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- Feb 11, 2013
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This is a bit hard to explain, and this isn't overly critical, but bear with me, okay?
I'm using a plugin by ICF-Soft allowing me to implement custom parameters. The two stats- Skill and Intellect- have effects on other things, but I want to add one more, subtle effect to both of them. I want them to slowly move the bottom threshold of the variance up- Skill for Physical attacks, Intellect for Magical attacks.
Here's what I mean.
At level 10, let's say the main physical attacker, after calculating the damage formula, has a damage range between 172 and 259. However, he has a Skill stat of 11. As it is now, Skill is only used to increase Accuracy (read: Hit Rate) as well as the power of most physical skills that cost TP.
What I want to do is raise the lower threshold of variance by a percentage equal to the Skill stat. So, if this were implemented, the lowest the attack could be would be raised 11% from 172 to 181.
That doesn't seem like much, but in the endgame, with damage reaching the 4000s and Skill also being much higher, this would make damage a lot more consistent. I want Intellect (which currently determined Item potency and the extra damage you do with elemental weaknesses) to do basically the same thing, but for magic. That's kind of what I want Skill and Intellect to be- negligible in the early stages of the game, incredibly important in the endgame.
I'm using a plugin by ICF-Soft allowing me to implement custom parameters. The two stats- Skill and Intellect- have effects on other things, but I want to add one more, subtle effect to both of them. I want them to slowly move the bottom threshold of the variance up- Skill for Physical attacks, Intellect for Magical attacks.
Here's what I mean.
At level 10, let's say the main physical attacker, after calculating the damage formula, has a damage range between 172 and 259. However, he has a Skill stat of 11. As it is now, Skill is only used to increase Accuracy (read: Hit Rate) as well as the power of most physical skills that cost TP.
What I want to do is raise the lower threshold of variance by a percentage equal to the Skill stat. So, if this were implemented, the lowest the attack could be would be raised 11% from 172 to 181.
That doesn't seem like much, but in the endgame, with damage reaching the 4000s and Skill also being much higher, this would make damage a lot more consistent. I want Intellect (which currently determined Item potency and the extra damage you do with elemental weaknesses) to do basically the same thing, but for magic. That's kind of what I want Skill and Intellect to be- negligible in the early stages of the game, incredibly important in the endgame.
