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Mega Man RPG Prototype Game Mechanics

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Robot Stats

November 17th, 2013 at 4:13pm
Adrian Marceau
Adrian Marceau
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Robot Stats play a hugely important role in the Mega Man RPG and are the base of all damage, recovery, accuracy, and turn-order calculations made in any given battle. The basics of this system are pretty straight forward, but the exact breakdown of how those stats come to be is a little more complicated. I will attempt to explain how they work in this post.

Ability Damage Calculations : Attack vs Defense

Whenever any robot uses an attack on another, there are several calculations that happen before deciding on the final damage amount. There are four main components - ability power, the user's attack stat, the target's defense stat, and any field multipliers in play. There may be exceptions to these rules or other hidden factors, but we're going to focus only on the attack and defense components for this article.

Basic damage calculation is as follows:

round( [Ability Power]{none} * ( [User's Attack]{attack} / [Target's Defense]{defense} ) ) = [Base Damage]{damage}

Let's look at the screenshot below and try to predict the damage.
Mission Battle : Proto Man Stats

We know the ability power for Shadow Blade is 16 damage, and we can see the attack and defense stats on-screen (Proto Man has 441 attack and Disco has 352 defense), so the calculation for this ability's base damage would go like this:

round( [16]{none} * ( [441]{attack} / [352]{defense} ) ) = [Base Damage]{damage}

round( [16]{none} * ( [~1.25284]{attack_defense} ) ) = [Base Damage]{damage}

round( [~20.04546]{none} ) = [Base Damage]{damage}

[Base Damage]{damage} = [20]{none}

After this the ability is checked against robot weaknesses and resistances, field multipliers, position modifiers, and any attachment logic to get the final damage. Even with all the extra modifications that happen, stats can still play a big role in determining damage - the higher your robot's attack stat is relative to the target's defense stat the more damage your attacks will deal overall. Robot speed affects accuracy and turn-order, but that will not be covered in this post. With these concepts in mind, figuring out how to increase a robot's stats is where things get more complicated.

Robot Base Stats : Experience and Level Up

Each robot has a unique set of base stats determined by which robot master they represent, which is to say every player's Mega Man will start out with the exact same stats as any other player's Mega Man, and Ice Man will start out with the same stats as any other Ice Man, and so on.

As you can see in the screenshot below, Mega Man as a character has a very balanced set of base stats with 100's in every category. These stats will increase proportionately as Mega Man gains experience and levels up, but stat distributions are not always this even with some robots excelling in attack, defense, speed, or even energy! The base stats for any robot can be viewed from the in-game database, giving you a rough estimate of how any target or teammate might perform in battle.

Robot Database : Mega Man Stats

Whenever a target robot is defeated in battle, your entire team gains experience points and those experience points accumulate over time. Once a robot has gained 1000 experience points, it will level up by one and all stats will be increased by 5%. Use the following example calculation to determine the Level Up bonuses for any given robot.

round( [Base Stat]{none} + ( ( [Robot Level]{level} - 1 ) * ( 0.05 * [Base Stat]{none} ) ) ) = [Robot Stat]{none}

Let's try this out on the Mega Man above to find out his Energy at Level 100:

round( [100]{none} + ( ( [100]{level} - 1 ) * ( 0.05 * [100]{none} ) ) ) = [Robot Energy]{energy}

round( [100]{none} + ( [99]{level} * [5]{none} ) ) = [Robot Energy]{energy}

round( [100]{none} + ( [495]{level_none} ) ) = [Robot Energy]{energy}

[Robot Energy]{energy} = [595]{none}

Robot Bonus Stats : Player Bonuses

Each of the three playable characters have a unique stat bonus in battle which is automatically applied to any robots currently under their care. That means that a robot's stats will be affected by which player is currently using it, and these stats are updated in real-time when using the in-game robot editor. Player bonuses appear underlined in blue in the screenshot below:

Robot Editor : Mega Man Stats

Dr. Light has been given a bonus of Robot Defense +25%, Dr. Wily gets Robot Attack +25%, and Dr. Cossack gets Robot Speed +25%. If a robot is not under the care of its original master and has been transferred, its player bonus will be suppressed and it will instead gain double the experience points in battle.

