Difference between revisions of "Stats"

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These players will usually start off balancing both Stamina and Defense, until both stats reach 100. Then, they put more points into defense until they are able to use all their vice selection card slots with the cards they want (usually account for ~13 cost per card if an intermediate player, and ~16 cost per card if a more advanced player). Make sure to modify the defense deck rather than the attack deck. Some points should also be placed into attack so that the player is not completely useless during events.
 
These players will usually start off balancing both Stamina and Defense, until both stats reach 100. Then, they put more points into defense until they are able to use all their vice selection card slots with the cards they want (usually account for ~13 cost per card if an intermediate player, and ~16 cost per card if a more advanced player). Make sure to modify the defense deck rather than the attack deck. Some points should also be placed into attack so that the player is not completely useless during events.
  
This type is not recommended for beginners, as performing in events and obtaining event rewards becomes very difficult without a good attack stat. This player however is still valuable to clubs, and is usually created as a second account by another player with more experience with the game already.
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This type is not recommended for beginners, as performing in events and obtaining event rewards becomes very difficult without a good attack stat. This type of player is useful to clubs, and is usually created as a second account by another player with more experience with the game already.
 
[[Category:Game Mechanics]][[Category:Pages with Too Much Text and No Images]]
 
[[Category:Game Mechanics]][[Category:Pages with Too Much Text and No Images]]

Revision as of 01:13, 12 September 2016

Your Stats

In Girlfriend Kari, there are three stats that you, as the player, will have: Stamina (体力), Attack Cost (攻コスト), and Defense Cost (守コスト). You will initially start with only 20 points in each of the three stats, but these can be improved as you level up, or clear the morning, evening, and night sessions of the Quest/Area section in the game. You also get more stat points by adding people as friends!

You gain three points if you level up under level 100, and only two points if you are above level 100. You gain one point for clearing each particular session of the Quest/Area mode (when the blue bar fills up at the top and takes you to another part of the day or the next day). You also gain five points when you become friends with another player. However, when you unfriend a person, you lose five points off of your highest stat.

These points, of course, can be used to improve your Stamina, Attack Cost, and Defense Cost.

Stats

Stamina (体力)

Stamina is consumed when Questing or participating in Quest-like activities. One stamina is recovered every three minutes. Thus, you recover 20 stamina every hour.

Adding stat points into stamina allows you to go questing for longer periods at a time, which is very beneficial to many event types as most of them have some sort of quest-like area where you need to use your stamina to accomplish certain tasks. A larger stamina count also increases the effectiveness of stamina recovery items. Work Hard Bar (がんばるんバー) replenishes 100% of your Stamina while Half Work Hard Bar (ハーフがんばるんバー) replenishes 50% of your Stamina.

Attack Cost (攻コスト) / Defense Cost (守コスト)

Your attack cost determines how many cards you can have in your attacking team, and your defense cost determines how many points you can have in your defending team. Thus, having more points in attack cost will increase your overall attack power, and more points in defense cost will increase your overall defense power.

The difference in Attack Cost and Defense Cost is its function. When you attack a player, your ATTACKING team will battle against his DEFENDING team. Similarly, if someone attacks you, your DEFENDING team will battle against his ATTACKING team. Thus, how you balance your Attack/Defense is up to your play style. Having high Attack Cost and low Defense Cost will win you many attacking battles and lose many defending battles.

One attack cost is recovered every 30 seconds. You can recover attack by using Bottles (元気炭酸), or recover 50% of your attack by using Half Bottles (ハーフ元気炭酸). Defense cost never needs to be replenished. It will always be at max, as you can't really use the stat - it is only used when other players are attacking you, which you have no control over.

You have two different types of decks - one type for attack and one type for defense. You have one auto-generated deck for both Attack and Defense, and four customizable decks that you can alter to your liking. Attack decks use your attack cost when placing cards into the deck, while defense decks use your defense cost when placing cards into the deck.

When placing cards into the attack deck, the attack stat of the card will be used to determine the attack power. When placing cards into the defense deck, the defense stat of the card will be used to determine the defense power. The defense stat of a card will do nothing in the attack deck. Vice versa, the attack stat of a card will do nothing in the defense deck.

