Trying to understand AGI to balance gameplay?

LawrenceindaSky

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So I'm still somewhat new to balancing gameplay, which I recently finished learning formulas to balance Enemy Levels with the Player, but I don't understand how AGI is calculated and used? AGI to my understanding is for Dodging attacks and getting Crit Hits? Is it if the AGI is larger than ATK then the Enemy/Ally has a higher chance to evade the Attack? I would just like to understand this Stat better.
 

Johnny_Ray

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it's used to determine how fast a character is (is he going to attack before or after the enemy for example) and for when you escape.
you can give it other purposes with or without plugins.
with yanfly parameters you can make it increase crit and/or evade chance..
good luck
 

LawrenceindaSky

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it's used to determine how fast a character is (is he going to attack before or after the enemy for example) and for when you escape.
you can give it other purposes with or without plugins.
with yanfly parameters you can make it increase crit and/or evade chance..
good luck
It should've been obvious to me lol, especially seeing parameters almost the instant after I posted that xD Thank you!
 

OldVoidknight

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to give more info, every action in a turn gets a number that is
user.agi + skill.speed + random%

after that all actions/skills are sorted highest to lowest and executed in that order.
Interesting.
Thanks for sharing
 

Black Pagan

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Agility can be modified by a few Plugins. I only use Lower numbers in my games for the purpose of simplicity. So I always try to keep the Player's Agility slightly higher than the Enemy for the sake of Balance. This way, Player always gets to attack first.

Only in extremely rare cases, I give Enemies in my game more Agility, Such as Bosses and Monsters which are meant to be super fast and attack first. Agility doesn't matter much with the default Closed Turn based Battle system. However, It would matter more in an Active Turn based Battle system where Individual Players get to act based on their Agility.

Because of this reason, It might feel a bit odd for the player to have Agility on Gear, Just for the sake of it. For this reason, I suggest you use Agility in Creative ways other than simply as a "Attack First" Stat.

I design some of my Skills with Agility in the damage formula instead of Attack. I want it to feel like a "Damage Stat" and an alternative to Attack Stat. You could also add it as Bonus Stat to Default Formula, So that Player has to actually build both Attack and Agility.
 

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