Robot Bonus Stats : Knockout Bonuses

In addition to the normal experience points earned in battle, robots who deal the finishing blow to targets are rewarded with additional bonus stats that their sitting-on-the-bench counterparts do not have access to. These bonus stats are put into "pending" status and accumulated throughout battle until the robot levels up - at that point any stats that were currently in pending status are rounded and applied to the robot's overall stat amount. Knockout bonuses appear underlined in green in the screenshot below:

Robot Editor : Mega Man Stats

The exact amount of bonus stats a robot earns in battle depends entirely on the target. When defeated, a target will relent 10% of current attack, defense, and speed and add it to your pending total for that stat. That means a Level 100 Mega Man would yield a whopping 5.95 attack points just for landing the finishing blow (595 Attack * 0.10)!

Knockout bonuses are what separate the robots who take initiative in battle and those who simply idle on the sidelines. If that level 100 Mega Man from above had been used more effectively in battle, it's attack stat could theoretically be as high as 9999! Looking over the leaderboards, it's easy to see which robots a player has focused their efforts on versus those who have been neglected.

An important thing to note is that robots are unable to earn any more experience points once they reach level 100, meaning they cannot benefit from knockout bonuses regardless of whether they land the finishing blow. When this happens, either switch out your level 100 for someone who can take advantage of the experience or consider resetting your level 100 robot to level 1 in the Robot Editor. Robots that are reset from level 100 to level 1 loose all level up bonuses, but any knockout bonuses will remain with them forever. Level 100 robots now gain stat bonuses immediately upon disabling an opponent rather than on level-up. Level 100 robots should be rewarded, not punished, so hopefully this makes the game a bit more fun. ^_^

Please let me know if any of this is unclear or if you have any questions and I'll do my best to help. :)

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
Robot Stats
Posted by Adrian Marceau on November 17th, 2013 at 4:13pm
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Posted on November 17th, 2013 at 7:26pm
Posted 2013/11/17 at 7:26pm
I've always had just one little doubt with the robot stats. What happens with the Knockout Bonus you get while at Level 100? Is it lost forever or is it placed in hold until you reboot?
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Posted on November 17th, 2013 at 8:13pm
Posted 2013/11/17 at 8:13pm
The knockout bonus does not get awarded for Level 100 robots, so yes - it would be "lost forever". One day I plan to make a robot's level editable using a dropdown so you can easily switch back to Level 99 rather than having to always restart at Level 1, but for now that's how it is. :|

P.S. This is Adrian I'm just testing the single-player from another account! ;)
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Posted on January 7th, 2014 at 7:14am
Posted 2014/01/07 at 7:14am
And if enemy's defense was completely broken (reduced to zero)? One-shot-kill, game crashing or what?
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Adrian Marceau
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Posted on January 7th, 2014 at 10:06am
Posted 2014/01/07 at 10:06am
Oh, I guess I didn't mention any thing about Attack/Defense Break. :o

If a robot's Attack stat reaches absolute zero, it goes into "Attack Break". While in this state, the robot cannot do ANY damage to anyone, regardless of their Defense. If you switch this robot back to the bench, they'll recover 1 Attack point per turn.

If a robot's Defense stat reaches absolute zero, it goes into "Defense Break". While in this state, damage done to this robot will result in a OHKO regardless of the user's Attack. If you switch this robot back to the bench, they'll recover 1 Defense point per turn.

If a robot's Speed stat reaches absolute zero, it goes into "Speed Break". While in this state, all abilities this robot attempts to use will miss. If you switch this robot back to the bench, they'll recovery 1 Speed point per turn.

If a situation occurs where the user in in Attack Break and the target is in Defense Break... it will be a very boring battle until someone boosts their stats again. :P
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Posted on January 7th, 2014 at 9:28pm Edited on 2014/01/07 at 9:31pm
Posted 2014/01/07 at 9:28pm Edited 2014/01/07 at 9:31pm
Do you think we can boost Wood Man's attack? He's one of the weakest robots in attack despite being one of Dr. Wily's strongest robots in the games . I'm not saying to make him a complete powerhouse nut his attack stat is just really bad.
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Posted on January 8th, 2014 at 2:46am
Posted 2014/01/08 at 2:46am
Wood Man's massive defense really makes up for his lacking attack. He is the tankiest RM in the whole game, if you don't count in Hard Man (because of his resistances), who is unobtainable as of now.

