Force a target to be critically hit by all attacks

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I've been looking for a way to add a state that would force a target to be critically hit by every attack on them. I suppose I could get away with something that just made them take more damage, period, but then crits would be to strong. I have looked around online, maybe I'm not searching for the right plugin, but I haven't been able to find this.


Any help with this would be greatly appreciated. 
 

bgillisp

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You might be able to do this with advanced work on the damage formula, and there would be more on that under the damage formula posts. Otherwise, it would take a really cute plug-in to pull it off, as the engine is set up to base critical hits on the rate of the attacker, not on anything that is on the one being attacked. So for a plug-in to do it, they'd have to totally rewrite how critical hits are calculated, and I don't think anyone has done it yet for that reason.


Your best bet is to either 1: Make the skill increase the damage the one being attacked takes (I use lunatic code + Yanfly's plug-ins to increase damage by a fixed amount for that), or 2: do an if/else check in the code of your damage formula and have it do bonus damage if the if/else check says the enemy has x state. I don't know how to do #2, but maybe the information would be somewhere under the damage formula threads?
 

Espon

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You can have the state add several -1000% critical evasion traits.  The attacker would need at least 1% crit chance but it should make the enemy be critically hit most of the time.
 

bgillisp

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@Espon: Unless they changed how Critical Evade works in MV, that will fail. In ACE the way critical evade worked was after the system decided you were to get a critical hit, it would then roll a number between 0 and 1, and if that number was lower than your critical evade percent (in decimal form), it would be a normal hit instead. So a critical evade of -1000% just means that any time the attacker rolls a critical hit, the defender can't suddenly dodge it. But it does nothing to determine when the attacker gets a critical hit.


Edit: Though you might be onto something here. If one used Yanfly's Critical hit control plug-in and then changed the critical hit formula to work as user's critical hit chance - target's critical hit evade chance, *then* your idea would work. Might be something the OP can try?
 
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the engine is set up to base critical hits on the rate of the attacker, not on anything that is on the one being attacked
This was where I thought I would have trouble.

You can have the state add several -1000% critical evasion traits.  The attacker would need at least 1% crit chance but it should make the enemy be critically hit most of the time.
This will work, based on some quick testing any non crits with this state will most likely never occur.


This has been answered and can be closed.
 
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