RMMV How Yanfly Extra parameter formula notetag works?

stramin

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I am trying to understand how Yanfly Extra parameter formula works when I write a state notetag, it is hard to understand because the parameters affected by this plugin can not be seen without plugins.

Lets say my character has 5% evade rate and I want to increase it to 55%

I am using the default plugin formula, this is (base + plus) * rate + flat.

So, I think it should work like this:

Code:
<eva Rate: 1.0>
<eva Flat: +0.5>

Because 5% * 1 + 50% = 55%

But when I do it, I think the character becomes unable to hit, he evades all the attacks, so I tried this way:

Code:
<eva Rate: 0.0>
<eva Flat: +0.55>

Because 5% * 0 + 55% = 55%

And now it seems like the character is not evading at all, I am confused and can't figure it out.

How it works?
or, how can I see the result of the evade rate?
 

overlordmikey

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This gonna sound a little odd, but are you using The Hit Accuracy Plugin because that seems to also effect the way accuracy is calculated. Like if my character has 28% Hit and the Enemy has 14% Evasion then the character still hits like half the time (although I could be misunderstanding what happens under the hood).
The enemies Hit Rate should also matter.

Then again I get a little confused about how the parameter formulas work sometimes.
 

stramin

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Oh, you are right, I am using Yanfly Hit accuracy plugin, and now its even harder to understand how it works, these are the parameters (I think they are all as default):

1628221265610.png
Accuracy Formula is: skillHitRate * (userHitRate - targetEvadeRate)

:kaosigh:
 

overlordmikey

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Oh, you are right, I am using Yanfly Hit accuracy plugin, and now its even harder to understand how it works, these are the parameters (I think they are all as default):


Accuracy Formula is: skillHitRate * (userHitRate - targetEvadeRate)

:kaosigh:
Well this is all easy... [looks around nervously] HELP!?

(Honestly I just figured the two issues are connected. I'm oblivious about this kinda stuff - sorry.)

Maybe we can reverse engineer the solution. What is the monster's hit rate?
Like I believe at it's most raw having a 50% or so evasion would cause an enemy with 100% hit rate to (in theory) miss half of it's attacks right? Maybe we can work backwards from there?
 

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