Properties of levelling up abilities
3.1.2.11-6 Plus abilities
3.1.2.11-7 Eighth Status laws and theories
3.1.2.12 Ninth Status - equipping abilities for learning and use
3.1.2.12-1 What the Ninth Status is
3.1.2.12-2 Use of the Ninth Status
3.1.2.13 Summary - a brief summary of the report
3.1.2.13-1 Primary Status
3.1.2.13-2 Secondary Status
3.1.2.13-3 Tertiary Status
3.1.2.13-4 Quaternary Status
3.1.2.13-5 Fifth Status
3.1.2.13-6 Sixth Status
3.1.2.13-7 Seventh Status
3.1.2.13-8 Eighth Status
3.1.2.13-9 Ninth Status
3.1.2.13-10 Formulas
3.1.2.14 Glossary - glossary of the terms used
3.1.2.14-1 About the glossary
3.1.2.14-2 The glossary terms

Footnotes:
* The 10 elements, fire, ice, thunder, etc. are described in much more detail on this page.
** My mind game is a very advanced seemingly futuristic video game that I play in my mind. It's explained in full on this entire report or specifically in section 1 section 1 of the menu screens.