- Joined
- Mar 24, 2012
- Messages
- 4
- Reaction score
- 0
- First Language
- English
- Primarily Uses
Hi, first time poster, long time lurker. Yes, yes, get your groans out of the way. I completely accept my suckiness, and am unsure as to whether this is the right section or not for this post, but here goes.
So, I'm working on a game, obviously, and in it, I have a bonus boss in the form of the grim reaper.
I'm not going give its stats, as it's a work in progress, but I will say that as its stats are now, even the weaker characters at level 80 are ahead in regards to ATK, DEF, MAT and MDF. However, that's only in regards to stats. Factoring in features is another thing entirely.
In my game, I have divided physical attacks into five categories: Bullet, Arrow, Strike, Stab and Slash. The reaper is immune
to all of them, being a spirit. In addition, he is immune to Dark and Silver (Yes, Silver is its own element) and resistant by 50% to the great majority of the other elements. Oh, and his standard attack has a 5% chance of instant death.
The minority elements are Light, at normal rate, and Sound (YES) at 1000% weakness (ALSO YES). However, I'm planning for most of the enemies in the area you can find it to have varying resistances to light, and Sound spells are few in number and generally weaker than the standard Fire/Ice/Elec trio, with the only one with equal power planned to be difficult to get to, so I don't see anyone using these solutions anytime soon. Therefore, I have designed an alternate solution, and therin lies the problem.
I have designed 8 spells that are designed to remove an enemy's element variation, setting it back to 100%. This effect occurs by inflicting the appropriate state for the appropriate element. However, when I try it on the reaper, who inspired me to make the spell to begin with, it is still considered resistant, at 50%. And I know this because I'm using some of Yanfly's Scripts, which may be an issue, but I am not entirely sure.
If you need to try it out for yourself to see the problem, all the states have the following information:
So, I'm working on a game, obviously, and in it, I have a bonus boss in the form of the grim reaper.
I'm not going give its stats, as it's a work in progress, but I will say that as its stats are now, even the weaker characters at level 80 are ahead in regards to ATK, DEF, MAT and MDF. However, that's only in regards to stats. Factoring in features is another thing entirely.
In my game, I have divided physical attacks into five categories: Bullet, Arrow, Strike, Stab and Slash. The reaper is immune
to all of them, being a spirit. In addition, he is immune to Dark and Silver (Yes, Silver is its own element) and resistant by 50% to the great majority of the other elements. Oh, and his standard attack has a 5% chance of instant death.
The minority elements are Light, at normal rate, and Sound (YES) at 1000% weakness (ALSO YES). However, I'm planning for most of the enemies in the area you can find it to have varying resistances to light, and Sound spells are few in number and generally weaker than the standard Fire/Ice/Elec trio, with the only one with equal power planned to be difficult to get to, so I don't see anyone using these solutions anytime soon. Therefore, I have designed an alternate solution, and therin lies the problem.
I have designed 8 spells that are designed to remove an enemy's element variation, setting it back to 100%. This effect occurs by inflicting the appropriate state for the appropriate element. However, when I try it on the reaper, who inspired me to make the spell to begin with, it is still considered resistant, at 50%. And I know this because I'm using some of Yanfly's Scripts, which may be an issue, but I am not entirely sure.
If you need to try it out for yourself to see the problem, all the states have the following information:
- Name: [Element] Break
- No Restriction
- Priority 50
- Auto-Removal Timing: End Turn
- Turn Duration: 4~1
- Element Rate: [Element] * 100%
Last edited by a moderator:


