Questions about combat calculations

Goldscuttle

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Hi all,

Kind of new to VXA, but having fun so far. I'm finally building a game after years of just thinking about it. I've played a lot of Dungeons & Dragons, both online & off so my way of thinking is heavily influenced by same. Apologies in advance, but I have some questions pertaining to the combat mechanics & how I might make them similar to open mechanics such as D&D.

1. Is there a class-agnostic document describing in detail how combat details are calculated, such as chance to hit, damage reduction, etc? Ideally, I'd like to see a one on one combat step by step. OR steps on how to see it myself, in console maybe? (I never see output in console yet, so not sure what it is for.)

2. Do enemies/troops scale according to player level automatically or are they always what they are in the troops tab/battle tester? Does anyone have ideas/scripts to auto scale mobs for player level?

I've been playing around with the Battle Tester & find that I have to give every class [HIT] + 50% to even have a reasonable chance against mobs with similar stats. I don't object to doing so but perhaps if I understood combat better it wouldn't be necessary.

I would like to have a baseline for level 1 characters of every class, odds on hitting mobs of similar "level", effects of various types of DR, etc. Then I would be in a better position to determine relative power of skills.

Any help is appreciated, thanks.
 

Tiamat-86

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u need every character to have a base hit% set or else their accuracy is 0%.
 

bgillisp

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1) Chance to hit is what you set in the tabs. For the actors it is the sum of your class + actor + any equipment + states they have on. Monsters it is what you set + any states you set. There is no damage reduction, the engine uses whatever formula you set in skill 1 in the database for attack, or the formula for any sills you use.

2) There is no enemy scaling. Enemies don't even have levels by default.

I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

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