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I repurposed the LUK stat as DEX (Dexterity) in both of my Ace games, and it acts as the most important factor in determining Critical Hit rates.
The base chance of scoring a Crit in timeblazer, for example, is approximately 20% * the User's Dex / the Target's Dex... so if you have twice the Dexterity of your opponent, you'll Crit him 40% of the time and he'll Crit you only 10% of the time. These seem like high Crit rates, but I changed the Crit system to do 50% extra damage (from 200% in the default engine) and provide bonus effects based on the skill used (many electricity skills restore Energy on a Crit, fire spells will Burn the foe on a Crit, etc.).
I'm interested how you created the stages (mostly from a game design point of view, but also from a technical point of view... could you find any way to take shortcuts or did you have to create 5 separate States for each one?) for the different states. Obviously something like Poison could do 3%, 5%, or 10% damage each turn depending on the Status Stage, and MP Cost Reduction could reduce the costs by 10%, 25%, or 50%... but how do you work with something like Silence or Paralysis? Do they last longer at higher stages, or maybe prevent the use of progressively more important abilities (so that Paralysis Stage 1 might prevent attacking, Stage 2 attacking and defending... up to MAX which skips your turn entirely)? And does this system also apply to the application Positive statuses, where the caster's and target's LUK are combined (or similar) to determine which Stage of the Status will be applied?
The base chance of scoring a Crit in timeblazer, for example, is approximately 20% * the User's Dex / the Target's Dex... so if you have twice the Dexterity of your opponent, you'll Crit him 40% of the time and he'll Crit you only 10% of the time. These seem like high Crit rates, but I changed the Crit system to do 50% extra damage (from 200% in the default engine) and provide bonus effects based on the skill used (many electricity skills restore Energy on a Crit, fire spells will Burn the foe on a Crit, etc.).
This sounds very cool and very smart - especially compared to the default system where huge swings in LUK only create tiny differences in how often states are applied (e.g. a 50% chance to inflict poison becomes a 53% chance if you have 90 LUK to the opponent's 30 LUK).For my project I rewrote how status effects work and made the LUK stat drastically factor in to how well status effects are inflicted and resisted.
Basically, each of the main status effects has 5 stages of severity: 0, 1, 2, 3, and MAX. (Stage 0 doesn't actually inflict any ailments associated with the status effect, but it's different than not having any stage of the status effect in that it makes it easier to at least inflict stage 1 of the status effect on the target during subsequent attempts.) Furthermore, every skill that inflicts a status effect has a "Potency" rating for that status effect, the higher the Potency the better it is at inflicting the status effect. A skill that is completely dedicated to inflicting Poison might have a Potency of 100, while a melee attack that inflicts Poison as a side-effect might have a Potency of 35.
I'm interested how you created the stages (mostly from a game design point of view, but also from a technical point of view... could you find any way to take shortcuts or did you have to create 5 separate States for each one?) for the different states. Obviously something like Poison could do 3%, 5%, or 10% damage each turn depending on the Status Stage, and MP Cost Reduction could reduce the costs by 10%, 25%, or 50%... but how do you work with something like Silence or Paralysis? Do they last longer at higher stages, or maybe prevent the use of progressively more important abilities (so that Paralysis Stage 1 might prevent attacking, Stage 2 attacking and defending... up to MAX which skips your turn entirely)? And does this system also apply to the application Positive statuses, where the caster's and target's LUK are combined (or similar) to determine which Stage of the Status will be applied?


