balancing passive states

Crimson Dragon Inc.

Crimson Dragon
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hi everyone, first off i'm not sure if this is the right board for this but anyways





i've just started using yanfly's passive traits plugin and well this is something i was thinking for all dragon types... but i was thinking if i should balance it a little more or if this is perfectly balanced..... i love dragon enemies and generally make them the hardest enemies in my games to defeat... now that i figured out this plug in i'm thinking if this is just torture or perfect :D
 

Snayff

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Seems like a pretty resilient Dragon! I guess it all depends on how strong it is relative to everything else is, if your have a lvl1 rat that has only 1% less resistance then it isnt as crazy as it sounds! :p


Interesting that slash is more effective than pierce, what about all those stereotypes of an arrow piercing the dragons heart? ;)
 

TheGamedawg

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You should make Dragon weak to itself as a nod to Pokemon.
 
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Unless there's a means of removing this effect, I'm not sure why it needs to be a state in the first place.


It also has a lot of redundant effects. Given that it seems like every element has its own element rate, the PDR/MDR would result in most attacks doing about 20-40% damage. Even a "Spirit" attack does only 90% or 100% damage. I'm not sure that makes sense as opposed to simply giving them a high DEF/MDF (or even just PDR/MDR and a weakness to "Spirit".


Of course, no one would be able to tell if it's "torture" without playing the game.
 
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If this were to be used by the player, then yes, it would need to be balanced with all other 'types' available to the them. From what I can tell, you're saying this is enemy only(?), in this case 'type' balance is not important at all, not unless you expect players to fight these dragons alongside slimes and bats. Though if this is indeed enemy only, I'm a little confused as to why you can't stick all these traits in the enemy box.


To be completely honest, unless you are making a game like pokemon where individual 'types' are important you would normally define elemental weaknesses on a enemy by enemy basis. For example would the young fire breathing dragon have the same resistances as the elder ice dragon?
 

Crimson Dragon Inc.

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If this were to be used by the player, then yes, it would need to be balanced with all other 'types' available to the them. From what I can tell, you're saying this is enemy only(?), in this case 'type' balance is not important at all, not unless you expect players to fight these dragons alongside slimes and bats. Though if this is indeed enemy only, I'm a little confused as to why you can't stick all these traits in the enemy box.


To be completely honest, unless you are making a game like pokemon where individual 'types' are important you would normally define elemental weaknesses on a enemy by enemy basis. For example would the young fire breathing dragon have the same resistances as the elder ice dragon?


i'm not using types like in pokemon, i'm using types as in final fantasy, the dragon element and spirit element are actual elements in the game world and every enemy/PC has an affinity to one or the other, with only 3 exceptions, along with every enemy/pc having one of the the 2 as an attack element (perfect split down the middle for the party, 3 spirit, 3 dragon, and 1 spirit and dragon)


and i'm using passive states to create traits for monsters for skills to target for bonus effects


another reason for this is it is a quick note tag instead of having to manually enter each monster that is a dragon..... also there is no elemental dragons.... only chromatic and metalic dragons.
 

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