RPG MAKER VX ACE DAMAGE CALCULATING AND STATS
Posts
Pages:
1
i just recently started playing around with RPG maker VX ace and i'm trying to get the battles balanced out
for this i'll need to do a few things (i think)
-i need to get the stats of each character (archer, monk, samurai, sage) balanced out (so to make sure the sage doesn't hit heavier than the monk for example)
-get the stats of the enemies balanced out (i think setting them equal to the characters stats and then playtesting and lowering if needed sounds doable)
-set the skills to do damage equal to the characters atk stat and an aditional percentage of it's attack stat (and somehow get the oponents defence stat to play a role in the calculation)
i suck at math and the tutorials i found didn't help me, mainly because everything gets shortened to stuff like "a.atk * 5 - b.def * 2" &nd i have no idea what it all means
for this i'll need to do a few things (i think)
-i need to get the stats of each character (archer, monk, samurai, sage) balanced out (so to make sure the sage doesn't hit heavier than the monk for example)
-get the stats of the enemies balanced out (i think setting them equal to the characters stats and then playtesting and lowering if needed sounds doable)
-set the skills to do damage equal to the characters atk stat and an aditional percentage of it's attack stat (and somehow get the oponents defence stat to play a role in the calculation)
i suck at math and the tutorials i found didn't help me, mainly because everything gets shortened to stuff like "a.atk * 5 - b.def * 2" &nd i have no idea what it all means
a = the user of the skill
b = the (current) target of the skill
atk = attack stat
def = defense stat
It's just simple algebra from there. I'm going to assume you understand algebra, if not... well you'll either have to learn it on your own-- or someone else might be kind enough to teach you.
b = the (current) target of the skill
atk = attack stat
def = defense stat
It's just simple algebra from there. I'm going to assume you understand algebra, if not... well you'll either have to learn it on your own-- or someone else might be kind enough to teach you.
author=MakoInfused
a = the user of the skill
b = the (current) target of the skill
atk = attack stat
def = defense stat
It's just simple algebra from there. I'm going to assume you understand algebra, if not... well you'll either have to learn it on your own-- or someone else might be kind enough to teach you.
i have no idea what algebra is, but i'm figuring it out, step by step and slow as a turtle XD thx anyway
author=jelle
-set the skills to do damage equal to the characters atk stat and an aditional percentage of it's attack stat (and somehow get the oponents defence stat to play a role in the calculation)
What do you mean by that? :~
Variance, or something like this? I can help you make simplistic formulas if you want =D
author=JosephSeraphauthor=jelleWhat do you mean by that? :~
-set the skills to do damage equal to the characters atk stat and an aditional percentage of it's attack stat (and somehow get the oponents defence stat to play a role in the calculation)
Variance, or something like this? I can help you make simplistic formulas if you want =D
i meant, if the character has 100 atack and the oponent has 20 defence the atack would do 80+50% of the original atack meaning 130 dmg, but i think i have the damage figured out, as for stats thats coming allong nicely, now i just need to make sure the stats of the main characters don't increase to fast or slow
That formula would be theoretically ((a.atk - b.def)+(a.atk)/2)) but neither am I sure nor I remember RGSS3's spelling, either. But test it if you want =]
And with such a simplistic formula it should be easy to predict how much damage will your character do! Just set up the stat. curves appropriately =]
And with such a simplistic formula it should be easy to predict how much damage will your character do! Just set up the stat. curves appropriately =]
What I've done in the past is balance monster stats based on what the characters level should be when they get to fighting the monster in question. I wrote a blog about this, but it's rather math-intensive!
author=Marrend
What I've done in the past is balance monster stats based on what the characters level should be when they get to fighting the monster in question. I wrote a blog about this, but it's rather math-intensive!
i can't do math, i didn't finish my school, but i just take a monster from a previous zone and add a bit to it's stats
author=JosephSeraph
That formula would be theoretically ((a.atk - b.def)+(a.atk)/2)) but neither am I sure nor I remember RGSS3's spelling, either. But test it if you want =]
And with such a simplistic formula it should be easy to predict how much damage will your character do! Just set up the stat. curves appropriately =]
i have the damage figured out, just have to do the stats
author=jelle
i can't do math, i didn't finish my school, but i just take a monster from a previous zone and add a bit to it's stats
I'm not sure if this is going to be very effective. I suppose it would depend on how fast characters grow?
Pages:
1















