A couple of questions regarding parameters.

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Right at present I'm working on a class system, but I want the classes to affect each character a bit differently.


At present each class has their own individual stats.


HP at lv1 is anything from 30-50 and the base value is multiplied by 99 for the max value without any stat increasing items.


MP is calculated same way but Lv1 being anything from 5-10.


Stats like ATK are given a value of anything 1-5 at Lv1 and then doubled plus 100 to calculate the stat at Lv99.


What I have in mind for a character apptitude system is if a character has an aptitude of 120% in HP then the character should have that extra 20% HP when they change classes. Am I right in how I've worked this out?


My next question is just for a skill set up regarding the formula.


My base attack formula is a.atk * 1 - b.def * 2. So does this mean the def has to be double of that attack for it to negate any form of damage?


I have a skill called "Minus Break" which is supposed to deal damage equal to the difference between MaxHP and Current HP in addition to normal attack


damage.


So would the formula for this a.mhp * 1 - a.hp * 1 + a.atk * 1 - b.def * 2.
 

Rinobi

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1. Yes, 120% does mean an extra 20% to a parameter value. If that's attached to an Actor instead of the Class, then changing classes shouldn't be an issue.


2. a.atk * 1 - b.def * 2  This formula is backwards. Damage would be negated unless the attacker's ATK stat is more than double that of the target's defense.


3. a.mhp - a.hp  is fine. No need to multiply by one since that doesn't make any difference mathematically.
 

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