Reiatsu "Spiritual Pressure" - The sum total of all of your stats (excluding Connection), Reiatsu is a measure of how much "life" your character has in combat. Damage dealt is subtracted from this figure.
Reiatsu takes damage based on an equation of attack power vs. defensive efficiency. This means that depending on how players roleplay their attacks (strategy, variety, good timing), they can potentially deal large amounts of damage to Reiatsu or practically none at all.
In addition, the cost of energy based attacks are taken from Reiatsu as well. This means all Spiritual Pressure and Kidou composed abilities are drawn from Reiatsu using the appropriate amount of points, representing "fatigue". The Spiritual Pressure and the Kidou are consequently used to determine the strength of the actual attacks that are used.
Though the Reiatsu figure is calculated from the sum of all base stats, there is a single exception to this rule: during Kai releases for a player's zanpakutou, the boost in Spiritual Pressure is added to the current Reiatsu. Note, this is only the Spiritual Pressure...even if the zanpakutou produces stat boosts, these do not factor in. An example: a player who has 10,000 SP and releases a Compressed Bankai, thereby raising their SP to 20,000, would be adding 10,000 Reiatsu points to the current value they are at in combat. Again, any augmentations to other stats, be them Zanpakutou-related or not, do not ever get added to the Reiatsu stat.
Zanjutsu "Art of the Sword" - Zanjutsu is the ability to weild the zanpakutou and its abilities. It is everything regarding how well you fight with the zanpakutou, including both offense, defense, and speed. The higher this is, the faster your sword strikes come, the harder they hit, and the more effectively you block. Power of the abilities comes from SP. High Zanjutsu also means you can read your opponents' movements with a sword.
Zanjustu affects Spiritual Pressure usage when sword abilities are being used. If one has a high Zanjutsu, the amount of Spiritual Pressure used to produce the zanpakutou's ability is relatively small. If one has a low Zanjutsu, the amount of Spiritual Pressure used to produce the zanpakutou's ability is large.
The amount of damage a person takes from a clean hit of Zanjutsu is equal to 1/5th of the attacker's Zan stat.
Hakuda "Hand to Hand" - This is hand to hand combat, and the abilities that come from them. High Hakuda means your punches and kicks can hit faster, hit with more strength, and block better. The higher Hakuda is, the more elaborate your martial arts are in combat. Note, if you have a zanpakutou that is a claw, glove, etc., it is recommended you raise this. High Hakuda also means you can read your opponents' Hakuda movements.
Hakuda affects Spiritual Pressure usage when hand to hand abilities and hand to hand zanpaku abilities are being used. If one has a high Hakuda, the amount of Spiritual Pressure used to produce the hand to hand ability is relatively small. If one has a low Hakuda, the amount of Spiritual Pressure used to produce the hand to hand ability is large.
The amount of damage a person takes from a clean hit of Hakuda is equal to 1/5th of the attacker's Hak stat.
Shikai, Bankai, Shinno Bankai, and Kyoushou Bankai Attacks:
Zangeki themselves are calculated different from normal Zan/Hak attacks. In order to calculate the cost, a Zangeki will always equal amount of S.P. used (the amount S.P. used is completely chosen by the user per volley. Example: Ichigo may use 5,000 S.P. for his Gestuga Tenshou, or he could use 10,000 S.P. in the interest of more strength for more cost). The power, however, is valued as 1/5th Zan/Hak stat + the amount of S.P. used. This means that the cost of using Zangeki is less than the potential damage dealt, making them more useful R.P. wise. This also means that there shouldn't be any purely S.P. based attacks coming from the zanpakutou where the cost = attack power.
Compressed Ban Kai Attacks:
When a Shinigami has achieved the pinnacle of their growth in the Compressed Bankai, their Zanjutsu and Hakuda will grant them a "Ban Kai Attack Slot" for every 10,000 in the respective category. Thus, if someone wields a Zan-based zanpaku, and has 11,000 Zan, they will have two Ban Kai Attack Slots available to them, and vice versa for Hak. The strength of the said Ban Kai Attack is based on the user's Spiritual Pressure. Gaining Compressed Ban Kai automatically rewards the Shinigami with a free Attack Slot.
Bankai Attacks can be divided into two different categories:
- Allotted Attacks - These are based on a set value of spiritual pressure that will be consumed each time they are used. This means that the attack will never increase in power (a drawback a player can reprimand by placing the initial cost at a high amount of spiritual pressure), but will gain more potential "shots" to be used in battle as the player grows in strength. An example would be something like setting the Allotted Attack to 10,000 S.P. Everytime you use the attack, it would cost 10,000 spiritual pressure points (thus, meaning you could fire more the higher your S.P. gets).
- Ratio Attacks - These are based on a set percentage of spiritual pressure that will be consumed each time they are used. This means that the attack will increase in power as the player grows stronger, but will never gain any more potential "shots" than the initial slots of ammunition. Consequently, a user could potentially possess an attack that uses 25% of their spiritual pressure in a single volley, or one that uses 5% each time (25% is the maximum percentage that is allowed for ratio attacks). These attacks always have to name a specific number of "shots" they can use. It is the consequence paid for possessing an attack that grows in strength with the player. Naturally, higher percentages have less shots while lower ones have more.
Both categories require that the player specify the following:
*The amount of SP required to use (and consequently, the amount of Reiatsu that will be taken per blast) for each "shot"///OR///The percent of SP that will be used per "shot" (and consequently, the amount of Reiatsu that will be taken per blast), and the number of shots available for use.
*The cost-damage ratio is done the same way as the Zangeki are, except with an increase in the amount of Zan/Hak added. The cost uses whatever figure you are using for the S.P., but the potential damage is whatever figure you are using for the S.P. cost plus 1/3rd of the total of your Zan/Hak stat.
