
The Primary Status as seen in my mind game.
What is the Secondary Status like today?
Last update: Jul 12, 2005
1 What the Secondary Status is
The Secondary Status is the DEF stat spread out in detail to include defenses to certain types of feelings, elemental defenses*, physical damage, and more. The Secondary Status displays what your defense values are for multiple kinds of attacks, from physical attacks, elemental attacks, to diseases and more.
2 An example of its purpose
Let's say that you were to punch a target such as a punching bag. A punching bag has a defense somewhere in the 1000 range meaning that it can absorb a bit over 31,600 HP of damage, making it very resistant to damage. An object like a mirror is fairly resistant to a punch or kick, but it's defense on pressure is quite weak. Even a 120 pound man can bust a wide, square mirror quite easily, even without jerking around. A mirror's defense to pressure is about 250 to 300 if it is 24x24 inches [estimated]. This same mirror would have a defense of 900 to 1200 for a punch, both depending on how thick it is. This is what the Secondary Status is. If you're purely immune to all damage, which may be impossible, everything will be set to infinity.
3 A relationship with Primary Status laws
3.1 The third law of hit points
The Secondary Status ties in a lot with the third law of hit points. This law states "An object with a high defense loses less hit points than an object with a low defense with the same attack." With that mirror issue, a defense of 1000 can absorb about 31,600 HP of damage, but one with only 500 can absorb a bit over 11,000 hit points of damage, about 35% of the damage absorption capabilities.
3.2 The (attack) minus defense law
Another common law dealing with the Secondary Status is the (attack) minus defense law stating "Unless the attack force exceeds the target's defense force, no damage is dealt". If all the variables needed to calculate attack equaled 8000, and a target had a defense of 600, the damage absorbed would be just shy of 14,700. 8000 isn't high enough to counter that defense, thus no damage is dealt [unless, of course, you manage to get a rare critical hit]. Then, using that same attack force [without the randomness of some variables] on an object with a defense of only 360, absorbing 6830, the real damage dealt would be 1170 hit points. In the second example, the attack force exceeded the defense force causing damage.
Going in more detail on the Secondary Status isn't neccessary as there isn't much to the Secondary Status other than a lot of numbers and types of attacks.
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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:
* Elemental defenses refers to the defenses against fire, ice, thunder, etc. For more details, read this very short report.