I can't really start presenting any evidence that really supports my theory, since stats are based on my, or in this case, Adrian's opinions (even though I did some "rebalancing"). Ever since I played the game for the first time, Wood Man was really horrible to deal with because of him being such a huge damage sponge. But yes things have changed a lot in the gameplay department, and not everyone likes to play "defensively" against AI. But Leaf Shield is still a very powerful move for Wood Man, as it supports his best stat, and he can still use recovery moves, too.

With what all the multiplier stuff happening these days and so on, I don't really know how the game behaves these days since I'm not actively playing it. I'll definitely try to get some time and play some more (on a more stable browser, pretty much the only reason why I stopped playing was all the freezing, but seeing as that has been somewhat fixed...). Doesn't sound really great if the balancing guy doesn't even play the game he's making stats for. But I'll look into the matter and see what will happen.
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Posted on January 8th, 2014 at 5:31pm Edited on 2014/01/08 at 9:21pm
Posted 2014/01/08 at 5:31pm Edited 2014/01/08 at 9:21pm
But Wood Man is a pain to use in battle. I don't want a huge Hulk Hogan power boost but it would not hurt for Wood Man to actually have some use in battle. His power almost makes him moves unusable. He is one of the strongest robots in Wily's arsenal but most robots outshine him in the prototype. It wouldn't hurt anybody(except his opponents) to give him a power boost. I'm not saying that he should be the Hulk, but adding like a hundred or two. He is a good tank, but tanks are good when you have a move like self-destruction( actually, that sounds like a good move). I love Wood Man, but his defense doesn't cover up his flaw. He has great moves but they are nothing with his offense. I could just boost his power but why waste experience on such a lost cause. I'm not saying that whoever did his stats(you or Adrian) got his defense or speed stats wrong but his offense makes him a terrible character in general. Perhaps there are some situations where he is useful but I don't use him all that often. His offense isn't close to what they say. I understand his good defense with that power mentioned in the games would make him too strong but I'm saying that it shouldn't be near that power but he does need a power boost. True, there are robots with lower attack stats but it's expected with them. Also when I did his boss fight, it was a joke as long as you had Heat Man. When I used him against Air Man, I thought something was wrong since he wasn't doing so much damage. Just remember, not asking for the Incredible Hulk-Wood Man but boosting his power by a hundred or so will convince me to actually think if I want Wood Man on the team. Hope I didn't offend you, just asking :D
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Posted on January 9th, 2014 at 7:37am
Posted 2014/01/09 at 7:37am
Oh, you aren't offending me one bit, I'm actually enjoying the chance to get to discuss about stats.

Well, this might sound like an insult towards Adrian, but the game has a very simple idea. With 3 stats, there isn't much room to move with. (I'm not saying we need any more!) Seeing how the damage mechanics work, and how ridiculous the damage easily becomes with multipliers added on it, it's no wonder that attack is pretty much the only stat worth anything.

With the recent additions of more and more damage multipliers to make the game faster and easier, defense almost completely lost it's meaning, in the post/late game at least. (Post game is a fun mode anyways, and should be ignored in terms of balance.) Defensive robots just don't get to shine, neither do speedy ones. Oil Man for example, has never been a good robot, in my opinion. Quick Man at least has Cutter/Swift to his advantage. But with a little addition to attack, every robot becomes good. I find it to be a little problem in the game's balance, because there is 3 stats after all, but if there is only one stat that is worth a ton, and others have little meaning... It's quite easy to know which robots get love and which don't. /endrant

The whole problem is just a result of multiple little things being a little wrong and needing to be fixed or rebalanced. Some abilities are a bit overpowered/underpowered compared to others, totally understandable, not every ability can or should be equal, but rebalancing might help a bit.

Also I'm not sure how well you understand the way base stats work, but adding a hundred to Wood Man's base attack would mean that he'd have the highest base attack of all time (166).

