[RM2K3] QUESTION ABOUT BUFFS
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I know Rm2k3 is old and I'll upgrade to Ace soon, but i have one quick question concerning buff skills. (not sure if this is the right place to ask...)
When making buff skills like attack up or defense up, what's a good Effect rating number to use so that way I don't "overpower" a character, or better yet, is it better to have them get buffed for some rounds and then reduce it afterwards so that way i don't break the game?
PS: I'm mainly focusing on defense buffs.
When making buff skills like attack up or defense up, what's a good Effect rating number to use so that way I don't "overpower" a character, or better yet, is it better to have them get buffed for some rounds and then reduce it afterwards so that way i don't break the game?
PS: I'm mainly focusing on defense buffs.
I don't know much about the engine's default battle system stuff (coz it's lame, imo), but this article (click here) might help you.
hmm. It's been years since I used that maker, so I'm dusting off old knowledge here.
The Effect rating is the base # for spell power. More is added by the two Influences. At 10 Influence, Physical adds 1 per 2 Attack, and Magical adds 1 per 4 Magic. The range between 0 and 10 Influence acts like a fraction, so 5 Physical Influence makes it 1 per 4 Attack.
So the final spell power will be roughly : Effect Rating + (Attack/2 x (PI/10)) + (Magic/4 x (PI/10)).
Also note that this type of buff can be spammed to reach up to 150% of the character's base + gear. This means that no matter how astronomical you make the number (9999), you'll never exceed 1.5x base. Likewise, debuffs will never lower below 50% of the enemy's base.
Knowing this, balancing spell power compared to your character stats is something you, as the maker, have to do. If you want to experiment with what numbers you're getting, tick the HP box as well as Att/Def/Mag/Agi. It'll show the same number.
The Effect rating is the base # for spell power. More is added by the two Influences. At 10 Influence, Physical adds 1 per 2 Attack, and Magical adds 1 per 4 Magic. The range between 0 and 10 Influence acts like a fraction, so 5 Physical Influence makes it 1 per 4 Attack.
So the final spell power will be roughly : Effect Rating + (Attack/2 x (PI/10)) + (Magic/4 x (PI/10)).
Also note that this type of buff can be spammed to reach up to 150% of the character's base + gear. This means that no matter how astronomical you make the number (9999), you'll never exceed 1.5x base. Likewise, debuffs will never lower below 50% of the enemy's base.
Knowing this, balancing spell power compared to your character stats is something you, as the maker, have to do. If you want to experiment with what numbers you're getting, tick the HP box as well as Att/Def/Mag/Agi. It'll show the same number.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you use actual status effects for the buffs, the only number you can increase the stat by is 100%. (Also, if you use actual status effects for the buffs, be aware that agility and intelligence are labelled incorrectly - if you try to buff one you will actually buff the other instead.) Because of this high buff amount, it's recommended to set a relatively short duration - like maybe 16 turns (which if you have 4 party members and 4 enemies, is about 2 turns by the user, though if you have two party members and one enemy, it'll be about 5 turns by the user). I use this method for agility buffs, mostly, since doubling agility has a pretty predictable effect compared to doubling other stats.
If you are creating a stat-increasing skill without using status effects, it won't wear off until the battle ends, so I recommend you set it smaller. You can make it a static number, but it'll get less and less useful as the game goes on. Making the stat increase by, say, 10% of the user's attack or magic power will make a nice scaling ability that continues to be just as useful as you level up.
However, I'm not sure about what Dyhalto said about only stacking up to a 50% difference from the base - I was pretty sure the player could use the buff as many times as he/she wanted, over and over. If so, I recommend basing str buffs on the caster's int, and basing int buffs on the caster's str. That way it at least won't stack exponentially. You should probably test Dyhalto's statement out, since it might be true and that would make things much simpler.
If you are creating a stat-increasing skill without using status effects, it won't wear off until the battle ends, so I recommend you set it smaller. You can make it a static number, but it'll get less and less useful as the game goes on. Making the stat increase by, say, 10% of the user's attack or magic power will make a nice scaling ability that continues to be just as useful as you level up.
However, I'm not sure about what Dyhalto said about only stacking up to a 50% difference from the base - I was pretty sure the player could use the buff as many times as he/she wanted, over and over. If so, I recommend basing str buffs on the caster's int, and basing int buffs on the caster's str. That way it at least won't stack exponentially. You should probably test Dyhalto's statement out, since it might be true and that would make things much simpler.
On second thought, I think the upper cap is 200%. Using the Double effect from status conditions, you can get 400%.
I always superbuff and super debuff when a 2k3 game lets me.
I always superbuff and super debuff when a 2k3 game lets me.
Yeah this IS my first time designing buffs the proper way. Its all confusing but i'll use the suggestions!
Basically I'm making a Defense booster (Network shield) and no status changes, and an attack booster (Upgrade), so i guess from reading all this that i should make it a low number and have it reset after each battle. (what dyhalto said is confusing, i'm not really good at math...)
just an off-topic question, is it bad to make a "reload" skill that restores mp like a gambling situation. (The success rate is 50%) so if successful, they get 6 mp, if not, they lose the current mp used for that skill. Get what i'm saying?
Basically I'm making a Defense booster (Network shield) and no status changes, and an attack booster (Upgrade), so i guess from reading all this that i should make it a low number and have it reset after each battle. (what dyhalto said is confusing, i'm not really good at math...)
just an off-topic question, is it bad to make a "reload" skill that restores mp like a gambling situation. (The success rate is 50%) so if successful, they get 6 mp, if not, they lose the current mp used for that skill. Get what i'm saying?
There are no bad skills. Only unused skills and overused skills.
Before jumping into game making, play some of the 2k3 games on this site for ideas and inspiration.
Before jumping into game making, play some of the 2k3 games on this site for ideas and inspiration.
author=AquaXranoX
just an off-topic question, is it bad to make a "reload" skill that restores mp like a gambling situation. (The success rate is 50%) so if successful, they get 6 mp, if not, they lose the current mp used for that skill. Get what i'm saying?
No one will use that skill. Keep in mind using a turn (or time) is also a valuable resource. Why use up a turn MAYBE getting 6 mp?
Well i have no clue, the character is a gunner , and since I was using the DBS at the current moment. I thought a reload skill would come in handy (if they didn't have access to mp pots) or should i put the mp reward higher?
Or just don't have the RNG. If you insist on the gamble, simply give it a chance to give double MP instead or something.
The most practical "Reload" I can think of is to simply restore 6 MP, while having the character's maximum be set at 6 MP. One bullet = One MP. There's no need to gamble on it. If later on the character gets a 30 bullet SMG, change the max MP to 30 and make Reload restore 30 MP.
It would also be practical to restore MP after battle too.
It would also be practical to restore MP after battle too.
author=Dyhalto
The most practical "Reload" I can think of is to simply restore 6 MP, while having the character's maximum be set at 6 MP. One bullet = One MP. There's no need to gamble on it. If later on the character gets a 30 bullet SMG, change the max MP to 30 and make Reload restore 30 MP.
It would also be practical to restore MP after battle too.
Wow using MP as bullets! Now that's something I never thought of. It sounds like a good bullet system if using the DBS to me, I may be wrong.
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