- Joined
- Jan 7, 2015
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So I'm wanting to do something a little different. I've renamed the stats from their defaults so now the player's stats are HP, MP, Atk, Def, Fire, Blizzard, Thunder, and Cure.
Basically, I'm planning on having these all act as magic attack and magic resistance for that element. So a basic fire spell would be like a.mat - b.mat because the Fire stat replaces magic attack in the system.
The cure spell I've worked out is this, (a.luk / 2) * (b.mhp / b.hp). So, the higher your cure stat and the lower the targets current HP, The more the cure spell will do. so, say you have 4 cure, and your target has 10/25 HP. 2 * (25 / 10) = 5, not nearly enough to heal them fully. but if they have 15 HP, it would come out to 3.33. again, not enough to heal them.
Now if you had 8 cure, your healing would double 10/25 would heal 10 and 15/25 would heal 6.66.
This way, the Healing spell is more effective at lower HP when it's really needed. and it's less effective when it's not needed. So, people who are more experienced than me, is this a good way to handle magic?
Basically, I'm planning on having these all act as magic attack and magic resistance for that element. So a basic fire spell would be like a.mat - b.mat because the Fire stat replaces magic attack in the system.
The cure spell I've worked out is this, (a.luk / 2) * (b.mhp / b.hp). So, the higher your cure stat and the lower the targets current HP, The more the cure spell will do. so, say you have 4 cure, and your target has 10/25 HP. 2 * (25 / 10) = 5, not nearly enough to heal them fully. but if they have 15 HP, it would come out to 3.33. again, not enough to heal them.
Now if you had 8 cure, your healing would double 10/25 would heal 10 and 15/25 would heal 6.66.
This way, the Healing spell is more effective at lower HP when it's really needed. and it's less effective when it's not needed. So, people who are more experienced than me, is this a good way to handle magic?