Each card that you obtain in the game requires a certain amount of cost in order to use it in your deck. For example, if you want to use three SR cards of cost 14, 12, and 15 respectively in your attack deck, you'll need at least 41 attack stamina for them to be used. If you want to use three SR cards of cost 11, 12, and 13 in your defense deck, you'll need at least 36 defense stamina for them to be used. Thus, the more attack/defense cost you have, the more cards that you can place into the respective deck - which makes you more powerful! However, there is one caveat (limitation), which is explained below.

Attack/Defense Cost Limitations

Now, for deck making, you can have 5 cards in your main selection, and a number of cards in your vice selection. The number of cards you can use in your vice selection will increase as you level up (generally you gain one more usable slot every ten levels). You can check your available vice selection slots by going to your deck (センバツ), modify (編集する) one of the decks that is not the auto-generated deck (one with a number on the tab), click on Vice Selection (副センバツ) at the top tab and see how many slots you have available for use.

Since you only have a limited number of card slots for use, try to keep a balance between your attack/defense cost and the amount of card slots that you are able to use. If you don't put enough points into your attack/defense cost, you'll end up with unused card slots or card slots occupied by very low cost cards of Normal rarity, thus making you weaker than you could be. Put too many points in your attack/defense cost and you'll have leftover points that you can't use because there are no more card slots left for you to fill.

Also, note that when evolving/transforming cards, their cost does not change. Also know that any cards of the same cost among various difficulties do not come out to the same total power (total power is the card's attack stat summed up with its defense stat). Cards of a higher rarity with the same cost as one with a lower rarity will always be stronger overall than the lower rarity one. For example, a 12 cost SR will be stronger overall than a 12 cost HR.

Example of Limitation

Don't understand the limitation to the vice selection, and why that affects how many points you should put into attack or defense cost? Don't worry, we'll go through an example of the three scenarios that can happen when putting points into attack/defense cost.

Note: for the example below, a few assumptions are being made. In actuality, cards in your vice selection are weaker than cards in your main selection - cards in vice selection will only have 80% of their original stats when used in attack or defense. However, for the sake of simplicity, this is being ignored, and we are assuming that cards in vice selection can use 100% of the card's original stats. Senbatsu bonuses are also being ignored, since that is significantly more complex and will be covered in another page.

Let's say you're level 50 and have 5 card slots available in your main selection, and 5 slots available in your vice selection. You want to build a good attacking deck! Let's say you have 10 cards that you want to use in your deck - every card just so happens to be a 12 cost HR (high-rare) card with attack 13,500. These are your strongest cards. You also have a few N (normal) cards of cost 2, but are significantly weaker than the HR cards (attack: 1000).

So, the ideal situation is that you are able to use all 10 of these HR cards. This would mean your ideal base attack is 13,500 * 10 = 135,000. In order to use all these cards, you'll need an attack cost of 12 * 10 = 120.

Thus, if you have 120 attack cost, then it's perfect! You can use all ten of your strongest cards (the ten HR cards, each of 12 cost), which is what you want to do!

But now, what if you only have 110 attack cost? Well, you can't use all ten of your 12 cost cards - you don't have enough attack cost for it! Thus, you'll only be able to use nine of those 12 cost cards, leaving you with one leftover vice selection slot! Since you still have ten attack cost left, you can fill that remaining slot with that N rarity card you had of cost 2. This means your base attack is weaker now - it's 13,500 * 9 + 1000 = 122,500!

What if you only have 60 attack cost? Well, now you can only use five of your 12 cost cards - which is already 60 cost, meaning you can't do anything else afterwards! That means your attack is even weaker now - 13,500 * 5 = 67,500! You also have 5 empty card slots that aren't being used!

Thus, in the last two situations, if you put more points into your attack cost, you would be able to easily become stronger by being able to place more cards (or more stronger cards) into your deck by using empty card slots or card slots occupied by super weak low-cost cards.

What happens, however, if you go over 120 attack cost? What if you have 150 attack cost? Well, first we want to use our strongest cards - the ten HR cards of 12 cost - which uses up 120 of our attack cost. This leaves us with 30 leftover attack cost - but we don't have any more card slots that we can use to add more cards! This means we have 30 attack cost leftover and wasted since they can't be used for anything! Now, usually you gain another card slot every ten levels, so at level 60, you'll be able to use another card to use some of that leftover attack cost. But in the meantime, those wasted points would have been of more use if they were placed into another stat, like stamina!

