[RMMZ] ENEMIES DOING WAY TO MUCH DAMAGE

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Pages: 1
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
So I'm working on my new game Meteo Chronicles Epilogue: Crypt Challenge EX (a remaster of a remake of a 2016/2017 event game) and I've run into a major issue. The enemies do way too much damage! I'm using a large majority of the Visustella plugins which I purchased legitimately, and no matter what I do the enemies do way more damage then they should. Since this is a epoluge for an existing game and one of the major criticisms of the original MV version was that the protagonist was way too weak, so I made him start at Lv.99 and have him grow from there up to Lv.999. (a level cap that no one will ever reach unless they're insane and grind for 100+ hours) Because of this, the enemies and bosses have stats equivalent to endgame bonus dungeon enemies and the superbosses of Meteo Chronicles, but the player should be able to handle them since they're at an endgame level too. Problem is no matter what I do the first and weakest enemy in the game is wrecking me with their basic attack which easily does 8000+ damage to the player. The MC starts with exactly 8999 HP, so with a single attack (that's guarded mind you) they're either insantly killer or left at death's door. This doesn't make any sense, as with the enemy's stats and the MC's stats they should only be doing 500-1000 damage a hit, not 8000+ while you're guarding. It doesn't make any sense. Here are some screenshots of the enemy, the skills they use, and the plugins I'm using for referance.

The plugins I'm using



The enemy in question


The skills in question



Can anyone please help me with this? Thanks!
pianotm
The TM is for Totally Magical.
32347
Let's see your hero stats.
unity
You're magical to me.
12540
Reduce the enemies stats majorly and see if damage is reduced.

If that doesn't help, turn OFF plugins one by one to see which is causing problems. There are settings in VS that can drastically change how damage is calculated.
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
@Unity I can't turn off most plugins, because many of them are crucial to my game working and if I turn them off my battle system would break. What visastella plugins change the way damage is calculated? I just want to use the default calculations as shown in the database, IE have the damage be what is said in the damage formula for each skill, (user's atk * 4 - target's def * 2) not anything else. If you could tell me what VS plugins could be causing the problems I could more easily find the issues and find a way to correct them. Thanks.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I'm gonna go ahead and assume that, if your use of plugins is so loadbearing that you can't do basic diagnostic stuff by turning things off, your game's inherently, irreparably fucked and you need to scrap and start over.
author=KrimsonKatt
@Unity I can't turn off most plugins, because many of them are crucial to my game working and if I turn them off my battle system would break.


Adding onto what Sooz said, you may want to get into the practice of figuring out exactly which plugins you projects needs as early in development as possible, especially if they are crucial to how your game functions. That way you're not scrambling to figure out what's breaking something six months into your project when you added a bunch of new ones.

Also always remember that More Plugins do not necessarily make a better game.
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
I'm using about only 33 plugins previously, and I deleted a lot of them that were unnecessary (now I have 18) which isn't really too many when you think about it. The one that's really required is BTB and the plugins that come before, IE battle core, skill core, and core engine.

I need event move core and side battle UI to make my game move and run well. Everything else is just to make my game better than it would be otherwise, like improving the shop menu, skill menu, and various other things, but I deleted most of those, just leaving the bare essentials. I deleted a lot of unnecessary plugins that I didn't need or was using (I think) but I'm not sure that will help. I'm about 70% sure that the issues are coming from battle core or skills states core, which are required for pretty much every lower plugin including BTB and aren't removable.

It's all because of bogus extra features that are unnecessary to justify the $15 price point per plugin, which wouldn't be an issue if 5+ plugins from MV weren't grouped together into one mega-plugin with features you don't need once again to justify the price point. Or even better, the MZ plugins being completely free like (I think) Yanfly promised when he announced his retirement during the late-MV era.

I didn't actually read much of the plugin help files as the visustella ones are as long as a short novel each, and I don't have the time for that. I'm not even 100% sure what each plugin exactly does. I pretty much go off solely the basic description on the top of the help file, the name, and the plugin parameters.

Since I don't know javascript (I'm only just starting to learn the basics) I don't understand the inner workings of the plugins and stuff since Visustella plugins tend to be a lot more advanced than the MV Yanfly ones and sometimes almost requires that you have previous javascript knowledge which most users of RPG Maker (casual devs in their teens or in young adulthood) don't have.

I just need to know what plugin is causing the problem, which @Unity knows, and then the plugin parameter I need to change to make the game use the default calculation and not any weird plugin stuff. My entire game only uses Visustella plugins and one non-visustella plugin which just adds a battle transition and shouldn't mess with any of the visustella plugins. So it's not like they're any conflictions since visustella plugins are meant to work in tandem. Also, I do have the latest versions, so that's not an issue. I just don't know what's wrong with it.