I'd say that this is all just because of that the game is still in a fairly early phase of development, this will probably be fixed soon once more progress is done. In my opinion the game isn't very well balanced right now, and is missing a lot of the depth it could have. But knowing that Adrian does a whole lot for the game already, including all the code and new content, I can't really blame him. He's a human too, after all.

tl;dr No, I'm not going to buff Wood Man. Just wait and see as more updates come, things will be fixed... Or then Wood Man can be the Shuckle of MMRPG.
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Posted on January 9th, 2014 at 1:26pm
Posted 2014/01/09 at 1:26pm
Sorry Brorman! Also I was looking at my Wood Man's stats when I said that. I guess I meant higher adding boosters to his stats like + something. I understand, though but I also enjoyed the chance to talk about stats with you as well! In fact, I would love to discuss stats with you with robots not yet created with stats. I would love if you would wanna talk about that.
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Posted on January 9th, 2014 at 1:59pm
Posted 2014/01/09 at 1:59pm
Heh well, you're kinda late on that train... Every classic series robot master already has stats. Stardroids have stats as well... So there isn't much to discuss if you want to talk about unfinished stats.

But criticism is always very welcome.
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Posted on January 13th, 2014 at 7:40pm
Posted 2014/01/13 at 7:40pm
I actually find this all to be extremely interesting, as you've managed to create a diverse and entertaining game with only four stats to speak of (Energy, Attack, Defense, and Speed) and what is probably one of the simplest damage calculation formulas in RPG history. I will agree, though, that with the current state of field multipliers (and even worse, the Star Force mechanic) Defense has sort of lost its shine.

I've been trying to set up a defensive Roll by accumulating several Light Buster charges in a row, so I can stall enemies out with Energy Charge and Roll Buster's self-healing property, but everything deals so much damage that it's suicide trying to get a stall build up and running unless you have minor enemy minions to set up in front of. Maybe it's just the low levels talking (Roll's barely Lv. 5) but I'd like some sort of increase in viability for defensive / stall teams.

Wood Man was a friggin' beast when I first played the game (back when Proto Man started on Wily's team) and hearing that he's been reduced to a footnote makes me feel... I dunno, I guess kind of relieved at first due to Wood Man being A FRIGGIN' BEAST, but after thinking about it I'm a bit bummed out. I guess I'll have to get Wood Man again to see for myself, but eh.

Regardless, great work on the game so far. I'll always be a distant fan~
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Posted on January 14th, 2014 at 7:47am
Posted 2014/01/14 at 7:47am
Thank you SmashBro, I figure this all just really being a lack of proper defensive/status moves, like for example Pokémon has actual moves for stalling and just messing with the opponent. Currently, because the game is still in a very early phase, and how the progress is now, defense is kind of an underdog here. Wood Man sure isn't what he used to be back in the day, but I'm very sure that Wood Man will go back to his glory later on, with Oil Man (and other "weaklings" getting a chance to shine as well). Maybe go back to the robot specific moves to give weak bots a niche? Anyways, this isn't really stat discussion, just overall balance discussion.
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Posted on January 25th, 2014 at 12:26am Edited on 2014/01/26 at 12:35pm
Posted 2014/01/25 at 12:26am Edited 2014/01/26 at 12:35pm
I must say, Brorman. Most your stats are spot on. Although some could use a little editing.
Why not make Magnet Man a teeny bit faster? I swear, in 3, I could NEVER hit the dude.(102)
Flame Man should be a little stronger, in my opinion, like 85, maybe.
Cloud Man could also be a little stronger, since he is shooting lighting.(105)
Could we switch Turbo Man's attack and speed, even though they're one off(he is faster than stronger to me)
Maybe lower Ground Man's defense and higher his speed? He was pretty fast in the battle in MMAB.
Tornado Man needs a boost in attack(95)

Buster Rod G could be A:97 D: 81 S: 115
Mega Water S A: 93 D: 108 S: 81
Hyper Storm H E:125 A: 115 D: 90 S: 82

Uranus should be faster since MMAB CD says he likes to run fast, and maybe he's kinda fast from all that running.(78)

Also, Solo, Duo, and Trio are way too similar, although I understand why.(you don't necessarily need to change them)

That's all I have. Hope you weren't offended.
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Posted on January 25th, 2014 at 3:14pm
Posted 2014/01/25 at 3:14pm
I really wonder what was I doing with Magnet Man... He should have higher speed. Today, I spent around 4 hours playing Mega Man 3, and Magnet Man isn't really hard to hit at all. Just do a half-height jump and shoot while he's moving and you should hit every time.

Magnet Man
A: 84
D: 122
S: 94

That is around how much I'm willing to give in. I still want Magnet Man to remain as a tough, defensive Electric robot. Though he receives double damage from Buster, along with Top Man. His movement patterns and attacks are easy to avoid.

