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Is this possible in the damage formula box? If not, how do I accomplish this effect?
Formula for nearly all skills:
(User's Offensive parameter plus y) minus (target Defensive parameter plus w) = z
If z higher than target's Defensive Parameter multiplied by x, then inflict/remove state (ignoring state percentage chance).
Regardless, do damage/heal. With some skills, inflict stun.
y = a random number between 0 and the user's level
x = a number that is specific to the skill.
w = the first actor's level
"Offensive parameter" can mean ATK, MAT, or LUK, depending on the skill
"Defensive parameter" can mean DEF, MDF, or AGL, depending on the skill.
Nearly all skills add or remove a state.
I understand that with this formula, enemies get stronger as the player gains levels. They don't level up from grinding, they level up from completing quests. They mainly get stronger through other means, like perks and talent ranks.
I'm using a script by Victor Sant to create traits that raise the effectiveness of elements for each skill using that element. Damage represents effectiveness of skills, whether they're for DPS or for inflicting states. All skills using the above formula deal damage and can inflict a state. This is to prevent wasting a turn on a skill that MIGHT only inflict a state.
Formula for nearly all skills:
(User's Offensive parameter plus y) minus (target Defensive parameter plus w) = z
If z higher than target's Defensive Parameter multiplied by x, then inflict/remove state (ignoring state percentage chance).
Regardless, do damage/heal. With some skills, inflict stun.
y = a random number between 0 and the user's level
x = a number that is specific to the skill.
w = the first actor's level
"Offensive parameter" can mean ATK, MAT, or LUK, depending on the skill
"Defensive parameter" can mean DEF, MDF, or AGL, depending on the skill.
Nearly all skills add or remove a state.
I understand that with this formula, enemies get stronger as the player gains levels. They don't level up from grinding, they level up from completing quests. They mainly get stronger through other means, like perks and talent ranks.
I'm using a script by Victor Sant to create traits that raise the effectiveness of elements for each skill using that element. Damage represents effectiveness of skills, whether they're for DPS or for inflicting states. All skills using the above formula deal damage and can inflict a state. This is to prevent wasting a turn on a skill that MIGHT only inflict a state.
