Hey ^_^ So I ran into a minor problem that I think I might need a small script to fix.
I have an 'On Fire' state that most fire spells have a chance of inflicting. It deals more damage over time than Poison, but unlike Poison, it will be removed after X number of turns or X number of steps taken. It's designed to be a very short duration but high damage state. The damage is something like -18% HRG. On player characters, this is an 'oh ****!' moment, but still managable (the 'Water' item is readily available at the local store and even if not, the rest of the party can try to top up their HP until it wears off).
However. I was just fighting a Boss and despite giving him some resistance to most states, I never made him immune (I don't believe in it unless there's a lore-based reason or something obvious, like if he was made of fire himself). Thus, I luckily made him succumb to 'On Fire'. After spending a moment chuckling to myself about the thought of him running around screaming, my face fell immediately flat when he lost 72 HP (of his 400 maximum) in one sitting.
I suppose I've never successfully applied Poison to anything in RPGs before, or perhaps they just weren't as effective, so I never anticipated that something like this would be so...... effective... against a boss. But of course, the more HP you have, the more damage you take.
In short - I don't want this. I think dealing a percentage based damage is really faulty, as poison is poison (it's going to eat your body away regardless of how much health you have) and fire is fire. I do understand that dealing percentage damage is helpful on the one hand because it means that even if you have high HP, it's still a threat, but in the case of bosses who are supposed to take a while to go down regardless, it's just not practical. I need a way to make it so that certain enemies take reduced damage from DoT effects. Any suggestions?