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- Mar 12, 2020
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So I've been messing around with the damage formulas for a bit, but I still don't fully understand them. I tried doing basic stuff in order to create an attack that I could predict the damage of as the developer (even created test characters and monsters with specific attack stats that I could track the multiplication of) but still have yet to create a skill which doesn't deal 100 - 1000 points of damage. The reason I want to be able to accomplish this is so that I can create a balanced system of attacks and skills and spells, with each new set being stronger than the previous ones. You could say a set of skills sorted into tiers of strength.
With that in mind, I have a few questions regarding said formulas and other influencing areas like states and stats.
Type and element I already understand.
In the explanation for the formulas, the first thing I noticed was a contradiction: It says not to input anything regarding defense or element as those are determined elsewhere, but in the default attack skill it has b.def * 2. So for this question, I'd like to know what a.atk * 4 - b.def * 2 is doing exactly, as well as: is it possible to view/edit how defense and element are handled regarding these skills, or is that beyond my control?
Context for the third question: I tried to control the exact amount of damage for the formula (a.atk * 4 - b.def * 2) by creating a test character with an attack power of 4, and an enemy with a defense of 2. How I originally thought it worked, was the attackers atk (4) would be multiplied by 4 (16), which would then be subtracted by the target's defense (2) which is multiplied by 2 (4) resulting in 12 points of damage. I had even removed variance and critical, but it still ended up with huge numbers like before. My question is did I misunderstand how that formula actually works, or is it that attack power has a higher stat than it shows (1 atk stat = 5 damage, etc.), or was it something else I missed or misunderstood?
Does the normal attack state add more damage to the attack? Or does it just control the general percent chance of the attack actually hitting it's mark?
I've been getting better at this rpgmaker, but I'm still new to this field and am still trying to learn coding/scripting. So this problem I ran into is a real head scratcher for me. Hence why I'm asking for help and advice in the forums.
With that in mind, I have a few questions regarding said formulas and other influencing areas like states and stats.
Type and element I already understand.
In the explanation for the formulas, the first thing I noticed was a contradiction: It says not to input anything regarding defense or element as those are determined elsewhere, but in the default attack skill it has b.def * 2. So for this question, I'd like to know what a.atk * 4 - b.def * 2 is doing exactly, as well as: is it possible to view/edit how defense and element are handled regarding these skills, or is that beyond my control?
Context for the third question: I tried to control the exact amount of damage for the formula (a.atk * 4 - b.def * 2) by creating a test character with an attack power of 4, and an enemy with a defense of 2. How I originally thought it worked, was the attackers atk (4) would be multiplied by 4 (16), which would then be subtracted by the target's defense (2) which is multiplied by 2 (4) resulting in 12 points of damage. I had even removed variance and critical, but it still ended up with huge numbers like before. My question is did I misunderstand how that formula actually works, or is it that attack power has a higher stat than it shows (1 atk stat = 5 damage, etc.), or was it something else I missed or misunderstood?
Does the normal attack state add more damage to the attack? Or does it just control the general percent chance of the attack actually hitting it's mark?
I've been getting better at this rpgmaker, but I'm still new to this field and am still trying to learn coding/scripting. So this problem I ran into is a real head scratcher for me. Hence why I'm asking for help and advice in the forums.