Dual Wielding Stats

SilverDiamond

Warper
Member
Joined
May 4, 2016
Messages
2
Reaction score
0
First Language
English
Primarily Uses
I have my classes and weapons set up to be proficient in ATK/DEF and not in the other. For my dual wielding class I have the weapons increasing ATK and decreasing DEF by a percentage. When it's increasing the ATK it works just fine and both weapons stack the increase, but when its decreasing DEF the weapon that has the lowest percent is the only one applied. How can I make it where the decreases stack like the increases do?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
where do you check those numbers? ingame or in battletest?


The battletest has a display error when dual wielding, you need to check the numbers in the game.


And in game, it should work correctly - can you give us screenshots of the weapons you have?


It might be that you've miscalculated the traits when several are applied, because all features are combined into a single number before applying it to the actor values, but that combined number will include all traits from all equipment.
 

SilverDiamond

Warper
Member
Joined
May 4, 2016
Messages
2
Reaction score
0
First Language
English
Primarily Uses
where do you check those numbers? ingame or in battletest?


The battletest has a display error when dual wielding, you need to check the numbers in the game.


And in game, it should work correctly - can you give us screenshots of the weapons you have?


It might be that you've miscalculated the traits when several are applied, because all features are combined into a single number before applying it to the actor values, but that combined number will include all traits from all equipment.
When I check for stat numbers I do a playtest. It looks like the numbers being used are small enough in the beginning that the percentages being taken away are decimals which didn't occur to me at the time. I bumped up the value to 100 from 5 to check by hand which showed both weapons taking effect. But when you say it combines all features into one before applying does it do this with percentages or just if it is a base number? Two weapons increasing by 5 and 6 points, versus 120% and 140%. I'm testing with two weapons right now, when I apply them it looks like they're doing multiple levels of calculation instead of just one. I'm having trouble getting good resolution screenshots at the moment, but the way its reflected through playtest is that it applies one percentage and then calculates the next percentage off the new base. 
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
No, I meant that the features themselves are combined, and that depends on the parameter and feature.


Some features have a base of 100% and are multiplied: 120% * 120% = 144% before applying to base numbers


Other features have a base of 0% and are added together: 20% + 20% = 40%.


You can check that in the editor on the feature - some say * 100% (multiplicative) and others say + 0% (additive)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,062
Members
137,575
Latest member
akekaphol101
Top