RM2K DAMAGE ALGORITHMS
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Are these what you're after? (These are Rm2k3 by the way - straight from the help file)
Normal Attack
Damage (HP decrease value) = (Attack power of A / 2) - (Defense power of B / 4)
Skill
Damage = Base Damage + (Attack power of A / 20 * Attack influence of skill) + (Defense of B / 40 * Intelligence Influence of skill)
Normal Attack
Damage (HP decrease value) = (Attack power of A / 2) - (Defense power of B / 4)
Skill
Damage = Base Damage + (Attack power of A / 20 * Attack influence of skill) + (Defense of B / 40 * Intelligence Influence of skill)
post=90840You would think so, but it doesn't seem to include it.Damage = Base Damage + (Attack power of A / 20 * Attack influence of skill) + (Defense of B / 40 * Intelligence Influence of skill)Wait... Doesn't the hero's Intelligence stat come into play when calculating the damage output for skills?
post=90840Only if 'Ignore Defence' is checked seemingly:Come to think of it, doesn't the target's intelligence stat come into play when calculating the damage output?
RPG Maker 2003 Help File
When Ignore Defence is checked, the damage algorithm is as below.
(Defense power of B / 40 * Attack influence of skill) + (Intelligence of B / 80 * Intelligence influence of skill)
Strange, i've never really looked into the algorithms either so I never really noticed this before.
Intelligence is worthless and Defense only reduces damage from "Normal" attacks.
Get Algorithmate and run some tests if you don't believe me.
Oh, and algorithms are shared between both RM versions.
Get Algorithmate and run some tests if you don't believe me.
Oh, and algorithms are shared between both RM versions.
I don't think those damage formulas are accurate (nor is Algorithmate for that matter), for rm2k3. All you need to do is make a base 1 effect skill with max intelligence variance and test it at both a 1 int and 999 int hero. There is a difference in damage...not high enough if you ask me, but it's there. I will confirm that is the formula listed in rm2k3's help file, however.
The 'ignore defense' thing basically just decides if an attack will be using the physical defense stat or rely on intelligence to reduce damage. In both of these cases you need heaps of a stat to reduce damage by any significant amount.
Between all this and agility I hate working with rm2k3.
I looked around for a while but couldn't find a thing on rm2k.
The 'ignore defense' thing basically just decides if an attack will be using the physical defense stat or rely on intelligence to reduce damage. In both of these cases you need heaps of a stat to reduce damage by any significant amount.
Between all this and agility I hate working with rm2k3.
I looked around for a while but couldn't find a thing on rm2k.
They are accurate, unfortunately; I did some tests a few months ago and came up with the above conclusions. INT does affect skill damage, but it's so miniscule it's not worth worrying about.
Fun fact: skills with INT Influence do more damage when enemy's DEF is high, and less if it's low. Skills with ATK Influence ignore DEF altogether.
I repeat, algorithms are the same in 2K and 2K3 and they are completely broken.
Fun fact: skills with INT Influence do more damage when enemy's DEF is high, and less if it's low. Skills with ATK Influence ignore DEF altogether.
I repeat, algorithms are the same in 2K and 2K3 and they are completely broken.
If you want intellect to mean something, you have to take the kentona approach and change attributes so your average, or C damage, for skills is something like 300% (and scale the others accordingly) then give them lower base damage and just crank up the intelligence influence.
He did this in HR and it was awesome. You could actually feel yourself getting more powerful when you leveled up. 8)
I can whip up a quick light radius. I just need a few details. Color, saturation, approximate size, etc.
He did this in HR and it was awesome. You could actually feel yourself getting more powerful when you leveled up. 8)
I can whip up a quick light radius. I just need a few details. Color, saturation, approximate size, etc.
By light radius do you mean only being able to see a small portion of the screen? If so I have a picture that I use in caves that creates a small circle around the hero, making it harder to explore. It's in my locker.
In Befuddle Quest 1 GRS did some really cool stuff with the light radius in his map:
The images aren't static: they shrink and grow at random intervals, making for a really cool effect. You should download it and figure out what he did. (There are 4 images with different opacities, for one)
The images aren't static: they shrink and grow at random intervals, making for a really cool effect. You should download it and figure out what he did. (There are 4 images with different opacities, for one)
For mine I used a few images that all have transparencies adding up to 100 (for 100% opacity on the outside)
http://www.starlessumbra.com/screens/1.png
I created the effect with good old iDraw and the expand selection command, but let me know if you need any assistance.
http://www.starlessumbra.com/screens/1.png
I created the effect with good old iDraw and the expand selection command, but let me know if you need any assistance.
Well quite honestly, when I turned up the magical rate to 10, it seems to use intelligence very highly, I did that in experiments on my own projects. Though I dunno if that is;
INT + amount of damage IN the skill - DEF = Total damage
You think something should be that simple. But RPG Maker science is WEIRD.
