Quote from: ForeverZer0 on February 08, 2012, 11:29:38 pm
It is quite possible to change the way damage is calculated, specifically the "attack_effect" method in Game Battler 2.
I would've never guessed. I've been tinkering with Game_Battler 3's lines 42-97
Quote from: ForeverZer0 on February 08, 2012, 11:29:38 pm
The question is, do you want elements and criticals to have an effect, or just make it a straight-forward simple formula?
Criticals I've set to do x3 the normal damage so I guess that can be set to the side.
To tell you now, the parameters follow the curve of TESV: Skyrim. Being the Health and Stamina/Mana being at intervals
of 10 and the parameters having a much smaller amount. I assume that RMXP is comfortable with higher statistics versus
smaller statistics, sadly I use the smaller statistics system. But I've always seen the system being either of Attack and Armor
being too powerful or too weak, which is why I disagree with the damage formula.
Elemental Effects I would like to have in the game, if that isn't a problem.
A = 200%
B = 150%
C = 100%
D = 50%
E = 0%
F = -100%
I think this is the default percentage for the elements, so it doesn't need to be changed.
001: Fire
002: Ice
003: Electric
004: Nature
005: Spirit
006: Heavy / 2-Handed
007: Light / 1-Handed
Quote from: ForeverZer0 on February 08, 2012, 11:29:38 pm
As you can see, its a bit more complicated than a simple PDEF vs. ATK formula, critical rates, elements, evasion, etc. are factored in as well. If you wanted to create an armor that would apply this effect only when equipped, you could do something like this:
Well in general view, I would like to formula to be like:
Physical Attack: Damage + (Strength/3) - PDEF (Armor) = Final Value
Magical Attack: Spell Damage + (Intelligence/3) - MDEF (Ward) = Final Value
And if the Final Value is a negative value because the Armor/Ward is much higher than
the Attack, then the value should just be set to 1, I don't believe in "0 Damage".
Looking something like
Physical Damage
# Calculate basic damage
atk = [attacker.atk + attacker.str / 3, 0].max # Is there someway to make the attacker.atk not be effect by the dividing of 3?
arm = [self.pdef]
self.damage = atk - arm
It'd be a lot easier if the Enemy's Attack is the incoming attack increased by 33% of his Strength, this would make the Enemy
creation easier for me so that the player doesn't take too much damage from a higher level enemy but doesn't take no damage
from a lower level enemy. I hate the fact that most RPG games let enemies that are far ahead of you kill you quickly. Skyrim does
a great job of allowing the player to fight at any level and Dragon Age giving the Levels a tight system and prolonged battle duration.
And that it also makes a giant distinction between Clothing, Light Armor, and Heavy Armor, showing that Heavy is much useful for
absorbing damage, but reducing Evasion and Light Armor doing vice versa of Extra Evasion and less Damage Absorption.
I'm sorry if my reply was irrelevant or immature because I can't fully grasp the concept of this whole situation at the moment.
But please tell me what I do need to tell you, I'm really eager to get some help. Thank you Zer0.