LOTS OF ATTACKS MISSING [2K3]

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Sorry, another help request thread.

Basically, I'm using 2k3's DBS (boo, hiss, I know) but aside from it's obvious limitations which I've been happily working with/around for a while now... I've recently started having 30%-50% of my character's attacks miss the monsters during an encounter and I have NO IDEA why :|

So, later, I made a game-breaking developer's super-weapon so I could breeze through fights and gave it 100% hit probability and a ridiculous attack rating.. And STILL a load of attacks are missing. I checked the monster stats and nothing seems too untoward but I will admit that statistics are my very, very worst suit when it comes to using RM so I could easily be missing something.

It's worth adding that this has seemingly started happening almost randomly out of nowhere. Which stats should I be looking at here guys?
Craze
why would i heal when i could equip a morningstar
15170
What is your attacker's agility compared to the target's agility? AGI plays a factor in the calculation.

http://rpgmaker.net/articles/371/

That said, with 100% hit rate the AGI influence is going to be incredibly minor.
Thanks for the link man. Despite using a game-breaking weapon I was still at the appropriately (low) level for the part of the game I was testing, so my character obviously had quite low stats.

Character: 53
Monster (currently): 15

I'd actually lowered it to try and resolve the issue but it's persisting, seemingly.

Looks like I'll need to do some reading, I've been tinkering with the balancing for ages and can't really see what differences things make properly (So that certain things are actually worth using etc). I still want attacks to miss a decent amount of the time for gameplay reasons, but not like this.
These battle formulas never made a bit of sense to me. Everything's either too weak and minor or too extreme and game-breaking.
author=undefined
These battle formulas never made a bit of sense to me. Everything's either too weak and minor or too extreme and game-breaking.


seems like an accurate description



edit:
author=undefined
.I,m a retard for double posting

seems like an accurate description



LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Normal attacks or skills?

Skills have their own hitrate you can set per skill. It has nothing to do with agility. The only way you will miss is if you're blinded.

Normal attacks are harder to control. For any given weapon, you can check a box that says "never miss". Then your normal attacks will never miss, period. This will also have nothing to do with agility. The only way you will miss is if you're blinded.

It's definitely possible to remove all miss chance from your game by doing both of the above, and by only giving monsters skills and never giving them normal attacks. My RM2K3 game has no miss chance whatsoever except when casting status ailments or when afflicted with blind status.

Is it possible you have a status called "Normal" that reduces hitrate like blind, and all your characters are afflicted with it? If it's called "Normal" then you wouldn't be able to easily tell that you were afflicted with it. Go through your conditions and look for anything weird.
Well, the problem is that at the start of the game everyone has low stats, and yet when I comes to calculating hit rates its the relative values between the combatants that matter.

So yeah, I have 10 agility but the monster has 15, but what that means is that the monster has 50% more than me. Same with other stats, like DEF.

A few levels later I have 43 agility and the monster has 54, which is an even greater 11 point gab, but only a 25% difference.

So you'll be playing along and you'll notice that the later you are in the game, the less frequently do you miss attacks.

There are several solutions to this dilemma, one being eliminating the issue like LockeZ suggests. Another option would be to give everyone higher starting stats. Another idea would be to have a fixed agility stat. Another one would be to give starting monsters lower stats (before implementing the balance you had intended). Play around a bit.
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