Simple spell formula

Prescott

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So I'm new to all of the MV formula stuff, and I just want to have a static M. Attack/Attack value for them, like in RMXP. Of course, the variance feature is awesome for that so it doesn't always deal out 100HP damage, but I would still like it to be more simple than factoring agility and all this other stuff into it.

How exactly would I do this. I know it's a really noob-ish question... but it is a bit overwhelming and I don't know any of the syntax for stuff.

And before you ask, I don't want to include other stats affecting the formula because I think it's too hard, but because it doesn't work with what we are doing.

EDIT: Further clarifying, in RMXP you wouldn't enter in 100 and it would do 100 damage... it would be like putting in 100 as a magic attack bonus on a piece of armor, it doesn't actually do 100 damage but that's the power of it out of 999. Does that make sense?
 
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Tagris

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Hello!

I never used RPG Maker XP, but if you want an ability to do 100 damage, you can just put 100 damage.

For example:

Fire 1 - element type Fire

Damage Formula:

100

Variance 20%

Your attack will do between 80 and 120 damage regardless of the enemies magic defense stat.

If you want to have the damage be static but reduced by the defense, you would do the same as above but just -mdf

Fire 1 - element type Fire

Damage Formula:

100 - b.mdf

Variance 20%

If you want to have the formula become more complicated (which I know you said you didn't) there is a pinned thread you can skim through which has a lot of options for how to complete an equation in RPG maker MV.
 

Andar

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if you give a skill the damage formula

a.atk

then it will always do the same damage as the user's atk - ignoring all defence or anything else.

Similiar ways goes to other formulae - you just need a bit of mathematical knowledge to read and write the formulae

The default

a.atk * 4 - b.def * 2

simply reads "multiply the user attack by 4, and substract double the target defence from that number"
 

Prescott

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So for attacking spells it would be like

a.mat * 4 - b.mdf * 2

and for attacking skills (not used by mages) it would be like

a.atk * 4 - b.def * 2

considering I used the default values?

Also healing spells would be just a value (100) with a variance, correct?

If a variance is 20%, that means it can be either -20 or positive 20, based on 100, I assume.

That essentially how RMXP handles it, you just can't customize the individual values.
 

Prescott

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Awesome, I understand it now x) thanks guys!
 

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