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QUESTION #1:
So, I currently have my project set up where Critical Hit DAMAGE, not Crit%, scales with ATK/MAT (for physical/magical). Basically, every point of ATK or MAT increases Crit Dmg by 1%. Now, my issue is that characters have a very low Crit Multiplier at lower levels. Imagine a lv1 character with 10 ATK. This unit's (physical) Critical Hits would deal 110% of normal damage. Pretty lackluster wouldn't you say? At higher levels, with say, 100 ATK, would result in Critical Hits that deal 200% (double) damage. This is much more appropriate. In short, the discrepancy between min and max level is way too large. Anyway, I see 2 possible solutions. I could either increase the "starting point" of the Critical Multiplier by an arbitrary amount (e.g. +0.5) or I could make it so each point of ATK/MAT increases their Critical Multiplier by 2% instead of 1%.
Before Changes:
Lv1 (10ATK) = 1.0+10/100 = 1.1 = 110%
Lv50 (100ATK) = 1.0+100/100 = 2.0 = 200%
Method 1:
Lv1 (10ATK) = 1.5+10/100 = 1.6 = 160%
Lv50 (100ATK) = 1.5+100/100 = 2.5 = 250%
Method 2:
Lv1 (10ATK) = 1.0+10/50 = 1.2 = 120%
Lv50 (100ATK) = 1.0+100/50 = 3.0 = 300%
QUESTION #2:
My other question is in regards to unit positioning and how it affects Critical Hits. Basically, PHYSICAL attacks made against a target's backside (as in both the attacker and defender are facing the same direction) are automatically Critical Hits (+100%). This mechanic can be found in several Tactical RPGs, including the recently released Triangle Strategy. But for some reason, most games I play with this mechanic don't allow MAGICAL attacks to be a Critical Hit. Such is my dilemma. Should spells adhere to the same rules/mechanics as melee attacks? See, the problem is the inconsistency. I've already chosen to allow spells to Critically Hit in general. If I make it so that spells DO NOT gain the +100% Crit chance bonus against back-facing targets, then physical attacks would disproportionately be more likely to result in a Critical Hit (due to melee units being incentivized to attack from behind). What should I do about this issue?
QUESTION #3:
Lastly, I wanted to ask about 2 specific base stats and what they currently do vs what they ought to do. Currently, I have it so that ATK (Strength) increases Critical Multiplier while AGI (Dexterity) increases Critical Hit chance. Also, keep in mind that attacking a unit from behind results in a guaranteed Critical Hit. Now, consider a unit with high Strength but low Dexterity. Such a unit would likely want to attack from behind as often as possible in order to capitalize on its high Crit Multiplier, right? This "incentivization" results in a unit whose playstyle is akin to a Rogue, not a Warrior like its stats suggest. Next, consider the opposite...a unit with high Dexterity but low Strength. Such a unit would have less incentive to attack from behind since its Crit Multiplier would be rather low due to the below-average Strength stat. However, the high Dexterity score allows for a greater chance to land a Critical Hit regardless of facing. This results in a unit that moves more like a Warrior than a Rogue. What do??
So, I currently have my project set up where Critical Hit DAMAGE, not Crit%, scales with ATK/MAT (for physical/magical). Basically, every point of ATK or MAT increases Crit Dmg by 1%. Now, my issue is that characters have a very low Crit Multiplier at lower levels. Imagine a lv1 character with 10 ATK. This unit's (physical) Critical Hits would deal 110% of normal damage. Pretty lackluster wouldn't you say? At higher levels, with say, 100 ATK, would result in Critical Hits that deal 200% (double) damage. This is much more appropriate. In short, the discrepancy between min and max level is way too large. Anyway, I see 2 possible solutions. I could either increase the "starting point" of the Critical Multiplier by an arbitrary amount (e.g. +0.5) or I could make it so each point of ATK/MAT increases their Critical Multiplier by 2% instead of 1%.
Before Changes:
Lv1 (10ATK) = 1.0+10/100 = 1.1 = 110%
Lv50 (100ATK) = 1.0+100/100 = 2.0 = 200%
Method 1:
Lv1 (10ATK) = 1.5+10/100 = 1.6 = 160%
Lv50 (100ATK) = 1.5+100/100 = 2.5 = 250%
Method 2:
Lv1 (10ATK) = 1.0+10/50 = 1.2 = 120%
Lv50 (100ATK) = 1.0+100/50 = 3.0 = 300%
QUESTION #2:
My other question is in regards to unit positioning and how it affects Critical Hits. Basically, PHYSICAL attacks made against a target's backside (as in both the attacker and defender are facing the same direction) are automatically Critical Hits (+100%). This mechanic can be found in several Tactical RPGs, including the recently released Triangle Strategy. But for some reason, most games I play with this mechanic don't allow MAGICAL attacks to be a Critical Hit. Such is my dilemma. Should spells adhere to the same rules/mechanics as melee attacks? See, the problem is the inconsistency. I've already chosen to allow spells to Critically Hit in general. If I make it so that spells DO NOT gain the +100% Crit chance bonus against back-facing targets, then physical attacks would disproportionately be more likely to result in a Critical Hit (due to melee units being incentivized to attack from behind). What should I do about this issue?
QUESTION #3:
Lastly, I wanted to ask about 2 specific base stats and what they currently do vs what they ought to do. Currently, I have it so that ATK (Strength) increases Critical Multiplier while AGI (Dexterity) increases Critical Hit chance. Also, keep in mind that attacking a unit from behind results in a guaranteed Critical Hit. Now, consider a unit with high Strength but low Dexterity. Such a unit would likely want to attack from behind as often as possible in order to capitalize on its high Crit Multiplier, right? This "incentivization" results in a unit whose playstyle is akin to a Rogue, not a Warrior like its stats suggest. Next, consider the opposite...a unit with high Dexterity but low Strength. Such a unit would have less incentive to attack from behind since its Crit Multiplier would be rather low due to the below-average Strength stat. However, the high Dexterity score allows for a greater chance to land a Critical Hit regardless of facing. This results in a unit that moves more like a Warrior than a Rogue. What do??
copy-pasted from post #3:
- Should Crit Multiplier start at 150% at lv1 and end up around 250% at lv50 or should it start at 100% at lv1 and end up around 300% at lv50?
- Should MAGICAL attacks be a guaranteed CRIT on back-facing targets?
- Units with high STR but low DEX play like Rogues instead of Warriors. Units with high DEX but low STR play like Warriors instead of Rogues. What do?
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