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- Jun 29, 2016
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I'll try to explain myself. What I want to do is change how elemental weaknesses / resistances affect the resulting damage from all attacks so that instead of multiplying the result of the dmg formula by the elemental modifiers, it actually doubles ATK / MAT for that attack or changes the damage formula so that it practically does the same.
For example, say that Fireball has a damage formula of "a.mat - b.mdf", and there's an enemy with 500% weakness to Fire (*500% Element Rate). By default, if the attacker had 100 MAT and the enemy had 100 MDF, the resulting damage (without counting elemental weaknesses) would be zero. Then you multiply that final value by 5 (500% weakness to Fire), and it still gives zero, because that's what the final result was, and even if the same enemy had 1.000.000% weakness to Fire, it will always result in null damage, which doesn't feel very intuitive, because instead of MDF being a part of the enemy itself, it seems as if the enemy's MDF was some sort of "external shield", unaffected by elemental damage, which protects the enemy who IS affected by the elemental weakness and the damage who managed to penetrate this shield. And a single point less in MDF would make a huge difference because the result would be 1 instead of 0, and so it would be affected by the huge elemental modifiers, which again, isn't a very intuitive system.
So, what I want to do is that elemental weaknesses affect ATK / the damage formula directly. So, if the enemy has 200% weakness to fire (*200% Elemental Rate) and the Fireball had an attack formula of "a.mat - b.mdf" (against enemies with neither weaknesses nor resistances, or *100% elemental modifer), then the Fireball would count as "(a.mat * 2) - b.mdf" when attacking that enemy. And if he had 50% weakness to Fire (*50% Elemental Rate, which is actually resistance instead of weakness), then it would be "(a.mat * 0.5) - b.mdf", and so on. Or instead of that, it simply multiplies the attacker's ATK / MAT when attacking enemies by the elemental modifier of the enemy depending on the skill used (if the skill used was a Water attack, and the elemental modifier is *153%, then ATK / MAT would be multiplied by 1.53 right before executing the Water Attack). That way, MDF would actually feel as a part of the enemy, making attacks feel more intuitive.
I'm 99% certain this is going to require a script, but I haven't found anything related to this, so I'd appreciate any help on the subject.
For example, say that Fireball has a damage formula of "a.mat - b.mdf", and there's an enemy with 500% weakness to Fire (*500% Element Rate). By default, if the attacker had 100 MAT and the enemy had 100 MDF, the resulting damage (without counting elemental weaknesses) would be zero. Then you multiply that final value by 5 (500% weakness to Fire), and it still gives zero, because that's what the final result was, and even if the same enemy had 1.000.000% weakness to Fire, it will always result in null damage, which doesn't feel very intuitive, because instead of MDF being a part of the enemy itself, it seems as if the enemy's MDF was some sort of "external shield", unaffected by elemental damage, which protects the enemy who IS affected by the elemental weakness and the damage who managed to penetrate this shield. And a single point less in MDF would make a huge difference because the result would be 1 instead of 0, and so it would be affected by the huge elemental modifiers, which again, isn't a very intuitive system.
So, what I want to do is that elemental weaknesses affect ATK / the damage formula directly. So, if the enemy has 200% weakness to fire (*200% Elemental Rate) and the Fireball had an attack formula of "a.mat - b.mdf" (against enemies with neither weaknesses nor resistances, or *100% elemental modifer), then the Fireball would count as "(a.mat * 2) - b.mdf" when attacking that enemy. And if he had 50% weakness to Fire (*50% Elemental Rate, which is actually resistance instead of weakness), then it would be "(a.mat * 0.5) - b.mdf", and so on. Or instead of that, it simply multiplies the attacker's ATK / MAT when attacking enemies by the elemental modifier of the enemy depending on the skill used (if the skill used was a Water attack, and the elemental modifier is *153%, then ATK / MAT would be multiplied by 1.53 right before executing the Water Attack). That way, MDF would actually feel as a part of the enemy, making attacks feel more intuitive.
I'm 99% certain this is going to require a script, but I haven't found anything related to this, so I'd appreciate any help on the subject.


