RPG MAKER VXACE DAMAGE FLOW
An infographic to teach people how the damage/recovery is calculated in vxace!
- Archeia_Nessiah
- 08/19/2012 01:12 PM
- 10098 views
This infographic is made by Rhyme and modified by Archeia_Nessiah~
Thank you to these people for helping me figure out the EXACT flow and formulas :D
Major Contributors
rhyme
Fomar0153
Deckiller
Diedrupo
Yami
Special Thanks
TDS
Recommended that you open this image in another tab~
Thank you to these people for helping me figure out the EXACT flow and formulas :D
Major Contributors
rhyme
Fomar0153
Deckiller
Diedrupo
Yami
Special Thanks
TDS
Recommended that you open this image in another tab~
Posts
Pages:
1
10/10 would read again
Really good job at clarifying some of the steps of damage calculation. I would add that Critical damage can be quickly modified in line 383 of Game_Battler in the core scripts (as I believe many people will find 300% damage from a crit to be a bit on the strong side, especially when you see your own actors getting crit'd).
Really good job at clarifying some of the steps of damage calculation. I would add that Critical damage can be quickly modified in line 383 of Game_Battler in the core scripts (as I believe many people will find 300% damage from a crit to be a bit on the strong side, especially when you see your own actors getting crit'd).
Thank you guys :D
@Hesufo
I mostly thought this guide was for people who can't edit scripts and wants to work with the program as is (vanilla as much as possible) in terms for game formulas. That's why I didn't really add the whole edit script thing? Learning tool and stuff :D
@Hesufo
I mostly thought this guide was for people who can't edit scripts and wants to work with the program as is (vanilla as much as possible) in terms for game formulas. That's why I didn't really add the whole edit script thing? Learning tool and stuff :D
My favorite part of this is how easy the Ace base code is to edit, to make this work exactly as you please.
People wanting to go to the next level should try these simple changes within the scripts:
People wanting to go to the next level should try these simple changes within the scripts:
- Make LUK's effect's on status infliction be based on 1.0 * A's LUK / B's LUK, so that LUK scales well over the course of a game
- Have LUK influence critical hit rates and/or critical hit damage
- Make GRD also affect ailment success when guarding
- Turn a special stat you don't want (perhaps REC or one of the regens) into magical accuracy, a la HIT
- Make it so that if the attacker's HIT minus the target's EVA produces a result greater than 1.0, the "spill-over" accuracy enhances ailment and critical success
- Make a status effect that doubles critical hit damage
- Make a status effect that makes buff effectiveness greater
@ Craze: Perhaps a simple script manipulation tutorial is in order?
Quite lovely Nessiah! Thanks for the information.
Quite lovely Nessiah! Thanks for the information.
1.9 * 0.1 = 9%?
Anyway, does everyone now perfectly understand how VX combat formulas work? Will I not ever again see monstrosities such as people creating an accessory that adds 20 LUK?
Anyway, does everyone now perfectly understand how VX combat formulas work? Will I not ever again see monstrosities such as people creating an accessory that adds 20 LUK?
Really good job at clarifying some of the steps of damage calculation. I would add that Critical damage can be quickly modified in line 383 of Game_Battler in the core scripts (as I believe many people will find 300% damage from a crit to be a bit on the strong side, especially when you see your own actors getting crit'd).
thank you very much. i have been looking for about a hour now about critical damage
any you not only gave answer but also how to change it.
thank you very much. i have been looking for about a hour now about critical damage
any you not only gave answer but also how to change it.
Pages:
1