SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

Search

Filter

The Optimal RM2k/3 Number Guide

Something very important to point out:

Your conclusions for the "optimized" stats are only calculations for average gains of a stat increase. For example, you wrote:

-Every two points of DEF you have lowers the optimal physical damage you take by one.

If you do the math, yes, on average, this makes sense. However, it is misleading because the damage formulas for the engine are still the same and because of integer division if you were to, say, increase DEF by exactly two points from a DEF of 40 up to 42, you will see no difference in battle (since 2/4=0 when doing integer division). A better conclusion would be:

-Every four points of DEF you have lowers the optimal physical damage you take by two.

because this is really what is happening. There is still no gain unless your stat boost is in multiples of 4.

---

It's also worth noting that enemies' regular attacks will not be affected by the attribute changes.

Nifty Nibbles - Ice Slide

Wow, I used a common event for an ice puzzle I just made, but I made it by turning on a switch at certain points on the map instead of using a different terrain. This would have made things even easier.

EDIT: Actually, my puzzle has an important element that this simpler solution doesn't account for, so I didn't waste as much time as I thought :)

2nd EDIT: ACTUALLY, this solution WILL makes things somewhat simpler and still work for me after making some slight adjustments.

Using Enemy Attack Patterns

I am working in RM2k3 where the number of "turns" elapsed is the total number of turns elapsed for BOTH enemies and each party member. This could make some boss patterns that I want to make real tricky because you could interfere with their pattern if an enemy's attack condition is something like "Turns Elapsed 2x".

Is there some kind of work-around for this?
Pages: 1