Ex. Parameters/Hidden Stats

ChaoticShadow24

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Hello! I'm just getting started on the whole parameter thing with Armor, Weapons etc. And I need a little help. (Like I said, I'm new to this part of the software so please don't get mad ;_;"

So... If we take a look at Dragon Armour in the "Armor" tab of the Database, and go to features, it says "Ex-Parameter [EVA] - 1%".

What I'm wondering is, are there hidden stats or something? Because in the game, the player can't look at the evasion stat. Only ATK, DEF, MAT, MDF, AGI, LUK, MHP and MMP.

I have a ton of questions about all this, but I'll try to keep it quick. I understand I can just hover over everything but I just can't make sense of it (^-^: )

The next thing on the Dragon Armor is "Element Rate [Fire] * 80%".

I tried my best to understand what the hover text meant, but I need some confirmation on this one.

It says it changes the Damage Multiplier according to the element. "The Higher the value, the greater the weakness against the element"

Does this mean, at 80%, the Dragon Armor will be super weak to say... The water element (Fire is weak to water)?
Or is it saying that having the Dragon Armor will make you super effective against say... Grass (Grass is weak to fire)?

Another thing I'd like to ask is how to set up each Element's Weaknesses and Strengths.

How do I make it so that Water is strong against Fire and vice versa?

Anyway I'll keep it at this for now, I'll ask more questions if anyone is willing to help ^-^

Thanks in Advance! :D
 
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Andar

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There are no hidden stats to the developer, but only the base stats are shown in the default game screens.


The element rates are completely indepentend of each other, there is no connection like "fire is weak against water" - but you can create such a connection for your game by entering several rates.


The rate means, if the wearer of that armor is attacked by an attack set to the fire element, the damage will only be 80% of the regular damage.


A water attack will not be changed by that armor, because the armor has no effect for water.


If you add another feature saying "element rate [water] * 150%", then it would change the damage of a water-based attack to 150% of the base damage. But you need one feature for each affected element to create an equipment that reacts differently to different elements.
 

Trihan

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As an aside, note that the default "optimise" option in the equipment menu doesn't take any of the extra features into account, so the system will prefer a piece of armor with 5 DEF over one with 4 DEF that makes you immune to every status effect, doubles your HP, makes your attacks inflict poison and raises your preemptive rate. :p

There's a script in my sig which allows you to give weight to these parameters so that optimise will pick equipment that's more useful.
 

ChaoticShadow24

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There are no hidden stats to the developer, but only the base stats are shown in the default game screens.

The element rates are completely indepentend of each other, there is no connection like "fire is weak against water" - but you can create such a connection for your game by entering several rates.

The rate means, if the wearer of that armor is attacked by an attack set to the fire element, the damage will only be 80% of the regular damage.

A water attack will not be changed by that armor, because the armor has no effect for water.

If you add another feature saying "element rate [water] * 150%", then it would change the damage of a water-based attack to 150% of the base damage. But you need one feature for each affected element to create an equipment that reacts differently to different elements.
Oops! Sorry for the late reply. Thanks a lot ^-^

So.. If I have this right..

Say we have a Dark type monster.

I, the creator, want Dark types to be weak against holy types.

All I'd have to do is give the dark monster "Element Rate - Holy * 150%" right?

Then it'll be weak to holy!

While we're on this, does anyone have a guide as to what the best %ages are for things like this?

Something that tells me the recommended % for super effective moves, weaker moves, the like.

I would really appreciate it ^-^ Or you could just tell me, I don't know.

Anyway, thanks a lot!
 

Kes

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If you want the player to know what the extra stats are, Yanfly has a script here.

Yes, set Holy to 150% and the enemy will be weak to that.

As for 'how much' - that depends entirely on how much you want it to be.  The percentages work in a straightforward way.  If your base damage is going to deal 100HP damage, then with holy at 150%, the enemy will lose 150HP.

No one can tell you what the optimum level is, because no one except you can know what your base damage is, what other elements are involved, does the enemy have one huge strength and lots of little weaknesses (or vice versa) etc. etc.  Obviously the bigger the deviance away from 100%, the bigger impact it will have.  Less than 100% is a strength, more than 100% is a weakness.
 

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