adding agi or luk scaling to potions used in battle

jonthefox

Veteran
Veteran
Joined
Jan 3, 2015
Messages
1,423
Reaction score
585
Primarily Uses
Here's an idea I just thought of. I tend to make healing potions as something that, if you have a bunch of them, they can be used outside of battle to heal you up in lieu of cure spells. I also don't mind having strong healing potions which are either rare or expensive, which can be powerfully used in battle - but I generally dislike the idea that you can have a large stock of potions that can meaningfully heal a player in a single turn.

At the same time, as I was thinking about it, I thought it would make sense and feel cool that "quick" characters like rogues would be able to effectively guzzle a potion in the heat of battle, whether as a result of their cunning, dexterity, or simply being able to temporarily take cover and hide. So I thought a cool idea would be to add agility and/or luck scaling to the effectiveness of healing potions when used in battle, to reward these types of characters. Thoughts?
 

NinjaKittyProductions

Professional Murder Hobos
Veteran
Joined
Jul 9, 2013
Messages
472
Reaction score
447
First Language
English
Primarily Uses
RMMV
I could definitely see luck adding a bonus to healing potions or even mana potions. It would allow luck to be used since it is a pretty useless stat by default.
 

kairi_key

Veteran
Veteran
Joined
Sep 14, 2013
Messages
108
Reaction score
61
First Language
thai
Primarily Uses
Depend on the formula I guess...
If it the luk and agi depend on user's, then you can make stats reflex classes who will be good with using items on top of things like pha.
If it's target's luk and agi then... I dunno about that... but it does fits more with your description of being able to quickly gulp down the potions....
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,485
Reaction score
4,952
First Language
English
Primarily Uses
RMVXA
It's fine. Most of the time AGI and especially LUK are underperforming stats, anyway.

One small abuse case that's worth keeping in mind is that by adding scaling to the potion's effectiveness in battle, but omitting the scaling outside of battle, is that you may be providing an incentive for the player to stall against a single weak enemy near the end of a "decided" battle, and slowly use their potions during this un-fun stall in order to get higher efficiency out of them. This is probably something that players will only bother with if they don't (or don't expect to) have many potions on hand, though.

Also worth considering is whether you want the effectiveness to scale with the user's AGI/LUK (essentially making some characters good item-users), or the target's AGI/LUK (essentially making some characters better at recovery-tanking). Of course, if potions can only be used on The User, that's a complete non-issue.
 

Aoi Ninami

Veteran
Veteran
Joined
Sep 22, 2015
Messages
413
Reaction score
513
First Language
English
Primarily Uses
RMVXA
In my game I have LUK/20 as a multiplier on the effectiveness of healing magic (and Regen; and 20/LUK as a multiplier for poison damage). I don't do anything similar for potions, but I see no reason why it wouldn't work.
 

Aesica

undefined
Veteran
Joined
May 12, 2018
Messages
1,474
Reaction score
1,366
First Language
English
Primarily Uses
RMMV
You can have potions pretty much heal based on whatever stat you want or none at all. I have some that heal based on current hp, max hp, luck (rebranded spirit), and several other things I can't think of right now. All that really matters is that whatever stat scaling you use doesn't unbalance the game.
 

M.I.A.

Goofball Extraordinaire
Veteran
Joined
Jul 13, 2012
Messages
905
Reaction score
766
First Language
English
Primarily Uses
In one of my side projects, LUCK was changed to MIND. MIND was used to determine scientific/Psi skills outputs & defenses. This included adding a bonus to some Potions. So a character with higher MIND would get more benefit out of healing items. I used small numbers, so even a bonus of 3 MIND would make a big difference in battle. :)

Hope this helps.
-MIA
 

JosephSeraph

White Mage
Restaff
Joined
Mar 7, 2014
Messages
1,185
Reaction score
1,439
First Language
Portuguese
That's definitely a neat idea, but is LUK truly that beneficial to your game? Rather than thinking about how to make LUK useful, I'd consider discarding it altogether. You can simulate these effects (probably to a more predictable extent) by just adding a Pharmacology bonus (or a higher multiplier to the Potion element) to characters that you want to communicate as more agile and more effective with potions.
 

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
1,226
Reaction score
601
First Language
English
Primarily Uses
RMMV
I had a similar idea to make LUK the stat to be used for any kind of action taken in a battle that is not a magic spell. I wanted to keep ATK for weapon DMG, MAT for spell/skill DMG, and I've made LUK the stat for item-based actions.

So I like the idea! I used formula for health/mana potions to scale gains based on user's luck, but then also limit the gain amount in comparison to the receiver's MHP/MMP.
 

ave36

Veteran
Veteran
Joined
Jun 23, 2019
Messages
145
Reaction score
57
First Language
Russian
Primarily Uses
RMMV
In my game, LUK was remade into Wisdom. I kept its stock capability of making you resist status ailments by tying wisdom to willpower, and also made healing spells depend on Wisdom. The Paladin and White Mage classes have high Wisdom, hence, they are effective healers. The Paladin has Wisdom higher than non-healer classes but mediocre compared to the White Mage, so Paladin's healing spells are about two times weaker than those of the White Mage (but also two times stronger than those of any other class that acquires these spells).

Any non-healer class can acquire healing spells by equipping an Avatar (summon) of the Light element. This Avatar also boosts the Wisdom of its master once it levels up, so leveling it up is a way to bring your Battle Mage, Black Knight or Engineer to White Mage tier in terms of healing.
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

A video game has a brand attached to it.
No offence meant, but it is disadvantageous to use the default RM graphics due to the fact that they can correlate your game strongly to other RM games and whatever associations a user has with those unrelated games.
Exhaustion sickness hitting me again near deadline whyyyy (sobs)
thats it, i 've had it, I will NOT promote my game as a "retro RPG" when its done, i have in the past but it is literally the first thing on every rpg maker game description to the point that you'd think the sales pitch came with the RTP. I refuse to use that angle.
My memory is embellishing the quality of NES era game assets :/ .... I need to stop comparing my work to somthing that was groundbreaking decades ago. Especially since its not as good as I seem to keep remembering it to be.
I finally found something that pleased me to organize my tasks. :)

Forum statistics

Threads
103,199
Messages
997,986
Members
134,679
Latest member
maryalmira
Top