The Primary Status as seen in my mind game.


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Last update: Jul 12, 2005

1 Primary Status



1.1 The table design



STR510SPR32HIT1056
ATK560SPD187RAT160
DEF121EVA136INT100
ACY780END135APS35
MAG5HP19801BAL100
STA100SP<1 *LVL350


Table footnotes:
* <1 means "less than one". It's more around 15% of one whole.

This table is what the approximated averages are for the average human age 20. Some stat values are still uncertain though. These 18 stats are always arranged in this same pattern.

1.2 Simplified stat definitions



STR (strength): How much you can lift in tenths of a kilogram.

ATK (attack): Your attacking strength with physical attacks.

DEF (defense): Your defense to physical damage.

ACY (accuracy): Accuracy of throwing objects at a non-moving target 1 meter in diameter from 10 meters away measured in parts per thousand [often involving the symbol ‰] where 1000‰ or higher is perfect accuracy [assuming no evasion [the target doesn’t move]].

MAG (magic): Your power of using special abilities, especially spells. Maxes out at 999,999,999 due to the risk of failure reaching 0 at this point, due to the formula.

STA (stamina): The endurance of stressful activities.

SPR (spirit): The power of reducing spell power consumption for use with special abilities without hampering their strength. Maxes out at 999,999,999, like MAG, due to general physical properies. Any higher, SP consumption goes negative, which is impossible.

SPD (speed): How fast you are with movement action.

EVA (evasion rate): Probability of dodging an attack in parts per thousand whose HIT or ACY was 100%.

END (endurance): [strongly debated] Allows for higher HP gains per level gain. Due to the fourth law of hit points, this stat may end up in the trash.

HP (hit points): Five main definitions: 1. The amount of damage matter can afford 2. The life force of a living thing 3. Health HP 4. Matter HP 5. The damage done to an object (label)

SP (spell power): The amount of energy available for use of special abilities, especially spells. One unit of spell power is 2 gigajoules of energy, or about 555 5/9 kilowatt hours.

HIT (hit rate): The accuracy of non-throwing attacks in parts per thousand like a punch or a kick hitting a non-moving target 1 centimeter across at a near-full arm’s length from the eye.

RAT (reaction time): The time it takes to react in milliseconds divided by 2.

INT (intellect): Strength of intelligence.

APS (actions per second): The number of times you can make a controlled action in a second. Each thought to make an action and actually doing it count as separate actions.

BAL (balance): Strength of your balancing skills.

LVL (level): Overall level, or how much experience you have. You gain levels by gaining experience.

1.3 General rules and notices



When values reach a billion, they become scientific notation in the form of 1.23456E78. The values cannot exceed 9.99999E99, or "ERR" replaces the value. The <1 notation indicates a nonzero number that too tiny that would otherwise round to 0. It simply means "less than one".

2 Secondary Status



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.

3 Tertiary Status



The half-step technique is the most recent. As each step halfway between the current and the limit without crossing the neutral point occurs, it is liked 4 times more. That is a COM of 750 is liked 4 times more than a COM of 500 and 875 is liked 16 times more than 500 and 4 times more than 750. Here's a table that describes everything:

Compatibility reference chart
Chart last updated: Aug 15, 2007
Times
Better
Than
Neutral
System*
COM
value**
5
neutral***
0 base†Remarks
undefined‡0010Not possible‡
-60,0002.0410.029.959Ultra extreme hate
-30,0002.8870.0299.942Ultra extreme hate
-15,0004.0820.0419.918Ultra extreme hate
-80005.590.0569.888Ultra extreme hate
-51007.0010.079.86The lowest compatibility known to me; Ultra extreme hate
-40007.9060.0799.842Ultra extreme hate (highest point)
-200011.1800.1129.776Extreme hate
-100015.8110.1589.684Extreme hate
-50022.3610.2249.553High hate
-32027.9510.289.441High hate (highest point)
-25031.6230.3169.368Hate
-12045.6440.4569.087Hate
-100500.59Hate (highest point)
-6064.550.6458.709Semi-hate
-5070.7110.7078.586Below here is rarely seen or encountered; Semi-hate
-3091.2870.9138.174Semi-hate
-2510018Semi-hate (highest point)
-15129.0991.2917.418Slight hate
-11.1111501.57Slight hate
-8176.7771.7686.464Slight hate
-6.2520024Slight hate (highest point)
-42502.55Well-disliked
-2.77830034Moderately disliked
-2.043503.53Somewhat disliked
-2353.5533.5362.929Somewhat disliked
-1.56340042Slightly disliked
-1.2334504.51Very slightly disliked
150050Neutral
1.2335505.51Very slightly liked
1.56360062Slightly liked
2646.4476.4642.929Somewhat liked
2.046506.53Somewhat liked
2.77870074Moderately liked
47507.55Well-liked
6.2580086Slight favorite (lowest point)
8823.2238.2326.464Slight favorite
11.1118508.57Slight favorite
15870.9018.7097.418Slight favorite
2590098Semi-favorite (lowest point)
30908.7139.0878.174Semi-favorite
50929.2899.2938.586Above here is rarely seen or encountered; semi-favorite
60935.459.3558.709Semi-favorite
1009509.59Favorite (lowest point)
120954.3569.5449.087Favorite
250968.3779.6849.368Favorite
320972.0499.729.441High favorite (lowest point)
500977.6399.7769.553High favorite
1000984.1899.8429.684Extreme favorite (lowest point)
2000988.829.8889.776Extreme favorite
2200989.349.8939.787Highest known sustained compatibility; extreme favorite
3190991.1479.9119.823The highest compatibility known to me; extreme favorite
4000992.0949.9219.842Ultra extreme favorite (lowest point)
5000992.9299.9299.859Beyond here is where it starts getting dangerous; ultra extreme favorite
8000994.419.9449.888Ultra extreme favorite
15,000995.9189.9599.918Ultra extreme favorite
30,000997.1139.9719.942Ultra extreme favorite
60,000997.9599.989.959Ultra extreme favorite
undefined‡10001010Not possible‡
Times Better Than Neutral SystemCOM value5 neutral0 baseRemarks


