HARD TO CHOOSE: ENGAGING MONSTER PARTIES 101

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Craze
why would i heal when i could equip a morningstar
15170
I like you, Crystalgate. You seem to have thought it through; evasion can be hard to do well, since otherwise it's ultra-frustrating.

You guys are doing well so far with this topic! Keep it up.
My favourite kind of monsters that start out weak and can only use a basic attack, but eventually transform into powerful enemies with a power ranging from Elite to near-miniboss. They are accompanied by things that throw out statuses, which means you either face powerful bruisers or be crippled for the fight against regularly strong enemies.
Max McGee
with sorrow down past the fence
9159
Your chance to hit, in percent, is: 160 - 80 * Evasion / Hit Rate.

For physical skills, replace Hit Rate with Hit Rate * Skill Hit Ratio / 100.

You're guaranteed to hit if your Hit Rate (renamed to accuracy) is 125% or of the enemy's Evasion and guaranteed to miss if your Hit Rate is half or less of the enemy's Evasion.


I'm pretty sure we're still on topic here, unless Craze wants to define the topic very narrowly. Let's talk about this.

What are some representative stats for a handful of different weapons and enemies? I want to see how these numbers play out. I'm also curious how you've done the scripting. (I'd just DL the game and mess with it if I could, but my computer has problems with VX right now.)
Craze
why would i heal when i could equip a morningstar
15170
I like numbers? Go ahead. (Although <calunio> craze hates aesthetics: don't you dare talk about aesthetics, I don't want to hear any of your pretty talk, you foul non-numberz people).
author=Max McGee
What are some representative stats for a handful of different weapons and enemies? I want to see how these numbers play out. I'm also curious how you've done the scripting. (I'd just DL the game and mess with it if I could, but my computer has problems with VX right now.)
For simplicity's sake, I go with the earliest available weapons.

Rapier: One-handed, Attack 30, Accuracy 50 and Fast Attack.
Rod: One-handed, Attack 30, Accuracy 25 and Max MP +35.
Longsword: One-handed, Attack 40 and Accuracy 45.
Axe: One-handed, Attack 50 and Accuracy 25.
Spear: Two-handed, Attack 40, Accuracy 60 and Fast Attack.
Staff: Two-handed, Attack 40, Accuracy 30 and Max MP +50.
Greatsword: Two-handed, Attack 55 and Accuracy 50.
Warhammer: Two-handed, Attack 65 and Accuracy 25.

In case anyone wonder, you're not asked to choose one of all those at the start of the game. You do plenty of fighting before you need to upgrade your weapons. Someone replaying the game can however sell their start weapon (and shield) and buy a new one if she/he wishes to.

Fast attack is changed to double the initiative of standard attacks and physical skills. Skills that have a high accuracy usually also have accuracy based damage. However, enemies who have low evasion usually have such a low evasion you can't miss them even with a low accuracy weapon while using a low accuracy skill and against enemies who are neither evasive nor have high defense (being put to sleep robs you of your evasion,) attack based skills will deal higher damage, so attack is still a bit more valuable than accuracy.

I'm not found of the Greatsword right now. It's not intuitive that is has a greater accuracy than a longsword, but I kind of need it to deal higher damage with an accuracy based skill.

Anyway, assume that fighters have a natural attack and accuracy of 50 while it's 30 for mages. High defense enemies have around 90 defense and 30 evasion while for evasive enemies you can swap the stats.

As for skills, there are three direct offensive ones at the beginning.
Double Strike: 100% hit rate, two attacks, each dealing in damage.
Precise Strike: 150% hit rate, Damage = Accuracy * 1,2 - Defense * 0,75.
Bear Smash: 75% hit rate, damage = Attack * 1,35 - Defense * 0,5.

For comparison, standard attack: 100% hit rate, Damage = Attack - Defense * 0,5.

So far the system seems to work if I'm playing as intended. I haven't gone around to trying to break it yet though.

Edit: Corrected formulas and added standard attack.
Craze
why would i heal when i could equip a morningstar
15170
Crystalgate, I would just not thinking that 2H weapons have to be duplicates of 1H weapons. It seems that it's tripping you up.
True, I did make two-handed weapons into stronger versions of their one-handed counterparts and maybe I shouldn't do that. Maybe I get better result by creating new concepts for the two handed weapons. Maybe not. I'll think about it.
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