Thus, the ideal goal is to increase your attack/defense cost to match up with how many card slots you have available, and the cost of the cards that you will be using. For beginning players, you can estimate that you will be using roughly 12 cost per card slot. For intermediate/advanced players, you can estimate ~15 cost per card slot. Of course, this number will definitely vary depending on the cards that you plan on using, and the bonuses that you want to add to your current attack and defense power.

What kinds of cards should you use in your deck to maximize bonus power? Well, that's a whole different topic, that will be covered in a different article. But for now, you should understand how Attack Cost and Defense Cost are used in conjunction with your available Vice Selection Card Slots to determine your base attack and base defense power.

Stat Advice

In general, the most important stats in this game are Stamina and Attack. These are the main stat types used during the events, so prioritizing these stats will allow you to perform better in events, leading you to obtain event rewards easier. Defense stat is rarely used in events, but is important to have for those who wish to become defenders in a club. Having dedicated defenders in a club makes it more difficult for the club to be defeated in club cup events, and provides for additional bonuses. However, because defense does not help much for other event types, defense is mostly for advanced players (players who usually have another account focused on events) to serve as defending players in their clubs.

Thus, for new players, most, if not all, newly gained points should go into either Stamina and Attack for maximum performance during events.

Types of Players

There are generally four main types of players in this game.

Balanced Player

This type of player puts equal amounts of points into each stat. This can be achieved through using the Automatic Assignment Button (自動で割り振る). This is a player who is good in everything; attacking, defending, and questing. You should first raise your Stamina and Attack Cost. After reaching a good amount of Attack Cost, increase your Defense cost.

This type is generally not recommended, because the defense stat will not be high enough to deter other players from attacking a balanced player, which ultimately leads to a lot of wasted points in defense.

Stamina-Focused Player

Putting a lot of skill points into Stamina allows the player to level up very quickly. You profit a lot from Ganbaru Bars (がんばるんバー) and perform well in story events, or other events that depend solely on stamina. Stamina is also universal to almost all event types (it's almost always used one way or another), so having a large stamina will always help. These players usually have twice as much stamina as they do attack (which means they generally end up with card slots unused), and will usually put little or no points into defense.

Usually, a Stamina-Focused player will start off balancing both stamina and attack, until both stats reach 100. Then, they focus more onto stamina than attack.

This type of player is recommended for new players, along with the offensive type, as both types perform well in events, making it easier to obtain event rewards and new cards.

Offensive Player

An offensive player primarily increases their Attack Cost and Stamina the most. Because of that, they are good in raid events and other attacks that require strong attack, where they can profit well from consuming energy drinks to attack enemies with devastating power. However they will be at a disadvantage in class battles because they will be easily defeated by the enemy team. These players usually put as much points into attack as their card slots allow them to, and will dump the rest into stamina. Little or no points should be put into defense.

Usually, an offensive player will start off balancing both Stamina and Attack, until both stats reach 100. Then, they put more points into attack until they are able to use all their vice selection card slots with the cards they want (usually account for ~13 cost per card if an intermediate player, and ~16 cost per card if a more advanced player). Make sure to modify the attack deck rather than the defense deck.

This type of player is recommended for new players, along with the stamina-focused type, as both types perform well in events, making it easier to obtain event rewards and new cards.

Defensive Player

Defensive players focus on raising their Defense Cost. However, you shouldn't avoid putting points into Stamina or Attack Cost or else you won't be able to do anything. You will be an all rounder. This type of player is very important for clubs to defend them in tournament events. They should usually be promoted to Defense Captains.

These players will usually start off balancing both Stamina and Defense, until both stats reach 100. Then, they put more points into defense until they are able to use all their vice selection card slots with the cards they want (usually account for ~13 cost per card if an intermediate player, and ~16 cost per card if a more advanced player). Make sure to modify the defense deck rather than the attack deck. Some points should also be placed into attack so that the player is not completely useless during events.

This type is not recommended for beginners, as performing in events and obtaining event rewards becomes very difficult without a good attack stat. This type of player is useful to clubs, and is usually created as a second account by another player with more experience with the game already.