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[Open Assets] [SRB2Infinity] SkinStats! Ver. 2 1.0.001

With the release of SRB2Infinity Ver.2 now out, I've gone and completely overhauled Skinstats for the new version! Every single character's unique stats have been redone from the ground up. Most characters now more closely emulate the races in PSPo2i, and have been further fine-tuned beyond raw stat increases by adjusting stat growth. Balancing is still a wild-west situation at the moment, especially as SRB2i's conbat and flow have been greatly altered.

Issues regarding skins without stat tables and not changing stats when switching skins have also now been fixed. PPR changes are also properly reflected in the stat screen, and a much-needed fix to prevent this mod from breaking quest ranking!

Character changes (For those who have played the first version of this mod):
  • All listed changes to stat growth are approximate.
Sonic is meant to be a "low defense, high attack" archetype, most like the Deumans, but his DEF being extremely low meant he often exploded long before he could even dish out damage. On top of that, his attack boosts have personally not felt impactful enough to make a difference in combat, and began to feel out of place as I continued to revise everyone's stats. Ver. 2 Sonic should feel less likely to explode at a moment's notice and be more capable of dishing out damage.
  • Base DEF penalty is now -1, up from -4. DEF now grows ~25% slower per level.
    • On paper the scaling change itself seems like a nerf, but with more initial DEF to work with, Sonic will be gaining overall 20% more DEF than he did in V1.
  • ATK adjustments have been changed from +1 (worst stat) > +2 (second-best stat) > +3 (dominant stat) to +3 SATK/+3 RATK/+3 TATK on all classes.
    • This overall changes Sonic from being a decent but somewhat focused powerhouse to being great with any weapon, even offclass. Other characters are much more focused. While Sonic is a great pick in any situation, there will always be an area where one of the other characters can do a little better.
  • Base HP penalty unchanged, but HP now grows ~20% slower per level.
    • As a tradeoff, Sonic has had a little bit of HP growth shaved off. May look into adjusting this one further as I continue to play SRB2I longterm.
  • RASonic and FOSonic's PP Regen (PPR) are now slower, 40% and 33% slower than vanilla respectively. HUSonic's PPR is unchanged.
    • With PP regeneration being overhauled, finer adjustments are available to make across all characters. Ranger and Force imo already gain PP fast enough as is, and Sonic in general already has enough ways to keep up with other characters as his new ATK spread encourages keeping weapons of all types handy. Be aware that many PPR changes at this time are quite experimental.
While Tails has always been in a spot I feel comfortable placing him in ATK-wise, the rest of him always felt a little off. While more minor changes were introduced to his HP growth and his PPR variance has been tightened similar to Sonic's, his DEF has been greatly increased. giving him the greatest survivability amongst all characters, much like a Human. He's also received a curious experimental tweak as a Force.
  • Base HP adjustments is a bow a bonus of 5 HP on all classes. HP grows ~4% slower per level.
  • ATK adjustments have been changed from +2>+1>-3 to +1>0>-1.
    • Ver. 2 boosts the lesser ATK of every class at base, and with levelcap being increased, every stat now hits 300s with dominant attack being at 400. Tails' ATK adjustments didn't need to be as steep anymore. He's still relatively weak offense wise, but...
  • Base DEF increased by +1. DEF now grows ~25% faster.
    • ...his amazing DEF and great HP now makes him able to tank lots of hits. In most cases, Tails may be the only one left standing when everyone else gets wiped, allowing him to bring everyone back from the brink in the most dire of circumstances.
  • PPR further tightened:
    • HUTails' PPR increased to 28.5% faster than vanilla
    • RATails' PPR reduced, now 33% slower than vanilla
    • FOTails' PPR reduced, now 43% slower than vanilla
  • FOTails' S-ATK and R-ATK have been swapped.
    • Vanilla SRB2i makes Ranger and Force's S-ATK the worst of their 3 ATK stats, at 15, meaning S-ATK has no middle placement in terms of stats. Tails gets to have that midrange S-ATK this time. This is something I'll be keeping for FOTails, but I may possibly look into doing different stat swaps on a different character's Ranger stats.
