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Have the LUK/AGI stats influence CRI and EVA and MEV

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#1 Hesufo

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Posted 09 June 2012 - 10:14 PM

Hello,

Basically, I want to have a script that allows the LUK stat to influence Critical Rate in the same way it influences Ailment and Stat Debuff rates - by comparing the attacker and the defenders' rates, and then increasing the respective chance by .1% per point of LUK.

Additionally, I would like to be able to make AGI have the same effect, in regard to Evasion and Magic Evasion rates.

Thanks in advance.

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#2 Knightmare

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Posted 09 June 2012 - 10:49 PM

Hey Hes. If you still have the demo of MOTL you'll notice I did something similar using YEA Extra Parameter Formulas. You can pretty much define wha each stat does. Let me know if you need help.
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#3 Hesufo

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Posted 09 June 2012 - 11:01 PM

That one script is pretty nifty; however, what I want is a little different.

I want the actual critical/evasion/magic evasion increases to be calculated in-battle, at the moment of the action, because I want to use "attacker LUK/AGI vs. defender LUK/AGI" for the rate boost calculations; therefore, I don't want to directly boost CRI, EVA or MEV.

This way, I can prevent any of these stats from getting out of control by stacking too much LUK or AGI, and also avoid them having nearly no effect (if I had to limit their influence over Ailment/Debuff/Crit rates, but still make them boostable via equipment and buffs, I would have to reduce the values a LOT).

Basically, the final amount stays roughly similar at all levels (LUK goes naturally up with levels at a very low rate - the character's level + 1; enemies get a Luck stat around their recommended level range, with some steep variations depending on the enemy), with the possibility to stack either stat in order to bring a noticeable increase (which can get bigger as you access better equipment and accessories), but still be limited by the A vs B factor; for example, I could have bosses sport more LUK than normal in order to somewhat reduce the rate Ailment/Debuff/Critical Rate boosts that would come from a character with high-stacked LUK, yet keep it powerful for other kinds of enemies.

Edited by Hesufo, 09 June 2012 - 11:10 PM.

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#4 Fafnir

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Posted 10 June 2012 - 08:57 AM

You could also have Luck/Agi influence both Crit and C.Evade (using the YEA script mentioned above) and modify the crit evaluation formula to use Crit-CEv instead of Crit*(1.0 - CEv), provided you don't want to use CEv in some other way.

0.1% per Luck sounds a bit low... I'd expect it to have next to no effect since most opponents will have around your same luck; and if you wanted to boost boss resistances there are more practical ways to do that than raising it. Hence me suggesting to go through CEv, which you can also modify directly.

Otherwise with your system, provided the impact of Luck is significant, a boss with high Luck will not only resist crits but also deal a ton of them.

Another, sort of independent idea is to use a nonlinear formula: have crit chance sharply rise for high values of luck difference.
Let's say (a.luk-b.luk)^2 * 0.1 ? This would mean low levels mooks die like punks while evenly matched monsters don't suffer as much.
(I'm not satisfied, mind you. I'd have preferred something more flat around zero. But meh.)

#5 Hesufo

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Posted 10 June 2012 - 09:50 AM

I'm only using the 0.1% values as base, because they are the default values for LUK affecting Ailment/Debuff rates. I'll be modifying them for convenience. But I've been thinking about your point and, for example, having LUK be a flat parameter across all levels. However, LUK increases from equipment are pretty steep in my project~ The nonlinear formula idea seems pretty nice, though!

Also, your idea on EVA and CEV sounds pretty nice but I would rather boost them indirectly rather than directly (the player can see them in the Status window and they can get misleading, however this could work with having LUK be flat for all levels).

About the bosses, I can use the Features tab to manually reduce crit rate for those that have high LUK.

Thanks a lot for your input - I'm gonna actually try out the EVA vs CEV. idea.

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