RMXP(DAMAGE CALCULATION FOR SKILLS)
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Hello everyone. . . Its me again! I want to ask a little question.
I don't understand the damage calculation of the skills.
1.Is the strength of the actor affects the damage of the skills?
2.Are there some kind of 'formula' to calculate the damage?
3.in the database, in the skill tab, there is 'effect rating' on that tab. Is there a connection between the damage and the effect rating?
Sorry if you don't understand, i am not too good in english ^_^
thanks before!
I don't understand the damage calculation of the skills.
1.Is the strength of the actor affects the damage of the skills?
2.Are there some kind of 'formula' to calculate the damage?
3.in the database, in the skill tab, there is 'effect rating' on that tab. Is there a connection between the damage and the effect rating?
Sorry if you don't understand, i am not too good in english ^_^
thanks before!
author=thelionx link=topic=521.msg6938#msg6938 date=1199100276
Hello everyone. . . Its me again! I want to ask a little question.
I don't understand the damage calculation of the skills.
1.Is the strength of the actor affects the damage of the skills?
2.Are there some kind of 'formula' to calculate the damage?
3.in the database, in the skill tab, there is 'effect rating' on that tab. Is there a connection between the damage and the effect rating?
Sorry if you don't understand, i am not too good in english ^_^
thanks before!
Uh, in my copy of RMXP, there's nothing that says 'effect rating.' There's 'Power,' which does indeed change the damage, and can be set negative for healing, and you can set how much Strength, Attack, Dexterity, Agility, and/or Intelligence affect the damage. There's surely a formula, but I, uh, just sort of eyeball it and playtest my way through.
Hope this helps.
The default formulas used in the game are in the RPG Maker XP help file. Help->Contents, and there should be a link at the bottom of the first page of the help file that will take you to the battle formulas.
author=GreatRedSpirit link=topic=521.msg7493#msg7493 date=1200253672
The default formulas used in the game are in the RPG Maker XP help file. Help->Contents, and there should be a link at the bottom of the first page of the help file that will take you to the battle formulas.
The help file is in Japanese, and I totally unable to understand Japanese. :sigh:
Perhaps someone can share me the English translation, or maybe direct me a link to download the English version?
You can download the demo of RMXP at www.download.com which'll come with the entire help file. I can upload the help file sometime tomorrow or so too.
In the meantime, here's this!
RPGXP's default battle system uses the following formulas.
The active battler is represented by A, where the battler who is the target for A's actions is represented by B.
First Hit
Normal attacks:
First hit rate = Hit rate of A's state
Skills:
Attack power F is 1 or greater (physical attack)
First hit rate = Skill's hit rate × hit rate of A's state ÷ 100
Attack power F is 0 (non-physical attack)
First hit rate = Skill's hit rate
Items:
First hit rate = Item's hit rate
If A's condition is normal, the state hit rate is 100.
Critical Hit
Normal attacks:
Critical hit rate = 4 × A's dexterity ÷ B's agility
Skills:
Critical hit rate = 0
Items:
Critical hit rate = 0
Calculating Damage
Normal attacks:
Power = A's attack power - (B's physical defense ÷ 2)
Rate = 20 + A's strength
Variance = 15
Minimum force: 0
Skills:
Skill's force is positive:
Force = Skill's force
+ (A's attack power × skill's attack power F ÷ 100)
- (B's physical defense × skill's physical defense F ÷ 200)
- (B's magic defense × skill's magic defense F ÷ 200)
Minimum force: 0
Skill's force is negative:
Force = Skill's force
Rate = 20
+ (A's strength × skill's strength F ÷ 100)
+ (A's dexterity × skill's dexterity F ÷ 100)
+ (A's agility × skill's agility F ÷ 100)
+ (A's intelligence × skill's intelligence F ÷ 100)
Variance = Skill's variance
Items:
HP recovery amount is negative:
Force = - Amount of HP recovered
- (B's physical defense × item's physical defense F ÷ 20)
- (B's magic defense × item's magic defense F ÷ 20)
Minimum force: 0
HP recovery amount is positive:
Force = - Amount of HP recovered
Rate = 20
Variance = Item's variance
Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %)
Elemental modifier: The weakest of B's effective elements corresponding to the action's element(s).
