HELP FOR RPG MAKER 2003 AGILLITY (FOR CUSTOM LEVELING SYSTEM)
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OK, right now I have two Speed+ gem tiles which add 5 Agillity when activated. For a mage, there's 12 tiles in all, you can only afford 8, 4 of those are INT+, 2 of those are SPD+, one is a STR+, another adds defense, one HP plus and 2 MP plus.
Now the problem is, I can add 5 to all the stats and it scales correctly in battle testing for difficulty. The problem lies with agillity. Is it ok if it adds 5 speed? The problem I am seeing is that even with just a little more agillity, enemies move way faster in the ATB than I wished. The problem I want to prevent on my thief character is that if the player decides to activate all 4 of their SPD+ tiles on the first level, that the +20 boost to speed doesn't make them several times faster than everybody making it horribly balanced.
Now the problem is, I can add 5 to all the stats and it scales correctly in battle testing for difficulty. The problem lies with agillity. Is it ok if it adds 5 speed? The problem I am seeing is that even with just a little more agillity, enemies move way faster in the ATB than I wished. The problem I want to prevent on my thief character is that if the player decides to activate all 4 of their SPD+ tiles on the first level, that the +20 boost to speed doesn't make them several times faster than everybody making it horribly balanced.
The obvious solution is to give less Agility than you would any other stat.
I know. But for all of you experienced in this sort of thing, how much?
oh, and to get all the main stat (INT for mages, STR for fighters, ect. I chain a few together so they have to spend points on some other stats blocking the way to the last few desirable stats.
oh, and to get all the main stat (INT for mages, STR for fighters, ect. I chain a few together so they have to spend points on some other stats blocking the way to the last few desirable stats.
It largely depends on how big numbers in your game are. If your average agility is 100 then +5 per upgrade won't make much of a difference with the ATB bar. If average agility is 10 you'll find your thief becoming the best character quickly.
If it was me I'd try to keep the party's agility higher than monsters at all times so the ATB bar doesn't slow down too much. I'd probably have the thief projected to end up about 30-50% faster than the rest of the party by endgame.
Incidentally, Intelligence tends to be rather useless in high number games unless you set up attributes in a specific way. Such as setting base damage for each attribute as 300% so that each point of int can actually make some sort of difference (by default it is terrible in rm2k3). The defense stat suffers some similar problems, so you may want to consider having the gains from defense tiles be larger than others.
If it was me I'd try to keep the party's agility higher than monsters at all times so the ATB bar doesn't slow down too much. I'd probably have the thief projected to end up about 30-50% faster than the rest of the party by endgame.
Incidentally, Intelligence tends to be rather useless in high number games unless you set up attributes in a specific way. Such as setting base damage for each attribute as 300% so that each point of int can actually make some sort of difference (by default it is terrible in rm2k3). The defense stat suffers some similar problems, so you may want to consider having the gains from defense tiles be larger than others.
I find +10% a reasonable boost in most games, in terms of a stack-able buff, for speed.
Applying the same elemental % trick to your physical attacks boosts defense's usefulness as well. It is always 1/2 as effective as the Attack stat.
Applying the same elemental % trick to your physical attacks boosts defense's usefulness as well. It is always 1/2 as effective as the Attack stat.
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