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Keeping Character Levels

When you run the change party event, there should be a box that says "Initialize" or something like that. Make sure that box is unchecked.

Specialization Perks

author=Jude
Healing was initially balanced by being a later-game skill, therefore requiring much more fury. I reshuffled it so you get it earlier in the game to get used to the idea of being able to heal in battle. Unfortunately, this makes the healing spells much cheaper for a late-game Marcus, which is the content I am almost breaking into now. The solution is probably to make the healing-oriented skills the only ones with level-scaling cost. Basically, the idea of healing was to shift the player into a "need more Fury so I can heal" mentality when facing dangerous foes, to break him/her out of a Finisher-focused mindset from time to time.

RIght now I am considering making the "balance" perks independent of tier and unlockable by any build. This way I can assume the player will have skills that don't consume a full turn and balance the late game accordingly.

Well, do you heal more hit points as you level up? If you do, then giving healing a level scaling cost seems fair.

I must have overlooked the Reclaimer perk though. Healing tends to be the most powerful skill in RPGs. Normally 200%, healing isn't that big deal because the game already gives you more healing than needed. However, in games where healing is actually a major consideration, 200% healing is a game breaker.

Making the balanced perks independent may be a good idea. As I mentioned before, two of them are inconvenient to get while two of them are inconvenient not to get. So, aside from the benefits you mentioned, independence at least partially gets rid of that problem.

I wonder though, maybe it would be better to change how skilled works? Instead of cutting out x% of the waiting time, you speed the turn recharge by x%. This means that getting all the skilled perk makes skills twice as fast instead of infinitely fast.

Specialization Perks

The Courage skills give you +100 Brave. If you can get 400 Brave with them, should be able to get 300 without them. This would mean a healing skill at 75% of your turns instead. Since you certainly don't want to force the player to get Skilled II and III, it means the game can't call for healing every turn, which in turn means being able to heal 75% of your turns is more than enough. Therefore it looks to me like the real problem is the Skilled perks.

I suspect that you have to think of something when it comes to healing period. For extended fights (boss fights?) there's the problem many RPGs faces where either you can out-heal the boss, which makes it easy, or you can't, which makes it impossible. This can be solved by implementing limited healing, but it doesn't look like this game has it.

Specialization Perks

author=Jude
Skills are basically the game's spells. They are the Fury-consuming techniques. Essentially, if you have all three Skilled perks then using a Skill gives you a free turn.

That sounds rather powerful, assuming Marcus have good skills. However, getting Skilled II and III seems rather inconvenient, since normally, if you get 3 or 5 in any mastery, you want to raise that mastery one step further ASAP. I guess it evens out.

Come to think of it, not getting the Courage perks is also inconvenient.

Anyway, this games seem to call for at least two play-troughs once/if it's released, one to learn what all skills and finishers does and then one to use the knowledge to create an overpowered build.

Stats in RMXP.

Unfortunately, Evergard's explanation has errors in it.

As mentioned, ATK determines the base damage and is an equipment only stat. Standard attacks are also affected by the character's STR and the enemy PDEF. The actual formula is; Average damage = ATK - * (20 + STR) / 20.

This means that there's quite a difference between how ATK and STR affects damage. For example, if you do 0 damage, raising STR will never let you start dealing damage, but raising ATK can do that.

ATK can also affect the damage skills does.

PDEF reduces damage from standard attacks and skills with a PDEF-F higher than 0. MDEF reduces damage from skills with an MDEF-F higher than 0.

DEX affects you chance to hit an enemy with standard attacks and skills with an EVA-F higher than 0. This effect is usually minor though. DEX also affects your chance to score critical hits with standard attacks.

AGI affects your chance to avoid standard attacks and skills with an EVA-F higher than 0. AGI also lower your chances of taking critical hits, determines turn order in battle and your chance of running away from enemies.

Specialization Perks

What counts as a skill? Also, does Ravager add damage per hit or per action?

Anyway, this does add some layer to strategy and the perks seem rather good. I can already see the potential for a build which involves Ravager and perks which increases Brave and maybe also Fury.

Melody ATB Agility

It does rely on agility.

BTW, wouldn't it have been faster to just test it? Set one character's agility to 1 another's to 999 and fight an enemy group. It takes like a minute.

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So does Cleave now has a 100 attack power modifier?

How often do you encounter enemies of mixed elements? For example, if you were to encounter one nature type enemy and two water type enemies, 2x FireSwd + 1x Rend + 1x LeafGust finisher sounds awesome. Cleave + Rend + Lacerate + Leafgust Finisher also seem like a good way to deal with a two water type enemies + one non water type enemy setup, assuming the non water type enemy is vulnerable to bleed.

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I see.

Anyway, this screenshot does give some insight on the power of finishers. WoodSlsh deals less damage against a single target than this deals against all targets.

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A combo that doesn't contain any basic move deals nature damage? I guess I do see some logic behind it, if the input for that finisher was Basic -> Basic -> Basic, it would be way to obvious against nature weak enemies.