A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%
Reduced by half if B's armor or state has a defending (opposing) element.
When there are more than one of the same defending elements, the damage may be halved multiple times.
Critical modifier: Equals 2 when the damage is positive and a critical hit is made.
Defense modifier: Equals 1/2 when the damage is positive and B is defending.
Second Hit
Damage is positive:
B's condition is normal:
Evasion = 8 × B's agility ÷ A's dexterity + B's evasion modifier
Normal attacks:
Second hit rate = 100 - evasion
Skills:
Second hit rate = 100 - (evasion × skill's evasion F ÷ 100)
Items:
Second hit rate = 100
B has "Can't Evade" state:
Second hit rate = 100
Damage is negative (recovery):
Second hit rate = 100
Successful Escape
Successful escape rate = 50 × actors' average agility ÷ enemies' average agility
In the meantime, here's this!
RPGXP's default battle system uses the following formulas.
The active battler is represented by A, where the battler who is the target for A's actions is represented by B.
First Hit
Normal attacks:
First hit rate = Hit rate of A's state
Skills:
Attack power F is 1 or greater (physical attack)
First hit rate = Skill's hit rate × hit rate of A's state ÷ 100
Attack power F is 0 (non-physical attack)
First hit rate = Skill's hit rate
Items:
First hit rate = Item's hit rate
If A's condition is normal, the state hit rate is 100.
Critical Hit
Normal attacks:
Critical hit rate = 4 × A's dexterity ÷ B's agility
Skills:
Critical hit rate = 0
Items:
Critical hit rate = 0
Calculating Damage
Normal attacks:
Power = A's attack power - (B's physical defense ÷ 2)
Rate = 20 + A's strength
Variance = 15
Minimum force: 0
Skills:
Skill's force is positive:
Force = Skill's force
+ (A's attack power × skill's attack power F ÷ 100)
- (B's physical defense × skill's physical defense F ÷ 200)
- (B's magic defense × skill's magic defense F ÷ 200)
Minimum force: 0
Skill's force is negative:
Force = Skill's force
Rate = 20
+ (A's strength × skill's strength F ÷ 100)
+ (A's dexterity × skill's dexterity F ÷ 100)
+ (A's agility × skill's agility F ÷ 100)
+ (A's intelligence × skill's intelligence F ÷ 100)
Variance = Skill's variance
Items:
HP recovery amount is negative:
Force = - Amount of HP recovered
- (B's physical defense × item's physical defense F ÷ 20)
- (B's magic defense × item's magic defense F ÷ 20)
Minimum force: 0
HP recovery amount is positive:
Force = - Amount of HP recovered
Rate = 20
Variance = Item's variance
Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %)
Elemental modifier: The weakest of B's effective elements corresponding to the action's element(s).
A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%
Reduced by half if B's armor or state has a defending (opposing) element.
When there are more than one of the same defending elements, the damage may be halved multiple times.
Critical modifier: Equals 2 when the damage is positive and a critical hit is made.
Defense modifier: Equals 1/2 when the damage is positive and B is defending.
Second Hit
Damage is positive:
B's condition is normal:
Evasion = 8 × B's agility ÷ A's dexterity + B's evasion modifier
Normal attacks:
Second hit rate = 100 - evasion
Skills:
Second hit rate = 100 - (evasion × skill's evasion F ÷ 100)
Items:
Second hit rate = 100
B has "Can't Evade" state:
Second hit rate = 100
Damage is negative (recovery):
Second hit rate = 100
Successful Escape
Successful escape rate = 50 × actors' average agility ÷ enemies' average agility
...and if that doesn't work you can always try a CBS, which usually have damage spelled out for you. Those are usually better than the default battle system anyway.
Or, if you are lazy looking to do it the fast way like me, just get this nifty little tool which also nicely calculates hero damage, and enemy damage, critical hits, etc. Any attacks can be calculated! enjoy
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