DAMAGE
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The damage that my hero's make are weak.
I do not understand why, I have tried everything. I even made the strength to the character and the weapon to it's max. Probably the highest damage without a critical hit is a 908. The test monster's defence is also at 1. I do not understand.
I'm sorry I'm asking such a ridiculous question.
I do not understand why, I have tried everything. I even made the strength to the character and the weapon to it's max. Probably the highest damage without a critical hit is a 908. The test monster's defence is also at 1. I do not understand.
I'm sorry I'm asking such a ridiculous question.
Hmm... That is weird. Usually, I get too much damage for me. >.<;;
Um, try seeing if it is the attribute of the weapon and the monsters is causing it to be weak.
Um, try seeing if it is the attribute of the weapon and the monsters is causing it to be weak.
WOW! Thank you very much! It was actually the attributes. I had no attribute at all. So I put in the sword attribute. But it did nothing, so I just made the percentage up to 1000% and it finally reached 9000+ damage! It sad how it can't reach 9999 though. Oh well, it's alright. Thank you very much, Jakester!
Don't diss big numbers 
I've done the same thing; Give every attribute x4 damage just so numbers would be bigger. Its only been a problem once in certain circumstances (and it makes characers without weapons suck) but I do it for the big numbers.
Why yes, I do play Valkyrie Profile and Disgaea! How'd you know?

I've done the same thing; Give every attribute x4 damage just so numbers would be bigger. Its only been a problem once in certain circumstances (and it makes characers without weapons suck) but I do it for the big numbers.
Why yes, I do play Valkyrie Profile and Disgaea! How'd you know?
Breath of Fire forever!!
Actually, I think the reason why "big" numbers are so important for RM2k3 especially is because it looks so much like a Final Fantasy game that to not be able to do damage in the 6000-7000s with strong weapons near the end of the game seems strange.
Personally, I'm fine with damage in the hundreds. It's about the strategy of the battle, not using blunt-force trauma to bludgeon the enemy to death with huge-ass numbers to go along with it. I'd rather fight a ten-minute boss battle that's interesting doing damage in the hundreds with the boss only having, say, 6500HP than a boring space-bar mashing battle with me doing 5000+ damage and the enemy having 450000HP.
That being said, I like Valkyrie Profile and Disgaea as well, but having such large numbers just seems superfluous to me. Still, those two can get away with it because of the strategy involved in their battle systems: Valkyrie Profile, you've got combos with the whole party and the button-pressing (along with having to use Auto-Item to survive most boss battles) and in Disgaea, it's a TRPG, so there's inherent strategy there too. I'm not entirely sure how you can get elements like that into a RM* game, so that's why I'd rather stick with the ratios they give you. You can make simple battles more interesting with low HP counts than with counts in the stratosphere.
Actually, I think the reason why "big" numbers are so important for RM2k3 especially is because it looks so much like a Final Fantasy game that to not be able to do damage in the 6000-7000s with strong weapons near the end of the game seems strange.
Personally, I'm fine with damage in the hundreds. It's about the strategy of the battle, not using blunt-force trauma to bludgeon the enemy to death with huge-ass numbers to go along with it. I'd rather fight a ten-minute boss battle that's interesting doing damage in the hundreds with the boss only having, say, 6500HP than a boring space-bar mashing battle with me doing 5000+ damage and the enemy having 450000HP.
That being said, I like Valkyrie Profile and Disgaea as well, but having such large numbers just seems superfluous to me. Still, those two can get away with it because of the strategy involved in their battle systems: Valkyrie Profile, you've got combos with the whole party and the button-pressing (along with having to use Auto-Item to survive most boss battles) and in Disgaea, it's a TRPG, so there's inherent strategy there too. I'm not entirely sure how you can get elements like that into a RM* game, so that's why I'd rather stick with the ratios they give you. You can make simple battles more interesting with low HP counts than with counts in the stratosphere.
Jeez, I try to keep my damage in the teens or low hundreds whenever possible. (In RMXP/RMVX, the algorithms and formula make this impossible.)
author=trance2 link=topic=1885.msg30467#msg30467 date=1220977534
Personally, I'm fine with damage in the hundreds. It's about the strategy of the battle, not using blunt-force trauma to bludgeon the enemy to death with huge-ass numbers to go along with it. I'd rather fight a ten-minute boss battle that's interesting doing damage in the hundreds with the boss only having, say, 6500HP than a boring space-bar mashing battle with me doing 5000+ damage and the enemy having 450000HP.
I totally agree. Hell, at least start small, so that when you get to level ninety-nine-bajillion you'll feel like you've actually gotten a lot stronger.
author=trance2 link=topic=1885.msg30467#msg30467 date=1220977534
Personally, I'm fine with damage in the hundreds. It's about the strategy of the battle, not using blunt-force trauma to bludgeon the enemy to death with huge-ass numbers to go along with it. I'd rather fight a ten-minute boss battle that's interesting doing damage in the hundreds with the boss only having, say, 6500HP than a boring space-bar mashing battle with me doing 5000+ damage and the enemy having 450000HP.
That's a matter of time to kill the boss, which is mostly dependent on how much % of the enemy's HP you're taking away. Its the same deal if you do 10 damage per turn of a 100 HP enemy or 10k damage out of a 100k enemy, they take the same time to kill.
A problem does emerge when one stat grows while the other doesn't. An example would be Destiny of an Emperor; You can deal 2k damage with regular attacks by the end game. Which is where enemies go from 10k to 41k health with the added bonus of some being able to fully heal themselves and become immune to physical damage (and any enemy worth a damn is probably going to resist your
(What's the topic again?)
author=Max McGee link=topic=1885.msg30519#msg30519 date=1220988544
Jeez, I try to keep my damage in the teens or low hundreds whenever possible. (In RMXP/RMVX, the algorithms and formula make this impossible.)
This is actually one of the easiest things to change!
Go into Scripts.
Find Game_Battler.
Search for def make_attack_damage_value
You should see: damage = attacker.atk * 4 - self.def * 2 or something to that effect. You can change those two numbers to whatever you want. I have them both at 1, for example.
If you want to change the power of skills, that's right below it.
Note: That's for RMVX. RMXP also has Game_Battler and can be edited to the same effect but does not include the definition make_attack_damage_value.
Also I hate Karsuman's game_battler he ties me to it and whips me with random skill damage things and then tells me that Ruby can't handle parenthetical multiplication and man I actually don't mind doing random skills at all but being dramatic and ignoring syntax is fun
Also I hate Karsuman's game_battler he ties me to it and whips me with random skill damage things and then tells me that Ruby can't handle parenthetical multiplication and man I actually don't mind doing random skills at all but being dramatic and ignoring syntax is fun
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