[2K3] DECISIONS ABOUT SKILLS AND ATTRIBUTES
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Ok, so I've been trying to figure a way to make damage more meaningful for regular attacks. The most current idea is to just make every enemy take 250% more damage from physicals than normal (500% for those weak to physicals), which I think can work out fine and dandy. However, I do not wish to have skills that are physical in nature get said bonus (otherwise, it'd be no different than if I didn't change them at all. Skills would still be used more than the Attack command, which is something I'd like to try to alleviate a bit), so I'm wondering if this method is a good idea to deal with it: Have the physical attributes (Attack (for all physicals), Blunt, Pierce, and Slash) remain as Weapon types, and have a duplicate of them as Magic types, then have the Weapons have the weapon types, and the Skills have the Magic type.
Not sure if this would be an idea to alleviate it or not...I know that it seems kinda silly to make enemies more weak to physicals while keeping physical skills from being raised in damage, but it's just my way of trying to balance the game out a bit is all @_@ What do you guys think??
Not sure if this would be an idea to alleviate it or not...I know that it seems kinda silly to make enemies more weak to physicals while keeping physical skills from being raised in damage, but it's just my way of trying to balance the game out a bit is all @_@ What do you guys think??
Hoo hum...a bit confusing but I do believe I get it.
For what I have (for just physicals all around), I have A=500, B=250, C=100, D=50, and E=25 (the weapon attributes Pierce/Blunt/Slash are A=150, B=125, C=100, D=75, and E=50). I don't have any weapon elementals though, I just have them share the magic elements (so a sword would have Attack/Slash/Fire, which would be a Weapon/Weapon/Magic attribute, and all of my Magic elemental attributes are A=200, B=100, C=50, D=0, and E=-100). My skills Influences are all over the place (jumping from 0 to 10, and Variance usually being around 3-7).
Not so sure how optimized that is in comparison to that. Doesn't really answer my question though of how to keep the skill damage from being any stronger than a physical, especially if they share the same attribute as listed in the first post (which is why I asked if having a Magic version of those attributes and having the skills use those instead of the physical ones would be a better alternative, and just not change the monster's weaknesses and whatnot for the skills versions? I don't know...@_@).
For what I have (for just physicals all around), I have A=500, B=250, C=100, D=50, and E=25 (the weapon attributes Pierce/Blunt/Slash are A=150, B=125, C=100, D=75, and E=50). I don't have any weapon elementals though, I just have them share the magic elements (so a sword would have Attack/Slash/Fire, which would be a Weapon/Weapon/Magic attribute, and all of my Magic elemental attributes are A=200, B=100, C=50, D=0, and E=-100). My skills Influences are all over the place (jumping from 0 to 10, and Variance usually being around 3-7).
Not so sure how optimized that is in comparison to that. Doesn't really answer my question though of how to keep the skill damage from being any stronger than a physical, especially if they share the same attribute as listed in the first post (which is why I asked if having a Magic version of those attributes and having the skills use those instead of the physical ones would be a better alternative, and just not change the monster's weaknesses and whatnot for the skills versions? I don't know...@_@).
What you described would work, it'd basically be a damage multiplier to attack with element X instead of Y and only weapons use element X which are only applied to weapons and therefore only regular attacks. Unarmed won't do shit because iirc they're locked into 100% damage all the time but that is a minor issue. Play with the multipliers until you get the effect you want.
Yeah, I don't have to worry that much about unarmed unless I start tossing abilities that disarm/remove stuff from the characters (which I might because I'm a jerk when it comes to enemies). Good thing I don't have a Monk that relies on unarmed attacks then!
I guess that is the best way to try that. I'll just toss this little example here for now just for food for thought or something:
At the time that the skill (Dimensional Rift, which at level 1 has base 150 damage, Attack Influence of 6, and Variance of 4) can be gotten, Reimu will have a weapon that gives +22 Attack, and will be at around level 10 with base 69 Attack, for a total of 91 Attack (without any other equipments). The enemies roughly around the dungeon that you can use this skill in (going to previous dungeon, not the one afterwards since enemies there have roughly 75-200 Defense anyways) have roughly 35-85 Defense (one takes 250% Physical damage). A regular attack on an enemy around here with her weapon does roughly 30-60 damage, excluding criticals, while on the Scarlet Maid (the 250% weak enemy) it does roughly 120-150 damage. The skill therefore, still does roughly 100-180 damage (obviously more on the Scarlet Maid). This is with it having the same attribute as the weapon (both use Attack, though Weapon also uses Holy and Blunt, which are both at 100% on most enemies in this area anyways so they don't matter much in the formula).
That was a bit of a doozy to type up @_@.
EDIT - Another reason I'm wanting to do it this way was so that you could use the skills too WITHOUT having to have a weapon with said attribute on it (for instance, I couldn't put an Attack/Pierce on a skill because none of the weapons the character used had Pierce (they were knives, so they have Attack/Slash). Another thing I found annoying about the whole skill system thing...
And thinking on it, does having it set to Weapon or Magic matter in the damage at all for skills/weapons? Like, does setting a skill to Magic only mean that ATK never affects it and only INT? Or is that purely based on what influence you give it (Attack or Magic influence)? Because I don't want to have my PHYSICAL skills be based on INT if that's the case if it happens to do it the way I'm trying to do it...
