Ficool

STATS CONVERSION

1. Core Philosophy and Progression Phases

This document outlines the revised progression system designed to create a more meaningful and challenging experience for individuals, particularly during the mid-tier ranks. The system is structured into three distinct phases, each with a unique scaling philosophy.

Phase 1: The Early Game (Ranks G to F+)

This initial phase is characterized by a linear and manageable progression curve. It serves as an introductory period, allowing newcomers to learn the fundamental mechanics and steadily build their power without facing overwhelming obstacles.

Phase 2: The Mid-Game Spike (Ranks E to A+)

Beginning at the transition to E-Rank, the system introduces a significant difficulty spike. This phase is defined by a steep but predictable increase in stat requirements. Progression becomes a testament to dedication and strategic development, clearly separating casual participants from serious contenders. The scaling follows a consistent formula: a 25-point increase for each sub-rank and a ~75-point jump for each major rank promotion.

Phase 3: The Late Game (Ranks S and Beyond)

This final phase retains the original design's exponential and extreme scaling. The requirements to advance become nearly insurmountable, preserving the legendary and almost mythical status of the highest-ranked individuals. This tier is reserved for the absolute pinnacle of power and achievement

2. Systemic Calculation: Progression Table

The following table details the precise stat thresholds and conditions required for rank advancement.

| Rank | Sub-Rank | Stat Criteria Threshold | Stats Required to Advance | Special Condition |

|---|---|---|---|---|

| G

| G- | 10 | (Starting Rank) | N/A |

| G | 15 | 2 Class Stats @ 10 | |

| G+ | 20 | 2 Class Stats @ 15 | |

| F

| F- | 25 | 2 Class Stats @ 20 | |

| F | 30 | 2 Class Stats @ 25 | |

| F+ | 35 | 2 Class Stats @ 30 | |

| E

| E- | 95 | 3 Stats @ 35 | Major Difficulty Spike |

| E. | 120 | 3 Stats @ 95 | |

| E+ | 145 | 3 Stats @ 120 | |

| D

| D- | 170 | 3 Stats @ 145 | (+75 from E+) |

| D | 195 | 3 Stats @ 170 | |

| D+ | 220 | 3 Stats @ 195 | |

| C

| C- | 245 | 3 Stats @ 220 | (+75 from D+) |

| C | 270 | 3 Stats @ 245 | |

| C+ | 295 | 3 Stats @ 270 | |

| B

| B- | 320 | 3 Stats @ 295 | (+75 from C+) |

| B | 345 | 3 Stats @ 320 | |

| B+ | 370 | 3 Stats @ 345 | |

| A

| A- | 395 | 3 Stats @ 370 | (+75 from B+) |

| A | 420 | 3 Stats @ 395 | |

| A+ | 445 | 3 Stats @ 420 | |

_____________________

| S

| S- | 600 | 4 Stats @ 445 | END must be ≥ 700

| S | 750 | 4 Stats @ 600 | DEF unlocks (Starts at 0) |

| S+ | 900 | 4 Stats @ 750 | |

| SS

| SS- | 1100 | 4 Stats @ 900 | SPT unlocks (Starts at 0) |

| SS | 1300 | 4 Stats + DEF @ 1050 | DEF must be \ge 500 |

| SS+ | 1500 | 4 Stats + DEF @ 1250 | |

| SSS

| SSS- | 1800 | 4 Stats + DEF @ 1500 | |

| SSS | 2100 | 4 Stats + DEF @ 1750 | SPT must be ≥ 600 |

| SSS+ | 2400 | 4 Stats + DEF @ 2050 | |

__________________

| Saint

| Saint- | 2700 | 4 Stats + DEF + SPT @ 2300 | |

| Saint | 3000 | 4 Stats + DEF + SPT @ 2600 | |

| Saint+ | 3300 | 4 Stats + DEF + SPT @ 2900 |

| Genesis

| Gen- | 3600 | 4 Stats + DEF + SPT @ 3200 | |

| Gen | 3900 | 4 Stats + DEF + SPT @ 3500 | |

| Gen+ | 4200 | 4 Stats + DEF + SPT @ 3800 | |

_____________

| Monarch |

Monarch | 5000 | All 7 Stats @ 5000 | Perfect Ascension. |

3. Analysis of the New Progression Curve

The strategic implementation of this difficulty spike serves several key purposes, primarily revolving around making rank progression a more significant and rewarding achievement.

The Great Filter: The E-Rank Wall

The transition from F+ to E- is now the system's first major filter. It is designed to sharply halt the progress of those who are not sufficiently prepared or dedicated.

Requirement: The threshold to reach E-Rank is now 3 stats at a value of 95.

This represents a staggering +60 point increase per required stat from the F+ rank's prerequisite.

This jump ensures that the E-Rank is no longer an extension of the early game but the true beginning of the mid-tier.

The power difference between a high F-Rank and a new E-Rank is now vast and immediately apparent.

Structured Ascent: Mid-Tier Progression (E to A+)

Once the E-Rank wall is overcome, progression through the mid-tier follows a demanding but consistent pattern.

Sub-Rank Advancement: To advance from one sub-rank to the next (e.g., E- to E), an individual must increase their three key stats by 25 points.

Major Rank Advancement: To advance to a new major rank (e.g., E+ to D-), the required stat threshold increases by approximately 75 points, presenting a significant challenge at each new letter grade.

Case Study: A Rogue's Ascension Blocked

To illustrate the impact of the E-Rank wall, consider the following example:

Subject: An F-Rank Rogue whose primary stats are Agility (AGI) and Strength (STR).

Current Stats:

AGI = 40,

STR = 38,

Stamina (STA) = 35.

System Analysis: Under the revised system, the Rogue is nowhere near meeting the promotion criteria.

To advance to E-Rank, they must now elevate their three highest stats to 95.

This requires a monumental effort, demanding an increase of:

* +55 points in Agility

* +57 points in Strength

* +60 points in Stamina

This forces the Rogue into a prolonged period of intense grinding, strategic questing, and challenging dungeon exploration.

The eventual breakthrough into the E-Ranks is thus transformed from a simple next step into a hard-won, meaningful achievement.

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