User:RadiantDarkBlaze/Stick Ranger VS World

Overview
In Stick Ranger VS World, there are no enemies, only other players. Some of the smaller exact specifics of each 4-on-4 match are determined by the preferences each of the 8 players that partake in them set. However, each match consists of each team trying to destroy the other team using the same classes as in the original Stick Ranger and mostly the same stat system + fighting style as Stick Ranger, with a few relatively minor differences. A couple of the bigger differences are the ability to run (and/or) fly (managed by the new Movement bar), and use a few special techniques which differ by class are generally flashier than normal fighting and also more useful (managed by the new TP bar and TP system). Also movement is managed by the arrow keys rather than the mouse + AI, and you only control 1 ranger rather than 4 (thus why there need to be 8 players per match). You will typically have different allies and enemies every match.

Controls
Arrow keys: Control your ranger's (walking/running/jumping/flying) movements. Your jump while moving along the ground has enough rocket power to get you 3/4 of the way from the very bottom of the screen to the very top of the screen, however once you let go of the jump button (up arrow) you lose control of yourself as you fall. A very short, swift tap should still be just enough to get over a small ledge that you can't quite just step over despite the potential rocket power from holding it down.

Q: Tap to toggle both running and flying at the same time. (Doing neither <-> doing both, just running <-> just flying).

W: Tap to switch from walking to running or vice versa. Walking is the same speed which original Stick Ranger rangers walk at. Running is doubling the speed movement physics calculations are applied to you at, thus doubling the speed you move at (just you, not anybody else in the process) regardless of what type of movement it is (left+right, jumping, falling, or flying). Running will end automatically if the Movement bar runs out.

E: Tap to switch from moving on the ground to moving through the air. You will still move at roughly the same speed as walking, just you'll be free to move up and down as you wish too (though this means your jump speed off the ground is taken away). Flying will end automatically if the Movement bar runs out.

A: Exhaust 1 TP to use your classes' primary special technique

S: Exhaust 2 TP to use your classes' secondary special technique

D: Exhaust (4/5) TP to use your classes' ultimate special technique

Rank
Rank is basically VS World's replacement for Stick Ranger's Level stat. Each Rank is basically worth 10 Levels. Aside from the thus expected 20 SP (Stat Points) per Rank, there are a variety of other types of points you can get for upgrading other things: 1 MP (Movement Point), 2 TPCP (Tech Point Charge Points), 4 ERP (Elemental Resistance Points), and 4 WP (Weapon Points).

Points per Rank:

 * Rank 1 - 20 SP, 1 MP, 2 TPCP, 4 ERP, 4 WP
 * Rank 2 - 40 SP, 2 MP, 4 TPCP, 8 ERP, 8 WP
 * Rank 3 - 60 SP, 3 MP, 6 TPCP, 12 ERP, 12 WP
 * Rank 4 - 80 SP, 4 MP, 8 TPCP, 16 ERP, 16 WP
 * Rank 5 - 100 SP, 5 MP, 10 TPCP, 20 ERP, 20 WP
 * Rank 6 - 120 SP, 6 MP, 12 TPCP, 24 ERP, 24 WP
 * Rank 7 - 140 SP, 7 MP, 14 TPCP, 28 ERP, 28 WP
 * Rank 8 - 160 SP, 8 MP, 16 TPCP, 32 ERP, 32 WP
 * Rank 9 - 180 SP, 9 MP, 18 TPCP, 36 ERP, 36 WP
 * Rank S - 200 SP, 10 MP, 20 TPCP, 40 ERP, 40 WP

Rising + Falling in Rank:
Every player's very first 10 matches will without a doubt be in Rank 1. In order to gain access to a higher Rank, you must have experienced at least 10 matches in the Rank below and brought your win percentage to 40% or higher in the Rank below. Even once you do attain a higher Rank, if any of the other 7 players are lower in Rank than you, you'll end up playing a lower Rank match.