I guess that is the best way to try that. I'll just toss this little example here for now just for food for thought or something:
At the time that the skill (Dimensional Rift, which at level 1 has base 150 damage, Attack Influence of 6, and Variance of 4) can be gotten, Reimu will have a weapon that gives +22 Attack, and will be at around level 10 with base 69 Attack, for a total of 91 Attack (without any other equipments). The enemies roughly around the dungeon that you can use this skill in (going to previous dungeon, not the one afterwards since enemies there have roughly 75-200 Defense anyways) have roughly 35-85 Defense (one takes 250% Physical damage). A regular attack on an enemy around here with her weapon does roughly 30-60 damage, excluding criticals, while on the Scarlet Maid (the 250% weak enemy) it does roughly 120-150 damage. The skill therefore, still does roughly 100-180 damage (obviously more on the Scarlet Maid). This is with it having the same attribute as the weapon (both use Attack, though Weapon also uses Holy and Blunt, which are both at 100% on most enemies in this area anyways so they don't matter much in the formula).
That was a bit of a doozy to type up @_@.
EDIT - Another reason I'm wanting to do it this way was so that you could use the skills too WITHOUT having to have a weapon with said attribute on it (for instance, I couldn't put an Attack/Pierce on a skill because none of the weapons the character used had Pierce (they were knives, so they have Attack/Slash). Another thing I found annoying about the whole skill system thing...
And thinking on it, does having it set to Weapon or Magic matter in the damage at all for skills/weapons? Like, does setting a skill to Magic only mean that ATK never affects it and only INT? Or is that purely based on what influence you give it (Attack or Magic influence)? Because I don't want to have my PHYSICAL skills be based on INT if that's the case if it happens to do it the way I'm trying to do it...
Weapon and Magic type don't mean anything except if you can use a skill with that element or not. It won't affect any ATK or INT influences.
I see...and I'm assuming if I want the physical skills to have an element that can be absorbed, I HAVE to give them the "Weapon type" physical attributes instead of the "Magic type" physical attributes. That could make those skills really really strong if I do it that way, especially if I try this formula (x16 does seem a lot, but if 40 ATK vs 40 DEF with a weapon does ~10 damage, and x16 of that is 160...That seems like it SHOULD be what it should actually be...though with the physical skill formula, that gets a bit complicated. Do physical skills really need to be altered at all compared to just the regular weapon/attack (hereby known as "Weapon types", since that's what all of my Weapons use are those types for calculating physical resistances)? And I'm assuming that if I want the target to be weak against a weapon attribute (Pierce, Blunt, or Slash), then I need to make both the Weapon and Magic type of those the exact same on every letter right?
Sorry for bumping this so late, but been busy with other things @_@
Sorry for bumping this so late, but been busy with other things @_@
The difference between weapon type and magic type elements is as follows:
- If an attack has more than one weapon element, whichever one the enemy is weaker to will be used.
- If an attack has more than one magic element, whichever one the enemy is weaker to will be used.
- If an attack has both a weapon element and a magic element, the weapon element and the magic element are multiplied together.
- If an attack has a weapon element, the weapon the character is equipped with must have the same element, otherwise the skill will not be usable.
Usually, what you want to do is to just use magic elements for everything, if you can help it. The hacks people are suggesting with physical elements aren't really necessary to solve your problems.
If your only goal is to make skills do less damage than normal attacks, that's super easy. You just slide the "physical influence" down to something less than 10. If it's at 8, the skill will do 80% as much damage as a normal attack. Plus the amount you put in the "power" spot (so put 0 there).
- If an attack has more than one weapon element, whichever one the enemy is weaker to will be used.
- If an attack has more than one magic element, whichever one the enemy is weaker to will be used.
- If an attack has both a weapon element and a magic element, the weapon element and the magic element are multiplied together.
- If an attack has a weapon element, the weapon the character is equipped with must have the same element, otherwise the skill will not be usable.
Usually, what you want to do is to just use magic elements for everything, if you can help it. The hacks people are suggesting with physical elements aren't really necessary to solve your problems.
If your only goal is to make skills do less damage than normal attacks, that's super easy. You just slide the "physical influence" down to something less than 10. If it's at 8, the skill will do 80% as much damage as a normal attack. Plus the amount you put in the "power" spot (so put 0 there).
Well, it's more or less to keep skills from doing more than normal attacks, and having normal attacks do much more than what they do with the default setup I have (without overblowing the damage they do obviously).
Well, the problem with making everything magic elements is that well...I'd LIKE for physical skills to still be absorbed by enemies if they absorb the elements, and as you already stated (and as I feared was the case when I tested an Earth/Wind based attack on an enemy that absorbs Earth but weak to Wind...), that doesn't work as such and they'll never absorb it (well, they wouldn't even if I put the physical attributes on it). Like for instance, say I want an enemy to be weak to Earth, but I want the attack to have Blunt on it. I can't give that attack both Earth and the magic-type Blunt, because they'd never absorb it, so I'm forced to use the weapon-type Blunt so that they can. Though, this makes it so that said attack will get the damage bonus from the attack having a weapon attribute that's more than likely higher than normal (unless I just make it so that the Physical weapon-attribute is the only one to get the damage bonuses and none of the other weapon attributes?)
That was a long-winded post...oi vey @_@
Well, the problem with making everything magic elements is that well...I'd LIKE for physical skills to still be absorbed by enemies if they absorb the elements, and as you already stated (and as I feared was the case when I tested an Earth/Wind based attack on an enemy that absorbs Earth but weak to Wind...), that doesn't work as such and they'll never absorb it (well, they wouldn't even if I put the physical attributes on it). Like for instance, say I want an enemy to be weak to Earth, but I want the attack to have Blunt on it. I can't give that attack both Earth and the magic-type Blunt, because they'd never absorb it, so I'm forced to use the weapon-type Blunt so that they can. Though, this makes it so that said attack will get the damage bonus from the attack having a weapon attribute that's more than likely higher than normal (unless I just make it so that the Physical weapon-attribute is the only one to get the damage bonuses and none of the other weapon attributes?)
That was a long-winded post...oi vey @_@
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