I kept Agility as the turn determinant stat, though, here are other factors it affects.
-Bonus to Hit Rate, Physical Evasion, Magical Evasion, and Critical Evasion
-Primary damage stat for items that are thrown, or skills that are themed around speed. Ex: Fire Bomb damage formula is a.agi * 4 -...
I haven't designed a superboss in project, though, I have a three thoughts:
As a pattern for the superboss (or any boss), they may activate elemental shields throughout the battle. It strengthens their resistance to one element, however, they become equally more susceptible to another element...
The title screen loads, but once I start a new a game I get this error.
edit: Here are the plugins that I'm using.
I like the sound of it! but I would assume there isn't much value in replaying the game, unless there is challenges to the boss fights that unlock things... such as optional bosses. "Beat the boss without exploiting it's weakness!" "Beat it under 'x' amount of turns!" etc
@hadecynn Ah, that makes more sense. I can see status effects affecting resistances on a much smaller scale than 400%, it sounds pretty balanced to me with small bonuses.
With states that alter resistances on a small scale, it's easy to imagine it being used by both the player and enemy.
@hadecynn I do like the sound of states altering the target's resistances, but as ksjp17 says it could potentially be chaotic. However I can see this working very well if the game revolved around purely exploiting the enemy's weaknesses. I would not enjoy that sort of mechanic in a game, but...
As AwesomeCool said, I really enjoy fighting superbosses that have some sort of build up throughout the plot, like NPC's talking about a legend or as little as reading it through one book. While I don't mind random superboss gods, I strongly prefer built-up superbosses.
I loved the fight...
This topic is about damage multipliers and reductions, specifically from the enemy's attributions.
The question is : Should the damage bonus or reduction from the enemy's weakness/resistance always be the same with every enemy or should it vary?
Before I use my example, I will be...
Would FF10's battle system count?
If so, there was an attack called 'Quick Hit' that was like a regular attack but the character would be able to act again much sooner than before. Every character could potentially learn it, and at late game\superbosses would be an essential attack.