Knuckles having the Beasts' horrible PP and Regen has always been a very fitting choice, but what didn't feel as fitting was the way he focused towards a class' dominant ATK and sacrificed other ATK in the process. His stat spread is now closer to the physical powerhouse he is with some added ability to use techs in dire situations, and he now has by far the best HP and physical attack of all 6 characters.
  • Base HP on all classes increased by +25. HP grows ~5% faster per level.
    • This gives Knuckles the highest HP out of all 6 characters.
  • Base ATK adjustments per-class replaced with +3 SATK/-5 RATK/+1 TATK on all classes.
  • ATK now scales per-class:
    • ~25% faster SATK growth on Hunter and Force.
    • ~50% slower RATK growth on Hunter and Force. ~20% slower on Ranger instead.
    • ~20% slower TATK growth on Hunter and Ranger.
  • Base DEF increased by +1 on all classes.
    • Knux is mostly an HP tank compared to Tails being a DEF tank, but this little bit should give him more
  • PPR on RAKnuckles and FOKnuckles further reduced, both down to 40% of vanilla.
    • This severely limits Knucks' ability to dash and use PAs. It's already a given since it's his best stat, but keep a melee weapon handy. Every hit counts.
Amy in the original version of this mod was already right where I felt she needed to be, but with all the changes Ver. 2 makes, it only felt right to give her the same overhaul treatment as the rest. Some of these attributes mirror toned down versions of Sonic's, as Amy's stat spread is now more similar to that of the Newmans. She retains an affinity to melee combat as per her actual character.
  • Base HP penalty on all classes reduced from -25 HP to -15 HP. HP now grows 10% slower per level.
    • A little bit of health to make her at least less likely to kick the bucket compared to Sonic.
  • Base ATK adjustments per-class replaced with a simple +1 SATK/-2 RATK/+3 TATK on all classes.
    • ~50% slower RATK growth on all classes.
    • ~25% faster TATK growth on all classes.
  • PPR bonus on FOAmy reduced, down to 160% of vanilla Force.
    • This is still an incredibly high amount of PP regen, as it stand FOAmy gains around 10 PP per second, the highest of any character and class combo.
  • PPR bonus on HUAmy increased to a whopping 250% of Vanilla Hunter.
    • This is a bit of a wild change, I'll be keeping a close eye on this one
I was not feeling completely sure about Fang's setup in the original version of this mod, but with better tuning and scaling, I feel the ideas I have from back then now have a better place in the overhaul with Fang now being effectively the other side of the semi-newman stat setup Amy has.
  • Base HP penalty replaced with a +15 HP bonus to all classes. HP scales ~4% faster.
    • Fang may have some pretty good HP scaling, which doesn't make much sense for a Newman-like stat spread, but...
  • Base DEF on all classes increased to +1, from -2. DEF grows ~25% slower.
    • ...With reduced DEF growth, Fang will be taking harder hits, compared to Amy who has less health but better DEF. Both may favor different stats for overall durability. The base increase helps to ensure he is not as papery as Sonic.
  • Base PP bonus on all classes reduced to 6, down from 10.
    • Fang is the only one who received a meaningful change to PP, and is thus the only one who got a note for it. Everyone else had their PP upped or lowered by 1...
      • ok look i like even number/multiple of 5
  • Base ATK adjustments changed from -2 SATK/5 RATK to -3 SATK/+4 RATK/+2 TATK on all classes.
    • As Fang now has some Newman influence, a bit of T-ATK has been given to him.
  • PPR penalties on all classes have been removed.
    • Due to his new niche of being range/tech based, it felt only right to give him some help as he originally had bad PPR compared to base; keeping it would only hold Fang back.
Metal Sonic has been given many per-class changes for his CAST archetype to be further set in. He is now completely bottomed out on TATK on Ranger in addition to Hunter, and Force makes a number of changes to make playing him as such less-than-desireable unless one wishes to take advantage of high PPR to that degree.
  • Base HP increased by 10 on all classes. HP now scales per-class:
    • ~10% faster growth on Hunter.
    • ~10% slower growth on Force.
  • Base ATK adjustments are now per-class:
    • +8 SATK/+5 RATK/-15 TATK on Hunter.
    • +7 SATK/+10 RATK/-17 TATK on Ranger.
    • +4 SATK/+6 RATK/-10 TATK on Force.
  • DEF bonus changed from +4 DEF on Hunter and +3 DEF on Ranger/Force to +3 DEF on Hunter, +2 DEF on Ranger, and +1 DEF on Force.
  • Metal Sonic has gained large PPR boosts:
    • HUMetal: 180% of vanilla PPR
    • RAMetal: 150% of vanilla PPR
    • FOMetal: 133% of vanilla PPR
  • Cool!
Reactions: BlueTorch
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