Table footnotes:
* This is what the new compatibility system uses and is the most commonly referred to due to its numerous benefits. I use this in my dream journal's newest dreams, my blog, forums E-mails, everywhere.
** This is what the old compatibility system uses and only old documents on my site refer to it. It is no longer used in the newer updates.
*** This only applies to the dream journal's older dreams, of which applies to the general, nature, story, scenery, and fun ratings.
† This only applies to the dream journal's older dreams and only applies to the scary and weird ratings.
‡ Not possible due to the formula and division by zero (from the -2 exponent - putting in 0 or 1000 for COM eventually yields 0-2, of which cannot be done):

COMP = ( 1 - ( ( | COM - 500 | ) ÷ 500 ) ) ^ -2


Solved for COM, the formula is this (for the positive part): "COM = ( 1 - ( COMP ^ -0.5 ) ) * 500 + 500". You can't get 1000 or better no matter what you put in for "COMP", even a googol isn't high enough.

4 Quaternary Status



The Quaternary Status Displays other stats like pulse, blood pressure, age, weight, your dimensions, etc. and is of little use.

5 Fifth Status



The Fifth Status tells you how you're doing on status effects good and bad. Neutral, being yellow, is the most common. From neutral getting worse, it's to red then black. From neutral getting better, it's to green then white. A severity level is used to indicate the severity. Warnings are also shown using the same color coding and become bad status effects when starting into the black.



This spectrum shows all possible colors from bad on the left to good on the right.

6 Sixth Status



6.1 Sixth Status basics



The Sixth Status contains the list of abilities you are currently learning. Abilities take ability points, AP, in order to be learned. Ability points are gained from clearing events, such as washing a window, driving 500 miles to your vacation spot, and more. Abilities have minor "side effects" to them, called equip effects, where they can adjust your primary stat values slightly.

6.2 Sixth Status common terms



There are many types of abilities including independent, de-independent, and dependent abilities. Independent abilities are abilities that must be learned on your own. De-independent abilities are a cross between independent and dependent abilities where you can both either learn them on your own or can be taught by someone else. These are the most common. Dependent abilities, the rarest type, are abilities that must be learned from someone else like that of reading and writing.

7 Seventh Status



The Seventh Status, also called the "During Life Event System", lists all events that you have had. Clearing events gives you experience points and ability points. Events are arranged in 3 categories. Short-term events last from 0 to 60 minutes. Medium-term events last from 1 hour to 3 months. Long-term events last longer than 3 months.

8 Eighth Status



8.1 Eighth Status basics



The Eighth Status displays all abilities that are currently learned and shows you their level. Abilities have many level categories and have special level markers including 50, 200, and 1000.

8.2 Eighth Status common terms



There are four types of abilities associated with the Eighth Status. Equip-only abilities are abilities that can must be equipped and used in order to level up. Use-only abilities must be used to level up. Special abilities are equip-only abilities that often take more than one equip slot. Permanent abilities take no equip slots and can be turned on and off.

9 Ninth Status



The Ninth Status is what you use to equip abilities for use. It's only exclusively used in my mind game and stories. The Ninth Status isn't well known though.

10 Formulas



If you'd like to see the formulas, see the individual pages that have them [no need to read the report; they are easily spotted and are always at the end of the document.]

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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.
** Googol is a large number. To learn all the large numbers from the millions and billions you know to the centillions and beyond, refer to the bottom of the FAQ page.