Skill With a High Miss Chance

GutshotStr8

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It seems like this should be fairly easy to do, but I'm having trouble coming up with a solution, so hopefully someone can help. I'd like to make a skill that does more damage than a regular attack and has the potential to hit multiple targets but also has a higher chance of missing than a regular attack. Two methods have occurred to me, but neither is quite what I'm looking for:

1. Change Success % on the skill. The problem is that this makes it an all-or-nothing: either the skill hits all targets, or it hits none of them. I'd like it to have, say, a 75% chance of hitting each target.

2. Change attacker's hit % in the damage formula box. Unless I'm mistaken, this will permanently change the actor's hit %, not change it only for this one skill.

I'd be very appreciative for any suggestions. Thanks!
 

Wavelength

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1. Change Success % on the skill. The problem is that this makes it an all-or-nothing: either the skill hits all targets, or it hits none of them. I'd like it to have, say, a 75% chance of hitting each target.
That's incorrect.  The success is separately calculated for each target, assuming you're using VX Ace (I just tested it to make sure).  So a skill with a 75% success rate should be exactly what you're trying to do.

By the way, post questions like this in the correct Maker's "Support" subforum instead of the "Game Mechanics" subforum from now on.  I believe Game Mechanics (somewhat confusingly) is only for discussing design, rather than asking how to do something using the engine or scripts.
 
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GutshotStr8

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That's incorrect.  The success is separately calculated for each target, assuming you're using VX Ace (I just tested it to make sure).  So a skill with a 75% success rate should be exactly what you're trying to do.

By the way, post questions like this in the correct Maker's "Support" subforum instead of the "Game Mechanics" subforum from now on.  I believe Game Mechanics (somewhat confusingly) is only for discussing design, rather than asking how to do something using the engine or scripts.
Oh, great, thanks very much. And sorry for the wrong forum.
 

lolshtar

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random generated numbers are always bad, no exceptions. Try to tweak your skill in another way.
 

Wavelength

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random generated numbers are always bad, no exceptions.
This is absurd.  Almost every video game in existence uses an RNG in some way.

And while I'm in favor of 0% Miss/Evade rates in general, having certain skills that let the player opt into it as a risk/reward thing can be perfectly fine design.
 
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Fernyfer775

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Any time there is an ability with an inherently higher chance of missing for a "chance" to do more damage or whatever, I avoid them like the plague.
 

kerbonklin

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Any time there is an ability with an inherently higher chance of missing for a "chance" to do more damage or whatever, I avoid them like the plague.
I would disagree, especially if there are ways to lessen the miss chance like special equipment or statuses. There's a nice momentum of efficiency (most of the time) if you tend to land these moves. If a risk move can kill an enemy that would normally take 3 hits to kill, then it's definitely probability-favoring to use it, and if there's more enemies that you need to take out ASAP, it can make the rest of the battle a quick breeze.
 

Anastylos

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Maybe the ability has a 25% chance to deal some damage to you. It would remove the randomness of missing with an attack but still has a chance for a drawback. Not hitting is boring because nothing happens, risking to hurt yourself too is exiting because you always hope it does not happen.
 

Maliki79

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Another thing to consider is giving the skill a high degree of variability.

The skill can hit 100% of the time, but the damage output can be wildly random.

So ave att dam could be 100.

The skill could do anywhere from 25 to 250 dam.

So while it always hits, the damage will flux in such a way as to mitigate it's effectiveness at times.

Very much a risk/reward attack.
 

Fernyfer775

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@Maliki79 - I would totally use something like that over anything that has a chance to miss. If there's one thing in a game that just gets under my skin is when an ability misses (unless I have some sort of status effect like Blind that is).
 

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