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Mega Man: Revenge of the...
A action-based platformer based on the classic 8-bit Mega Man games.

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Protect, shell, and more in RM2K3

Yeah...so doubling up on resist armor isn't really going to help you.

Protect, shell, and more in RM2K3

Okay wait....so what if you came into battle with a piece of armor that pure Fire Damage from C to D on resistance. But then you buffed up, would it then put it from D to E and thus absorb fire damage?

Protect, shell, and more in RM2K3

This looks quite interesting, but I've also done some testing in my game in rm2k3, the protect and shell spells/conditions actually do work, somewhat. I cast protect on a character (making sure it raises the intelligence stat of course, since the intelligence and defense stats were reversed for some weird reason in the conditions tab, so the right stat actually gets raised), and the damage does decrease from physical enemy attacks, although slightly. I remember an attack that did 121 damage to a character does about 90~ The shell doesn't do much to actually reduce damage from spells, but I have noticed a difference in spell damage on those you cast. Again, its a slight change like above, but its there. You way does sound like it'll work, but I like having enemies have resistances to various weapons as well as weaknesses, but you said I wouldn't be able to do that with this system. It kind of defeats the purpose of having different classes with different weapons having you to utilize your members for their weapons for certain enemies.
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