Flame Man... I haven't played a lot of Mega Man 6. In fact the only thing I can remember from his fight is that it's annoying. Or maybe I'm just bad.

Flame Man
A: 82
D: 106
S: 112

It's not much, but it is something. Fine-tuning is what the stats are missing right now anyways.

Cloud Man I'm sure I want to keep the same, iirc, his attacks are incredibly easy to avoid. Turbo Man I can agree on, it's barely anything. And from MM7 to MM10 I'm having problems with that I haven't played the games. So the stats aren't probably as good as they could be, because I'm doing the work just from (sometimes not so high-quality or diverse) video footage, MMKB surely helps here though. Ground Man looks like a tank though... -Just looked at a video of the fight- He functions like a faster Drill Man. Therefore there shouldn't be really problems with his stats. I'm fine with them.

Tornado Man, I feel like I rushed him a bit. I know how destructive tornadoes are, but they are faster than they are destructive. As of now, Tornado Man is the second fastest robot in the game, after Quick Man. But dropping his speed with only 3 points would mean that he's slower than Gemini and Nitro Man, who share the speed of 137. I'd like Tornado Man to retain his place as the speed prince. His battle works basically like a vertical Air Man battle, and after watching some footage again, I'm pretty sure that I want to keep the stats the way they are. His attacks in the end aren't that damaging.

About Genesis Unit, I haven't thought of anything yet cause I don't know these guys at all, but while I'm at it I might as well make up some stats here. Also all your stats are under the base sum of 300.

Let's start with the leader, Buster Rod. Said to be swift...

Buster Rod G
A: 108
D: 68
S: 124

Mega Water S, in charge of brain work. Also very resilient, he only gets 3 damage from his weaknesses...
A: 87
D: 123
S: 90

Hyper Storm H, in charge of the muscle work. The only robot in the series to have 2 health meters. So this is something special. This guy seems to be really powerful, in all fields.

E: 115
A: 118
D: 105
S: 62

For the whole Genesis Unit, I didn't look up any video footage, but just MMKB stuff. So the stats might not be "correct" at all.

As for the rest, Uranus is fine as is, I did some really hard thinking with Stardroids cause I like them a lot. Solo, Duo, Trio stats I didn't make. Thanks for the feedback, I wasn't offended at all.
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Posted on January 25th, 2014 at 5:33pm
Posted 2014/01/25 at 5:33pm
Thank you for your time, and I'm glad I was a help. Love the work you do, and it took me some time to realize things that were off.
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Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on January 25th, 2014 at 7:44pm
Posted 2014/01/25 at 7:44pm
In the future I'm going to change the way robot data is stored and make it possible for Brorman to edit the stats directly without having to wait for me to implement his changes. I like this kind of fine-tuning but at the moment it's just too overwhelming to manually enter and update as frequently as we need to. :| Thank you for all the comments though - that stats that Brorman worked on were overall pretty impressive and I couldn't have gotten this far with the game were it not for his help! But yeah, we'll keep tweaking the stats until we get things right and thank you again for your input. ^_^
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4,484,807,684 BP
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Posted on February 5th, 2014 at 12:03pm Edited on 2014/02/05 at 12:06pm
Posted 2014/02/05 at 12:03pm Edited 2014/02/05 at 12:06pm
One thing I would like to say is about Yamato Man. His armor was made to be very light but with no defense. His defense stat should lowered and his speed increased. In the battle against him in 6, he is very mobile but barely has a defense.
As the MMKB says
"Although his armour appears to be heavy, it was made thin and as light as possible to improve his mobility, but reduces his defense."
Hope I didn't offend anyone( why do I end my stat discussion like that?)
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Posted on February 5th, 2014 at 3:38pm
Posted 2014/02/05 at 3:38pm
Ah... You think I might've overlooked that? In fact, I did not. Or maybe just a bit, heh. You're saying that his defense should be lowered? His defense is currently at 111, and lowering it would basically mean that this little armor he has, is completely meaningless. His speed though, 68, is something that could be raised. Sacrificing the few defense bonus points he has, or taking away from his attack stat, which I don't really like. But I'll see about it later.
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Icy Rshek
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Posted on March 20th, 2014 at 11:01am
Posted 2014/03/20 at 11:01am
bror man why shrek not in game it be cool if he was
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