# Exact Numbers For A Buff/Debuff?

#### RachelTheSeeker

##### Suddenly, a summer breeze...
Hey folks. I've begun to work on a project again, and had a query to make a certain type of buff or debuff in-game. Because I don't feel the title can convey what I mean, here's an example.

Say I'm trying to create an AD&D-esque system for a game. In this case, I'm trying to make buffs and debuffs that can increase or lower a target's "Armor Class", or AC -- an exact number that must be met or exceeded to hit something. I already have the hit formula figured out to simulate a dice roll with modifiers to hit something's AC, as per the game system.

The problem is, however, that I need to increase or decrease these bonuses by precise numbers, as opposed to percentages, in-game. For instance, I need a "Shield" spell that raises the user's AC by +4, which would correlate to raising the DEF score (which I'm using as AC for this hit % formula) from, say, 12 to 16 in this case. If I were to use a percentage-based system, it'd be a ludicrous boost if I gave a version of this to a high-AC hero (a 50% bonus would cause 18 AC to become 27, for example -- impossible to hit with normal attacks with my system with the proportions used in-game).

All-in-all, hoping for a way to give an exact numerical boost (i.e. +4) to a built-in stat as opposed to a percentage-based one (i.e +50%). I'd imagine there's a way to do it in a Skill's damage formula, and am hoping so instead of having to rely on a script? I'm not as well-versed in damage formulas using VX Ace or MV as I'd hoped, if so.

#### bgillisp

##### Global Moderators
Actually, this will take a script, as ACE and MV were never designed to do + or - those base stats in a state. However, if you can use a xparam or such to mimic AC, then you can just add to them. But that would take a script in the first place to even replace an xparam with AC anyways.

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