That, and in a game I'm doing, I'm also adding dual elemental spells, triple elemental spells, quadruple elemental spells, even spells even MORE than those. How is it computing ALL the damage? LOL! I'm not a programmer but I can event pretty good (I guess that doesn't mean much though). In other projects I even made spells that use ALL the default elements; I think you may know where I'm going. I've added many more different elements bc using the default minimum doesn't impress me, fellow RPEGGERs and games should have more flavour!! Though RPG Maker seems to kinda listen to me when that meter is cranked all the way up. Anything below a magical rate of 4 doesn't really 'do' anything, or at least "roll" anything - the default deals 15+INT ish damage when you boot up a new project or whatever. When RPG Maker's Javascript BS makes no damn sense. This is when I wish I could look at either RPG Maker 2k+2003 at a fundamental level in their code to see what's actually going on. I don't know how to do that...
INT + amount of damage IN the skill - DEF = Total damage
You think something should be that simple. But RPG Maker science is WEIRD.
That, and in a game I'm doing, I'm also adding dual elemental spells, triple elemental spells, quadruple elemental spells, even spells even MORE than those. How is it computing ALL the damage? LOL! I'm not a programmer but I can event pretty good (I guess that doesn't mean much though). In other projects I even made spells that use ALL the default elements; I think you may know where I'm going. I've added many more different elements bc using the default minimum doesn't impress me, fellow RPEGGERs and games should have more flavour!! Though RPG Maker seems to kinda listen to me when that meter is cranked all the way up. Anything below a magical rate of 4 doesn't really 'do' anything, or at least "roll" anything - the default deals 15+INT ish damage when you boot up a new project or whatever. When RPG Maker's Javascript BS makes no damn sense. This is when I wish I could look at either RPG Maker 2k+2003 at a fundamental level in their code to see what's actually going on. I don't know how to do that...
Since you brought this up, here is what I had in some old note file on the subject. Hope it helps! Note that regular attacks use the skill formula, but assume the atkInf is 10 and the base effect is zero.
Calculating Damage from Skills
Formula for skills:
damage = base + atkA * (atkInf / 20) + intA * (intInf / 40) - defB * (atkInf / 40) - intB * (intInf/ 80)
If the "Ignore Defense" is checked, the following formula is used:
damage = base + atkA * (atkInf / 20) + intA * (intInf / 40)
· For each point of variance, damage fluctuation will be ±5% more, up to a total of ±50%.
· The damage is then multiplied by the highest magic attribute value of the defender and highest weapon attribute of the defender of those that apply to the skill (as marked in the skill properties).
Description of the Variables
A = caster
B = target
atkA = caster's attack power
intA = caster's intelligence
defB = target's defensive power
intB = target's intelligence
1: base = Effect Rating
2: atkInf = Attack Influence
3: intInf = Intelligence Influence
4: var = Variance
5: Ignore Defence check box
6: Available Attributes (those that apply to the skill)
7: Success Rate (chance the skill will hit target)
Defending
· When B defends, the damage taken is reduced to 1/2.
· For characters with Mighty Guard checked, the damage taken is reduced to 1/4.
Death and Decimals
· Skills that cancel the death condition will heal a % of HP instead of an absolute value if no other options are checked. (If the value is 100 or more, the character will revive with 100% of their HP.)
· RPGmaker does not use decimals, so if = 125.5, for example, RPGmaker remembers it as 125 for calculation purposes. Thus it is important to keep the formulas above in their current state, rather than distribute out atkInf and intInf, if you want to be 100% accurate.
Success Ratio (%) = Success Rate
· For a skill with multiple effects, each is checked separate to see if it fails or not.
· When an attack that reduces HP or MP fails, all other effects and conditions of it are ignored.
(in other words, if a skill deals damage and then 50% of the time poisons the enemy, first it will check if the damage hit, and if it did, then it will check if the poison hits)
Calculating Damage from Skills
Formula for skills:
damage = base + atkA * (atkInf / 20) + intA * (intInf / 40) - defB * (atkInf / 40) - intB * (intInf/ 80)
If the "Ignore Defense" is checked, the following formula is used:
damage = base + atkA * (atkInf / 20) + intA * (intInf / 40)
· For each point of variance, damage fluctuation will be ±5% more, up to a total of ±50%.
· The damage is then multiplied by the highest magic attribute value of the defender and highest weapon attribute of the defender of those that apply to the skill (as marked in the skill properties).
Description of the Variables
A = caster
B = target
atkA = caster's attack power
intA = caster's intelligence
defB = target's defensive power
intB = target's intelligence
1: base = Effect Rating
2: atkInf = Attack Influence
3: intInf = Intelligence Influence
4: var = Variance
5: Ignore Defence check box
6: Available Attributes (those that apply to the skill)
7: Success Rate (chance the skill will hit target)
Defending
· When B defends, the damage taken is reduced to 1/2.
· For characters with Mighty Guard checked, the damage taken is reduced to 1/4.
Death and Decimals
· Skills that cancel the death condition will heal a % of HP instead of an absolute value if no other options are checked. (If the value is 100 or more, the character will revive with 100% of their HP.)
· RPGmaker does not use decimals, so if = 125.5, for example, RPGmaker remembers it as 125 for calculation purposes. Thus it is important to keep the formulas above in their current state, rather than distribute out atkInf and intInf, if you want to be 100% accurate.
Success Ratio (%) = Success Rate
· For a skill with multiple effects, each is checked separate to see if it fails or not.
· When an attack that reduces HP or MP fails, all other effects and conditions of it are ignored.
(in other words, if a skill deals damage and then 50% of the time poisons the enemy, first it will check if the damage hit, and if it did, then it will check if the poison hits)
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