*Yes, that 1/3 is an increase from the 1/5 damage from previous bankai, however that's just the power difference one experiences at the pinnacle of power.
Hohou "Footwork" - Hohou determines practically everything about a Shinigami's shyunpo. Hohou determines the amount of shyunpo steps you can do. The number of steps a shyunpo does determines its speed. Thus...a 50 step shyunpo is faster than a 40 step one. The maximum amount of steps a shyunpo can be is 200 steps, and it is extremely tiring. The shyunpo steps are culminative...which means that if you use two 50 step shyunpo, the amount of Reiatsu used will be the same as if you had done a 100 step shyunpo. So it comes down to choice. If you don't need to burn up a load of Reiatsu for the critical attack or don't need to cover much ground, then go with the 50 step so you can burst again later. But if you need to cover a lot of room or need to get something done immediately, go with 100 step. You can sprint another 10 steps of shyunpo for every 500 Hohou.
10 Step - 500 Hohou - 100 Reiatsu
20 Step - 1000 Hohou - 200 Reiatsu
30 Step - 1500 Hohou - 300 Reiatsu
40 Step - 2000 Hohou - 400 Reiatsu
50 Step - 2500 Hohou - 500 Reiatsu
60 Step - 3000 Hohou - 600 Reiatsu
70 Step - 3500 Hohou - 700 Reiatsu
80 Step - 4000 Hohou - 800 Reiatsu
90 Step - 4500 Hohou - 900 Reiatsu
100 Step - 5000 Hohou - 1,000 Reiatsu
110 Step - 5500 Hohou - 1,100 Reiatsu
120 Step - 6000 Hohou - 1,200 Reiatsu
130 Step - 6500 Hohou - 1,300 Reiatsu
140 Step - 7000 Hohou - 1,400 Reiatsu
150 Step - 7500 Hohou - 1,500 Reiatsu
160 Step - 8000 Hohou - 1,600 Reiatsu
170 Step - 8500 Hohou - 1,700 Reiatsu
180 Step - 9000 Hohou - 1,800 Reiatsu
190 Step - 9500 Hohou - 1,900 Reiatsu
200 Step - 10,000 Hohou - 2,000 Reiatsu
The distance covered is not based on the number of steps...the number of steps are always relative to the speed of the shyunpo. This makes two shyunpo'ing warriors locked in a ranking game: if you and a friend shyunpo at each other, the one who does the higher step shyunpo goes faster. In the event that you do the same steps, the one with higher total Hohou is faster. Also, Hohou affects overall agility and reaction time as well as outright dodging attacks (excluding sword and hand-to-hand based circumstances where you would parry or block).
Kidou - "Demon Way" Kidou incantations are useful in a variety of situations, including attack, defense, and support. A true master of Kidou will be able to completely control a battle with his Demon Arts. Those with high Kidou can attain Incantation Bypass, able to complete the most powerful spells with a simple chant of its name. Slots are placed beneath the Kidou stat and are filled with Kidou spells from the Kidou list if your Kidou stat is equal to or greater than the number required.
*When you cast a spell, the cost of the spell is subtracted from the number of Reiatsu points you currently have. When your Reiatsu points have reached zero, you will be unable to cast any more spells for the duration of the fight (and...you'll probably be half dead too o_o).
*Defending against Kidou does not have to do with the Kidou stat. Evading the spell all together relates back to Hohou, and taking damage is tied to Spiritual Pressure.
*Shinigami start with three (3) kidou slots, and every 500 points in kidou one has, another kidou slot to be filled with any kidou one is capable of learning (any spell valued beneath or equal to the user's current level of kidou) becomes available.
Drag said:Quick Update:
Before I do the barriers I had a quick update to factor in the number value of kidou attacks.
Basically kidou damage will be calculated as such.
Kidou Damage = 1/5 Kidou + Kidou Cost(Damage Modifier)
And the Damage Mods will be as such:
Number before equal sign is number of the spell. Number after equal sign is the number to multiply the damage formula of (1/5 kidou + cost) by.
1-10 = 1.1
11-20 = 1.2
21-30 = 1.3
31-40 = 1.4
41-50 = 1.5
51-60 = 1.6
61-70 = 1.7
71-80 = 1.8
81-90 = 1.9
90-100 = 2.0
So, say someone's stats are like.
Kidou: 10000 (so 1/5 would be 2000)
If they used a kidou that is in say 50 in cost the total damage for it would be. 2000 (damage due to kidou stat)+50 (the cost of the kidou) times (1.1 due to it being #1-10 on the kidou list) = 2055 Damage.
Not much, however if he were to use one valued at 1000 and numbered 50 it would be 2000+1000(1.5) = 3500 Damage. Then say they used one of the forbiddens like Kuro that would be 2000+6000(2.0) = 14000 Damage.
These numbers are for the people who want to use them. Remember for the people who want to battle without numbers you aren't restricted to this rule. Like Zan and Hak, these numbers are for who choses to use them(and for Plot Missions).
Connection - Connection is the bond between a Shinigami and it's zanpakutou. It also acts as a marker for new levels in power. When your Connection hits the following numbers, you write a chapter where you obtain the technique and bingo, you have it.
Shi Kai (Initial Release) - 1,000
Zanpakutou Manifestation - 9,000
Ban Kai (Ban Release) - 10,000
Shinno Ban Kai (True Ban Release) - 20,000
Kyoshou Ban Kai (Master Ban Release) - 30,000
Compressed Ban Kai - 30,000
When a Shinigami hits those numbers in Connection, they can obtain that level of release. Note that despite receiving a Compressed Kai simultaneously with a Kyoshou, a player may want to consider using the Kyoshou until their Compressed Kai's turn count and power percent are higher.