evaxephongamer

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I don't know how active this page is, but I found a strange problem. I'm using this plugin alongside Yanfly's element Core, which allows for armor, states, and weapons to magnify & Amplify the damage dealt by certain elements when they're equipped/inflicted.

I found out that for some reason if the damage of an element (in this example, the "healing" element in my game) is amplified/magnified (it happens with both) then you can get a once more even if the target isn't actually vulnerable to the element. I can't seem to find any way to solve this with either Plugin's parameters. Does anyone have an Idea on how this can be fixed without scrapping the amplify/magnify mechanic of element Core altogether?
i'm probably a bit late, but i've been through the exact same issue in the past, and i remember searching around and eventually finding out about this:

<Custom Confirm Effect>
var elements = this.getItemElements(); //Get all elements from the current action
var fireId = 4; //Change this to your Fire Element ID in your database. By default, it is 2
if (elements.contains(fireId)){ //Check if current action contains Fire Element
var rate = 0.25; //Define the bonus damage rate (0.25 means 25%)
value += Math.ceil(value * rate);} //Increase damage dealt. "value" is the amount of damage dealt by your skill.
</Custom Confirm Effect>

if you use this note tag in a state you can actually circumvent this (change your fireid value for the element you're trying to boost). IIRC you need Yanfly's Buff and States Core for it to work.
In my game i'm using a system where when you exploit an enemy's weakness you temporarily become stronger, and i can confirm that this method doesn't treat neutral affinities as weakness, but it still increases the damage.
 
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DRG

Orange juice lover, Sunny D Hater.
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i'm probably a bit late, but i've been through the exact same issue in the past, and i remember searching around and eventually finding out about this:

<Custom Confirm Effect>
var elements = this.getItemElements(); //Get all elements from the current action
var fireId = 4; //Change this to your Fire Element ID in your database. By default, it is 2
if (elements.contains(fireId)){ //Check if current action contains Fire Element
var rate = 0.25; //Define the bonus damage rate (0.25 means 25%)
value += Math.ceil(value * rate);} //Increase damage dealt. "value" is the amount of damage dealt by your skill.
</Custom Confirm Effect>

if you use this note tag in a state you can actually circumvent this (change your fireid value for the element you're trying to boost). IIRC you need Yanfly's Buff and States Core for it to work.
In my game i'm using a system where when you exploit an enemy's weakness you temporarily become stronger, and i can confirm that this method doesn't treat neutral affinities as weakness, but it still increases the damage.
I wasn't expecting a reply after awhile but this worked wonderfully!
Thank you!
 

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