# How to make a skill do more damage than the enemy's original ATK power.

#### Lapzil_Spider

##### Villager
Now, I'm not new to RPG Maker entirely, but I am new to its Battle System (I never touched it, I would screw around with Map Creation and Dialogue), so I need some help on it.

Here's what the title means:
(This isn't exactly accurate, just an example):

Let's say the Player had 0 Defense, and the enemy had 25 attack.
The enemy attacks and does 25 damage. How would I make a skill with 50 ATK instead of the Enemy's 25 ATK?

I want an enemy's ATK power to be 25, but some of their skills have their own ATK than the enemy's original ATK power.

I assume this has something to do with the Formula, which I'm not good with at all.

#### Lunesis

##### Veteran
Just put a.atk * 2 - b.def in the formula for the skill.

Last edited:

#### Lapzil_Spider

##### Villager
Just put a.atk * 2 - b.def in the formula for the skill.
Is that how it works?

I want a skill to have its own Specific ATK power and it cancels out the user's Atk power with its own.

#### caethyril

##### ^_^
• `a.atk` will be replaced with the ATK value of the skill user.
• `b.def` will be replaced with the DEF value of the target.
You can use other values, including fixed numbers like `50`. You can also use other operations like add `+`, multiply `*`, etc. For more details, hover the cursor over the skill formula box to show its help tip.

Let's say your "normal" formula is this:
JavaScript:
``a.atk * 4 - b.def * 2``
To use a fixed value of `50` instead of the user's current ATK, simply replace `a.atk` with `50`:
JavaScript:
``50 * 4 - b.def * 2``

If you want to design more complex formulae, you may find this thread helpful:
It's for RMMV, but I think RMMZ's damage formulas are handled identically.

#### Lapzil_Spider

##### Villager
• `a.atk` will be replaced with the ATK value of the skill user.
• `b.def` will be replaced with the DEF value of the target.
You can use other values, including fixed numbers like `50`. You can also use other operations like add `+`, multiply `*`, etc. For more details, hover the cursor over the skill formula box to show its help tip.

Let's say your "normal" formula is this:
JavaScript:
``a.atk * 4 - b.def * 2``
To use a fixed value of `50` instead of the user's current ATK, simply replace `a.atk` with `50`:
JavaScript:
``50 * 4 - b.def * 2``

If you want to design more complex formulae, you may find this thread helpful:
It's for RMMV, but I think RMMZ's damage formulas are handled identically.
It worked, thanks.

Though I wanna ask this, what do the " * 4" and " * 2" do? What would happen if other numbers were put in.?

#### Andar

##### Veteran
that is simple mathematics - multiplication by four and multiplication by two

#### ATT_Turan

##### Forewarner of the Black Wind
It's the same symbols you see on calculators. The only difference is that division uses / (which is often used when writing out math, but is typically not the symbol on calculators).

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