Phantasmagoric

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For those of you who play League of Legends, you're probably familiar with the Death's Dance item effect. But for those who don't:
Death's Dance is an item focused on reducing burst damage, letting characters sustain themselves on a fight by ignoring a part of immediate damage. When you take damage, a percentage of the damage you would take is instead dealt as damage over time, giving you time to heal or shield yourself instead of taking all that immediate damage at once. Also, if you kill an enemy while bleeding, the remaining bleed damage is negated.
I've been looking to replicate this effect on RPG Maker MV, mainly by using Yanfly's Skill Core, Damage Core and Buffs & States Core, but I don't have many ideas as to how to make the DoT of the status effect be calculated based on a percentage of the damage that would be taken.
Is that even possible? Help is appreciated.
 

Trihan

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Have you had a look at the tips & tricks? I think there are a couple of them you could combine to achieve this effect.
 

ATT_Turan

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I don't have many ideas as to how to make the DoT of the status effect be calculated based on a percentage of the damage that would be taken.
There's a specific Yanfly plugin for this, Extended Damage Over Time.

If you've saved the excess damage amount onto a variable on the battler, you can give the state a notetag like
Code:
<DoT Formula: a.excessDam/10>

You can also achieve this using the Custom Regenerate Effect tag from Buffs & States, but you'll just have to type out the code for doing the damage, calling the popup, checking for death, etc.
 

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