Each match is played in the Rank of that of the lowest-Rank player playing. So if, while in even Rank 5, you lose a Rank 1 match that sets your Rank 1 win percentage to below 40%, you'll have to keep playing Rank 1 matches until your Rank 1 win percentage rises to 40% or higher again. The win-lose ratios on your record for each separate Rank are kept separate.

If you seem to get completely stuck at a certain Rank and you'd need what seems to a completely ludicrous amount of (possibly even consecutive) wins to rise in Rank, your best bet may be to clean your slate by starting a whole new file and either trying a different (class/build) or adjusting your build to attempt fix what you think seem to be your fatal flaws. If the case is that you're quite simply not skilled enough in comparison to the other players, just keep cleaning your slate when you get ludicrously stuck and trying different things and eventually your skill will get there.

Since the needed win percentage is 40%, that should make it sufficiently challenging to rise in Rank without outright meaning you have to stomp on any other player's ability to rise in Rank to bring your own Rank up.

Movement Energy
Movement Energy is what running and flying consumes (though not basic walking and jumping even though technically that's movement too).

The max Movement Energy a ranger may have is either 50, 100, 150, or 200 based upon the preference of the 1st player to enter the pre-match room. The Movement Energy that a ranger may start a match with is either 0, 25, or 50 based on the preference of the 2nd player into the pre-match room. The amount of Movement Energy left is indicated roughly by the Movement bar- not an exact indication. The max and starting amounts are not listed in-match but more informed at the start of a match.

The base rate for the recharge of Movement Energy when not in use is 3 per frame. The base rate for the consumption of Movement Energy when just running or flying (one or the other) is 5 per frame. The base rate for consumption when speed flying (running+flying) is 10 per frame. Both can be improved using MP (Movement Points), however only one at a time with each MP used. Both run on 5-frame loops of recharging or consuming.

Movement Recharge:

 * 1/6 = The 1st frame of every 5-frame loop recharges (4/5) points
 * 2/7 = The 3rd frame of every 5-frame loop recharges (4/5) points
 * 3/8 = The 5th frame of every 5-frame loop recharges (4/5) points
 * 4/9 = The 2nd frame of every 5-frame loop recharges (4/5) points
 * 5/S = The 4th frame of every 5-frame loop recharges (4/5) points

Movement Stamina:
Whenever input to toggle running (and/or) flying on or off is given, the game will let the current 5-frame loop finish first before toggling
 * 1/6 = The 1st frame of every 5-frame loop consumes ((4/8)/(3/6)) points
 * 2/7 = The 3rd frame of every 5-frame loop consumes ((4/8)/(3/6)) points
 * 3/8 = The 5th frame of every 5-frame loop consumes ((4/8)/(3/6)) points
 * 4/9 = The 2nd frame of every 5-frame loop consumes ((4/8)/(3/6)) points
 * 5/S = The 4th frame of every 5-frame loop consumes ((4/8)/(3/6)) points

Tech Points
Tech Points are what you use to trigger your classes' special techniques. There are 4 ways to charge them up, however none of them have any base rate. You must choose for yourself exactly how you will charge up your TP. The max TPCP you can put into any one way is 10 (for Level S). The current charge is kept track of down to 4 decimal points.

In Range - Pressuring:
When any opponents are your range that you can attack from, this way triggers and your TP starts charging. If there are multiple opponents in your range then it stacks with each opponent in range even if your attacks don't mob in any way, shape, or form. Pairs well with ranged classes, especially when you have decided to focus on severe outranging rather than severe damage. Does not work so well for melee classes.
 * 1 = +0.0015 TP per opponent in range per second ("per second"=every 50 frames)
 * 2 = +0.003 TP per opponent in range per second
 * 3 = +0.0045 TP per opponent in range per second
 * 4 = +0.006 TP per opponent in range per second
 * 5 = +0.0075 TP per opponent in range per second
 * 6 = +0.009 TP per opponent in range per second
 * 7 = +0.0105 TP per opponent in range per second
 * 8 = +0.012 TP per opponent in range per second
 * 9 = +0.0135 TP per opponent in range per second
 * S = +0.015 TP per opponent in range per second

