Dinosaur Stats

In **Path of Titans** all playable dinosaurs have numeric stats that effect both PvE and PvP capabilities.

## **Basic Stats**

### **Health**

Health is the basic value of how much damage a creature can receive before dying. Health is reduced by taking damage, and regenerates over time based on the creature's heal speed.

### **Armor**

Armor is a multiplier that directly reduces the amount of damage a player receives. Armor does not reduce the damage taken from Bleed. Some dinosaurs like *Ceratosaurus* have armor in their base stats, while others must equip abilities to gain armor.

### **Stamina**

Stamina is a pool value that is drained by dino's to perform multiple actions. Sprinting is the most common, steadily draining Stamina as long as the player continues sprinting. Some abilities drain Stamina on use, like calls and boosts. Charge abilities drain Stamina when activated and continue to drain until the charge ends. Running out of Stamina will result in **Exhaustion**, preventing the player from sprinting until they reach 10% of their total Stamina.

### **Combat Weight**

Combat weight, or just weight, is a value that modifies all incoming and outgoing damage.

### **Heal Rate**

Heal rate, or health regen, is the speed that creatures regenerate lost health out of combat. Creatures regenerate health every second at their heal speed. Sitting increases the player's heal rate and sleeping increases it further. Players cannot regenerate health while they are inflicted with Bleed.

### **Stamina Recovery Rate**

Stamina recovery rate, or stamina regen, is the speed that playables regenerate Stamina. Stamina can not be regenerated while the player is inflicted with Venom. Like health regen, stamina regen can be increased by sitting and sleeping.

### **Stamina Drain Rate**

Stamina drain rate is how much stamina it costs per second for a dinosaur to sprint. This value is drained from the player's current stamina value until they run out of Stamina. (Stamina/StaminaDrain) can be used to calculate how long a creature can run for before running out of Stamina, or "Running Stamina".

### **Bleed Heal Rate**

Bleed heal rate, or bleed heal, reduces the amount of bleed the player is inflicted by. It reduces the total bleed every second until no bleed remains. Bleed healing can be increased by sitting and further increased by sleeping.

### **Venom Heal Rate**

Venom heal rate works identical to bleed heal, except it works against the total Venom the player is inflicted by.

### **Group Slots**

All player-made groups have 10 available group slots. All creatures have a group slot value assigned to them. Dinosaurs which are not fully grown tend to take up less group slots. Each time a new member is added to the group the slot count will be reduced. More group members cannot be added if there are not enough group slots available to accommodate them. For example if you had 2 Barsboldias in your group, you will be unable to fit additional players in your group as a Barsboldia requires 5 slots.

## **Mobility**

Mobility is a general sum of a playable's movement related stats and not a statistic value. Dinosaurs considered mobile tend to be fast, turn well, have high Running Stamina, have high fall resistance, etc. All mobility stats are increased for any character made as a Speed subspecies.

### **Speed**

Speed is how fast a creature moves. Dinos have different speeds for whether they are walking, trotting, or sprinting, though walk speed rarely comes into importance. Players can increase speed with some abilities, like Balanced Tail.

### **Swimming Modifiers**

Entering deep water will force the player to swim. Swimming drains Stamina at a separate rate than the base Stamina drain. Sprinting while swimming increases stamina drain. Semi-Aquatics do not drain stamina while swimming, but do drain while sprint swimming.

### **Turn Rate**

Turn rate determines how fast a creature turns. There is also a separate turn rate for swimming, though it largely only effects Semi-Aquatics. Turn rate can be increased on land by abilities like Balanced for Front Limb on *Albertaceratops*, or decreased by abilities like Balanced for Tail on *Alioramus*. Swim turn can be increased by Paddle or Streamlined Hide for dinos that have the abilities, like *Spinosaurus*.

### **Precise Movement**

Precise movement is controlled by two stats, Precise Movement Speed and Precise Turn speed. Precise movement speed determines how fast a creature moves while sidestepping or backing up in precise movement. Precise turn speed, or Turn in Place, controls how fast a dinosaur turns while not moving and holding the precise movement key.

### **Fall Resistance**

Fall resistance sometimes called "Fall death speed", is how well a creature can withstand falls. The value is the speed needed for a creature to die from falling. If a player falls and lands before reaching their death speed, they will receive damage based on how fast they were falling. Higher value results in less fall damage.

## **Damage**

Damage is a value that deducts from a target player's health. Basic damage dealt is referred to as "raw damage" to separate it from status effects like Bleed. Each attack has its own damage value. The damage dealt by an attack is not the same as the base value, being effected by both parties weight. The damage dealt per hit is calculated by: (AttackerWeight/VictimWeight)\*Damage. For example, if an *Alioramus* bit an *Albertaceratops*, the damage dealt would be: (3000/3500)\*30=25.7 damage. This work is done for every attack dealt in combat and also effects Status Effects dealt.

### **Damage Multipliers**

There are certain conditions where the calculated damage dealt may be more or less than the calculated value. The majority of dinos have a headshot multiplier of 1.2x, increasing all damage dealt to the head. The exception to this is Ceratopsians which lack the damage multiplier and instead take base damage when hit in the head. All dinos have a multiplier of 0.25x on the tail, massively reducing the damage taken by tail hits. Players sitting take double the incoming damage, and players sleeping take quadruple incoming damage. This makes players trying to recover extremely vulnerable.