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- Feb 16, 2019
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- RMMV
I'm going to be as detailed as I can, but I want to make sure I am thinking about this correctly. For balance reasons let's make Actor Damage = 10 DMG and Enemy Defense = 10 Defense
Start Battle : Common Event (Var Set) :
Set Xyz variable of Actor 1 / 2 / 3 / 4 / 5 = 0
Turn 1
Option A:
Skill #001 Attack Parameters : Call Common Event : (xyz placeholder name)
Set XYZ variable of user + 1 Damage of attack = a.atk * 4 - b.def * 2
Turn 1-6
Skill #002 XYZ Attack : Call Common Event : Conditional Branch
If XYZ variable of user = 0 Damage of attack = a.atk * 4 - b.def * 2 (Possible turn 1 choice) *20 Damge with no variance*
If XYZ variable of user = 1 Damage of attack = a.atk * 5 - b.def * 2 (Possible turn 2 choice) *30 Damge with no variance*
If XYZ variable of user = 2 Damage of attack = a.atk * 6 - b.def * 2 (Possible turn 3 choice) *40 Damge with no variance*
If XYZ variable of user = 3 Damage of attack = a.atk * 7 - b.def * 2 (Possible turn 4 choice) *50 Damge with no variance*
If XYZ variable of user = 4 Damage of attack = a.atk * 8 - b.def * 2 (Possible turn 5 choice) *60 Damge with no variance*
If XYZ variable of user = 5 Damage of attack = a.atk * 9 - b.def * 2 (Possible turn 6 choice) *70 Damge with no variance*
Variable increase caps at 5 If Skill #002 is used (at any variable) Set XYZ variable = 0
*Undecided on this* If Miss! Set XYZ variable - 1 of user.
Option B: Group Attacks will have skill cooldown of 2-3 turns.
Skill #003 XYZ Group Attack : Call Common Event : Conditonal Branch
If XYZ variable of group is 0 Damage of attack = a.atk * 4 - b.def * 2 (Possible turn 1 choice)
If XYZ variable of group is 1 and actor 1 move is successful Damage of attack = (a.atk * 4 - b.def * 2) * 2 (Possible turn 1 choice) then actor 2 - 5 Damage of attack = a.atk * 4 - b.def * 2. If Actor 1 attack not successful actor 1 - 5 damage a.atk * 4 - b.def * 2.
Group damage with no varaince on all succes : 40 + 20 + 20 + 20 + 20 = 120 ^^
If XYZ variable of group is 2 and actor 1 move is successful Damage of attack = (a.atk * 4 - b.def * 2) * 3 (Possible turn 1 choice) then actor 2 - 5 Damage of attack = a.atk * 4 - b.def * 2. If Actor 1 attack not successful actor 1 - 5 damage a.atk * 4 - b.def * 2 but now with additional variable in pool if actor 2 is successful Damage of attack = (a.atk * 4 - b.def * 2) * 2 while actor 3-5 = a.atk * 4 - b.def * 2
Without making a wall of text each variable higher increases the inital actor group damage max being (a.atk * 4 - b.def * 2) * 5 and each unsuccessful group attack provides one more chance determined by the group variable.
After each group attack XYZ variable of all actors is Set = 0.
Can someone look over this and tell me if I am crazy, or would the software check this during battle and properly output these damage formulas?
Lastly, what balances the group attacks out is that you can't miss an enemy but if you fail the required checks from all party members you waste your XYZ variable and do base damage where as the base attack there is no check required, therefore it only depends on if you miss the enemy.
Start Battle : Common Event (Var Set) :
Set Xyz variable of Actor 1 / 2 / 3 / 4 / 5 = 0
Turn 1
Option A:
Skill #001 Attack Parameters : Call Common Event : (xyz placeholder name)
Set XYZ variable of user + 1 Damage of attack = a.atk * 4 - b.def * 2
Turn 1-6
Skill #002 XYZ Attack : Call Common Event : Conditional Branch
If XYZ variable of user = 0 Damage of attack = a.atk * 4 - b.def * 2 (Possible turn 1 choice) *20 Damge with no variance*
If XYZ variable of user = 1 Damage of attack = a.atk * 5 - b.def * 2 (Possible turn 2 choice) *30 Damge with no variance*
If XYZ variable of user = 2 Damage of attack = a.atk * 6 - b.def * 2 (Possible turn 3 choice) *40 Damge with no variance*
If XYZ variable of user = 3 Damage of attack = a.atk * 7 - b.def * 2 (Possible turn 4 choice) *50 Damge with no variance*
If XYZ variable of user = 4 Damage of attack = a.atk * 8 - b.def * 2 (Possible turn 5 choice) *60 Damge with no variance*
If XYZ variable of user = 5 Damage of attack = a.atk * 9 - b.def * 2 (Possible turn 6 choice) *70 Damge with no variance*
Variable increase caps at 5 If Skill #002 is used (at any variable) Set XYZ variable = 0
*Undecided on this* If Miss! Set XYZ variable - 1 of user.
Option B: Group Attacks will have skill cooldown of 2-3 turns.
Skill #003 XYZ Group Attack : Call Common Event : Conditonal Branch
If XYZ variable of group is 0 Damage of attack = a.atk * 4 - b.def * 2 (Possible turn 1 choice)
If XYZ variable of group is 1 and actor 1 move is successful Damage of attack = (a.atk * 4 - b.def * 2) * 2 (Possible turn 1 choice) then actor 2 - 5 Damage of attack = a.atk * 4 - b.def * 2. If Actor 1 attack not successful actor 1 - 5 damage a.atk * 4 - b.def * 2.
Group damage with no varaince on all succes : 40 + 20 + 20 + 20 + 20 = 120 ^^
If XYZ variable of group is 2 and actor 1 move is successful Damage of attack = (a.atk * 4 - b.def * 2) * 3 (Possible turn 1 choice) then actor 2 - 5 Damage of attack = a.atk * 4 - b.def * 2. If Actor 1 attack not successful actor 1 - 5 damage a.atk * 4 - b.def * 2 but now with additional variable in pool if actor 2 is successful Damage of attack = (a.atk * 4 - b.def * 2) * 2 while actor 3-5 = a.atk * 4 - b.def * 2
Without making a wall of text each variable higher increases the inital actor group damage max being (a.atk * 4 - b.def * 2) * 5 and each unsuccessful group attack provides one more chance determined by the group variable.
After each group attack XYZ variable of all actors is Set = 0.
Can someone look over this and tell me if I am crazy, or would the software check this during battle and properly output these damage formulas?
Lastly, what balances the group attacks out is that you can't miss an enemy but if you fail the required checks from all party members you waste your XYZ variable and do base damage where as the base attack there is no check required, therefore it only depends on if you miss the enemy.