In Range - Retalitory:
When you are within range of any opponents (regardless of whether or not they are targetting you), this way triggers and your TP starts charging. When multiple opponents have you in their range, it stacks with each opponent. Pairs well with melee classes that have to waltz right on up to ranged classes anyway, especially when using a tank build that can take a few hits and fight on. Does not work so well for ranged classes that are using a range-based build.
 * 1 = +0.002 TP per opponent in range of per second ("per second" = every 50 frames)
 * 2 = +0.004 TP per opponent in range of per second
 * 3 = +0.006 TP per opponent in range of per second
 * 4 = +0.008 TP per opponent in range of per second
 * 5 = +0.01 TP per opponent in range of per second
 * 6 = +0.012 TP per opponent in range of per second
 * 7 = +0.014 TP per opponent in range of per second
 * 8 = +0.016 TP per opponent in range of per second
 * 9 = +0.018 TP per opponent in range of per second
 * S = +0.02 TP per opponent in range of per second

Damage - Pressuring:
Whenever you deal damage, you gain TP based on how many points of damage you dealt. The more you deal, the better the TP yield. If due to Elemental Resistance your attack gets fully blocked, there is no penalty to TP whatsoever, just there won't be any gain either so try to switch to a target you can damage. Pairs well with builds oriented around dealing damage, especially if DPS is high. Does not work so well for builds that are more support-oriented.
 * 1 = +0.0001 TP per point of damage dealt (ex. 50 AT dealt = +0.005 TP)
 * 2 = +0.0002 TP per point of damage dealt
 * 3 = +0.0003 TP per point of damage dealt
 * 4 = +0.0004 TP per point of damage dealt
 * 5 = +0.0005 TP per point of damage dealt
 * 6 = +0.0006 TP per point of damage dealt
 * 7 = +0.0007 TP per point of damage dealt
 * 8 = +0.0008 TP per point of damage dealt
 * 9 = +0.0009 TP per point of damage dealt
 * S = +0.001 TP per point of damage dealt (ex. 50 AT dealt = +0.05 TP)

Damage - Retalitory:
Whenever you take damage, while you're still damned with a shorter lifespan, you also get a fairly healthy dose of TP. You do not get any TP for being hit by an attack that does no damage to you. Pairs well with tank builds that are really just meant to take hits for the team anyway, especially when they actually do successfully shield their teammates and pull off a few special techniques before dying a horrible death. Does not work so well with builds that only get 20 LP for every SP they spend and should really stay out of the fray when possible.
 * 1 = +0.0004 TP per point of damage taken (ex. 50 AT taken = +0.02 TP)
 * 2 = +0.0008 TP per point of damage taken
 * 3 = +0.0012 TP per point of damage taken
 * 4 = +0.0016 TP per point of damage taken
 * 5 = +0.002 TP per point of damage taken
 * 6 = +0.0024 TP per point of damage taken
 * 7 = +0.0028 TP per point of damage taken
 * 8 = +0.0032 TP per point of damage taken
 * 9 = +0.0036 TP per point of damage taken
 * S = +0.004 TP per point of damage taken (ex. 50 AT taken = +0.2 TP)

Elemental Resistance
It is possible to build resistance to whetaver bullshet you don't feil liek taking 5 different types of AT (Physical, Thunder, Fire, Ice, Freeze) and 3 different time effects (Poison time, Slow time, Freeze time). Though they will only be listed under two headings, each of the 8 are separate from each other when building resistance.

AT Resistances:
Each ERP invested in whatever AT type of your choice

I've been up all night. Gotta crash now. Will add more next waking- this is far from everything that's in my head about this.