Battle Formula for Magic

CleanWater

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Hi there!

I never used magic on my games before and I found that my magic skills start to got obsolete over time. I can't find in the help files any reference for this.

For Example, the Fire 1 with base value 10 will gradually start to cause less damage over time compared to the melee attacks of a Red Mage (using this know class character just for reference).

I did some tests with the character in level 1 and level 99.

Attack status = 10 (Lvl 1) - 300 (Lvl 99)
Magic status = 10 (Lvl 1) - 300 (Lvl 99)

The melee attack causes much more damage in the same testing monster than the magical attacks (even with element weakness).

Someone here knows any workaround to make magic skills keep the pace with melee attacks?
 

Nantas

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In my game, I made it in a way that magic is more powerful than melee attacks, but it costs MP and some time to cast spells.
 

Engr. Adiktuzmiko

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How does the battle formula of RM 2K/2k3 look like? Newer RM's have a formula bar where you can edit directly the formula of each skill, if 2k3 is somehow similar then you could just edit the formula.. If it's just a base value and the engine automatically handles it, maybe you can just increase it somehow.
 

CleanWater

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How does the battle formula of RM 2K/2k3 look like? Newer RM's have a formula bar where you can edit directly the formula of each skill, if 2k3 is somehow similar then you could just edit the formula.. If it's just a base value and the engine automatically handles it, maybe you can just increase it somehow.
That's the problem... :frown:

I can find the battle formula for melee attacks in the help file, but not for magic skills. =/

The RM2k3 melee formula is: A's Attack/2 - B's Defense/4

With this data in mind, I can tamper with the values on the skills database until I find the right values for my game to work the way I want. ;_;
 

Engr. Adiktuzmiko

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Maybe it's like that too but just using MATK and MDEF..

on newer RMs the default was ATK*4-DEF*2 for physical skills and MATK*4-MDEF*2 for magic...

If you really can't find the actual formula, then I guess your only choice is to test and test your magic until you find the values that are good for you.

Can you post a screenshot of how the skills tab for 2k/3 looks like?
 

CleanWater

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Maybe it's like that too but just using MATK and MDEF..

on newer RMs the default was ATK*4-DEF*2 for physical skills and MATK*4-MDEF*2 for magic...

If you really can't find the actual formula, then I guess your only choice is to test and test your magic until you find the values that are good for you.
I think it's not the same formula. In level 99, with 300 Atk and 300 Int, against an enemy with the same values for Def and Int (16 Def and 16 Int).

  • I deal 140 ~ 160 with melee attacks
  • I deal 90 ~ 110 with magic attacks
Increasing the base value of the magic doesn't increases it exponentially.

Can you post a screenshot of how the skills tab for 2k/3 looks like?
Here's the screenshot:

 
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bgillisp

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Actually, it might be. In RPGMaker Ace, magic attacks were as follows:

fixed value + something * m.atk - same something*m.def

So what you're getting is about right for 100 strength attack and 20% variance, as with equal INT, the only thing that would matter is the strength and the variance. So maybe the formula for 2003 is:

Base value * Magical Rate, then check the difference in INT and see if there is any more damage to add or subtract, then add in the variance? That would give you 90 - 110 damage in your example, but I'd have to run tests in 2003 to be sure, and I'm not home on my computer right now to test.
 

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