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[RM2K3] LOGIC BEHIND DAMAGE CALCULATIONS IN SKILLS?

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I've been testing around with some Skills, but the calculations don't make sense.
I have a Skill that has 5 stages, each stage becoming more powerful, this is the base damage as it's entered in the database:

A. 17
B. 33
C. 50
D. 67
E. 84

Setting the Skill to have an Intelligence Influence of 10, Attack Influence of 0 and Variance of 0, these are the results with a character with Intelligence 56 using the Skill (in brackets is damage compared to the previous numbers):

A. 19 (+2)
B. 35 (+2)
C. 52 (+2)
D. 69 (+2)
E. 96 (+12)

You'd think the difference would be greater with influence at 10, but aside from the stage 5 version, they're almost identical to the base numbers. But when the character is boosted by a condition that grants double Intelligence, these are the results from using the same Skill (in brackets is damage compared to the previous numbers):

A. 33 (+14)
B. 49 (+14)
C. 66 (+14)
D. 88 (+18)
E. 100 (+4)

That's where things get weird. The first three stages give the exact same damage boost, then at the 4th it actually goes up, but at the final stage it goes significantly down. What is the logic behind these numbers? Is there a way to make the damage calculations make more sense? Or am I missing stuff, lol?

edit: Just to add more to this. I have a slightly stronger version of the same skill, with these base stats:

A. 18
B. 37
C. 55
D. 74
E. 92

These are the results when used by a character with an Intelligence of 59 (3 higher than the one I was testing with previously) (in brackets compares with the weaker version of the skill):

A. 21 (+2)
B. 40 (+5)
C. 58 (+6)
D. 77 (+8)
E. 95 (-1)

Looks nice and all, until you get to the 5th stage, which actually has 1 lower damage than the other version, even though its base damage is higher and was used by a character with higher Intelligence. What???
Did you check the help files? I think I remember some weird stuff with the calculation of spells but I can't remember what it was

Maybe it has something to do with the values being generally low. Give it a try with damage values multiples of 100
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
The basic formula for physical skills is damage = attacker's ATK/2 - defender's DEF/4

- A normal attack does exactly that much damage.
- Any skill with a physical influence of 10 adds that much damage to the raw base.
- Skills with a physical influence of less than 10 add a percentage of that much.

For example a skill with base 35 and physical influence of 7 will do damage = 35 + (attacker's ATK/2 - defender's DEF/4)*7/10

(Being in the back row will change the damage of normal attacks, as will a back attack, pincer attack or surround attack.)



The basic formula for magical skills is damage = attacker's INT/4 - defender's INT/8

There's no "normal attack" for magical damage, but the concept is the same.
- Any skill with an intelligence influence of 10 adds that much damage to the raw base.
- Skills with an intelligence influence of less than 10 add a percentage of that much.

For example a skill with base 60 and intelligence influence of 9 will do damage = 60 + (attacker's INT/4 - defender's INT/8)*9/10



So what's probably happening with the first four skills is that your character has an intelligence of about 48, and the enemy has an intelligence of about 80. The character's intelligence is adding 12 damage to the attack, but the enemy's intelligence is subtracting 10 damage. When the player's intelligence is doubled, they get another 12 damage added to the attack.

At a guess, I'd say that your final two skills were probably being tested against a different enemy than the first three, resulting in the variations in damage.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I'd also recommend making use of the Variance attribute. That seems to help a lot.
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