@Pianotm BTW the main character's DEF is 440 with armor equipped so he shouldn't be taking nearly as much damage as he is. His other stats are irrelevant in the damage formula.
unity
You're magical to me.
12540
author=KrimsonKatt
I just need to know what plugin is causing the problem, which @Unity knows, and then the plugin parameter I need to change to make the game use the default calculation and not any weird plugin stuff.


I didn't claim to know anything other than what I said: There are a lot of plugins that can mess with damage output. I don't know which ones without opening my projects, and I can't do that right now.

If turning off plugins makes your game unplayable even for basic testing, I'm surprised. I have to turn off plugins for testing purposes all the time (back when I was working with MZ daily) I can't claim to have memorized which VS scripts alter damage, but I had to disable them, re-enable them several times to get my MV project working the way I wanted; it's just part of the process.

If you refuse to do that, then:

-Make a new project.

-Make a hero with the same level and stats as your main character.

-Make an enemy with the same stats as your enemy that hit too hard. Give that enemy just one attack.

-Make sure the attack uses the same damage formula as the other game.

-Look at the damage the enemy does and compare it to your other game.
Marrend
Guardian of the Description Thread
21781
Hrm. The main character's DEF with equipment is supposedly 440. Enemy's attack is listed as 280. If this was the only math involved, the substitution process for the Attack skill would have an end result of 240 (4*280 - 2*440) before variance, critical determination, or the application of the attack element attribute of Dark. With a good variance and a critical hit, we'd be talking around 860. The element attribute might multiply it further, but, I'm not sure how high/low it can be set. The math on how the Phantom Ball would go is entirely unknown.

However, if a plug-in is, in fact, to blame, I'm certainly no expert on what plug-in could be messing with this math. I would personally suspect the enemy level one (ie: is it applying an another factor to the damage result?).
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
Note: This post was made right before RMN shut down temporarily yesterday, so I made it before either Unity or Marrend responded. Keep that in mind when reading this post. Thank you.

I'm using about only 33 plugins previously, and I deleted a lot of them that were unnecessary (now I have 18) which isn't really too many when you think about it. The one that's really required is BTB and the plugins that come before, IE battle core, skill core, and core engine.

I need event move core and side battle UI to make my game move and run well. Everything else is just to make my game better than it would be otherwise, like improving the shop menu, skill menu, and various other things, but I deleted most of those, just leaving the bare essentials. I deleted a lot of unnecessary plugins that I didn't need or was using (I think) but I'm not sure that will help. I'm about 70% sure that the issues are coming from battle core or skills states core, which are required for pretty much every lower plugin including BTB and aren't removable.

It's all because of bogus extra features that are unnecessary to justify the $15 price point per plugin, which wouldn't be an issue if 5+ plugins from MV weren't grouped together into one mega-plugin with features you don't need once again to justify the price point. Or even better, the MZ plugins being completely free like (I think) Yanfly promised when he announced his retirement during the late-MV era.

I didn't actually read much of the plugin help files as the visustella ones are as long as a short novel each, and I don't have the time for that. I'm not even 100% sure what each plugin exactly does. I pretty much go off solely the basic description on the top of the help file, the name, and the plugin parameters.

Since I don't know javascript (I'm only just starting to learn the basics) I don't understand the inner workings of the plugins and stuff since Visustella plugins tend to be a lot more advanced than the MV Yanfly ones and sometimes almost requires that you have previous javascript knowledge which most users of RPG Maker (casual devs in their teens or in young adulthood) don't have.

I just need to know what plugin is causing the problem, which @Unity knows, and then the plugin parameter I need to change to make the game use the default calculation and not any weird plugin stuff. My entire game only uses Visustella plugins and one non-visustella plugin which just adds a battle transition and shouldn't mess with any of the visustella plugins. So it's not like they're any conflictions since visustella plugins are meant to work in tandem. Also, I do have the latest versions, so that's not an issue. I just don't know what's wrong with it.

@Pianotm BTW the main character's DEF is 440 with armor equipped so he shouldn't be taking nearly as much damage as he is. His other stats are irrelevant in the damage formula.
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
Okay, I figured it out. It's apparently part of the "parameter calculations" section of the enemy levels plugin, which sadly cannot be turned off or altered. I only have the plugin for one particular enemy (the final boss) that scales to a certain party member's level. What is an alternate way to accomplish this without that plugin, since it seems to be the one causing all the problems. Maybe I can make multiple version of the enemy based on how high the party member's level is within a range? Actually, that's probably what I'll do. No need for that plugin anymore!
The article is quite useful for people with little knowledge like me
Fall guys
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
This was posted literally 8 months ago lol. Please don't necropost. Anyways thanks for the encouragement. Nice to have some good vibes being shared right after I learned that the second civil war and therefore the second horseman of the apocalypse will begin in approximately 1050 days. Fun times we're living in.
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