RM2K3 ATTACK ALGORITHM

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As everyone who has used the system for more than a few minutes knows, the algorithms for determining attack power in rm2k3 are laughably terrible. In an attempt to avoid making a CBS (or worse yet, using a different engine), I've decided to handle all the in-battle algorithms myself.

Is this a passable replacement for the attack algorithms, provided I want the damage to have very little variability?

(Attacker's strength + weapon strength + attacker's level + random 1-3) - (Defender's defense / 4)

Using this formula, I'm going to be keeping the average enemy's defense a bit lower than where melee fighters' attack power should be.

Also, hello to everyone who's still here from before my year-long hiatus and still remembers me.
It's a simple + and - formula with the sole twist that defense is only 1/4 as effective as attack, so there's no reason it shouldn't work. I will note however that if enemies have less defense than the fighters have attack, less than 1/4 of the damage will be mitigated.
I only ask because it's my first stab at this sort of numbers game. I think I like how it's testing so far, and the 1/4 defense was intentional so I can mess around with certain enemies having high defenses that are still able to be overcome through debuffs, though I may change it to 1/2.
Why are you including the attacker's level in the formula?
Isn't it already factored in his strength?
Unless in your levelling system strength doesn't scale with levels but is some kind of static attribute...

Also: what does "random 1-3" mean? A random value between the constants 1 and 3?
Wouldn't it be better to make it proportional to the overall damage?

Also: how do you change algorithms in RM2K3 without changing the entire battle system? °°
I thought you could only do it with scripts.
Craze
why would i heal when i could equip a morningstar
15170
Cozzer
Also: how do you change algorithms in RM2K3 without changing the entire battle system? °°
I thought you could only do it with scripts.


With very, very tedious "eventing."
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
Tossing in the attacker's level is actually the only significant way that this is different from the default damage formula, which is damage = (att/2 - def/4) with up to 30% random variance. Where att is, just like in your formula, the user's strength added to his weapon power.

In fact, using the default battle system straight up, if you increase everyone's strength by 1 extra point per level, and then double everyone's strength, you will get exactly this formula without any eventing or customization at all.
Max McGee
with sorrow down past the fence
9159
author=Craze
Cozzer
Also: how do you change algorithms in RM2K3 without changing the entire battle system? °°
I thought you could only do it with scripts.
With very, very tedious "eventing."

It has been a long time since I have touched the ancient, crumbling relic that is 2k3 but I don't know how you would ever have evented a change in the damage algorithms themselves.
Well, conceivably you could do it in Battle Events, and have every skill be a Switch type skill that triggers a battle event, and then do the maths in there.
Actually, maybe you could just take away the normal "attack" command (RM2K3 allows you to change battle commands, doesn't it?) and replace it with a "call common event" skill? Maybe?
Still, you'd have to handle the target selection, I guess.

Anyway, as LockeZ said, this new formula isn't different enough from the standard one to justify all that work.
Whatever your idea is, you can probably implement it more easily through stats, status effects and elements.

Also, I remember having seen an article here on RMN about tweaking the properties of the elements in RM2K3 to have a better balanced battle system...
Yeah, Craze posted that article ^_^
Max McGee
with sorrow down past the fence
9159
author=kentona
Well, conceivably you could do it in Battle Events, and have every skill be a Switch type skill that triggers a battle event, and then do the maths in there.


God that seems like the end product would be just so horrifically clunky. 2k3 really doesn't handle that kind of thing well.
Craze
why would i heal when i could equip a morningstar
15170
Max McGee
2k3 really doesn't handle any kind of thing well.

Fixed.

Anyway, back in my 2k3 days I did this. All you do is use the attack command, but stun the attacker before they do any damage. Then, take the target, do your calcs, and you have a terrible custom system.
I had a tutorial for bypassing the DBS's in favor of a more controlled "dice roll" system back in the old GamingW days, but it seems to have been lost in the SaltW changeover.

EDIT -
Craze - From what I remember of my system, I recorded the character's stats and changed them in real time to represent their revised damage output. I did slap a 0% accuracy status effect on them when they failed to score a hit.
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