SHOOBINATOR'S PROFILE
Shoobinator
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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.
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.
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
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[RM2k3] Doing some quick tests/calculations. Unexpected results. Front/back row damage multipliers?
Is Variance in this post supposed to be substituted into your formulas that you gave in your first post? It looks like you're referring to 2 or more different things as 'Variance'.
[RM2k3] Doing some quick tests/calculations. Unexpected results. Front/back row damage multipliers?
author=bugmenot
Yes, RowBonus is +|- 25% on physical attacks.[QuickPatches]
NoFrontDamagePlus(Hero)=4B9880,EB4A
NoBackRowDefensePlus(Hero)=4C0D68,EB44
There's also a damage variance of 10 on physical attacks (attack command)[QuickPatches]
HeroPhysVariance(Inverted)=49B2AB,#10
EnemyPhysVariance(Inverted)=49B687,#10
Inverted, meaning:
100 -> +|- 0.02 BaseDMG
10 -> +|- 0.2 BaseDMG
1 -> +|- 2.0 BaseDMG
In case ou want to level out differences in Skills and PhysAttacks, here's a breakdown of the damage formulas:
PhysDamage =
([0.50]Str(u) - [0.25]Def(t)) x [1.25](if user in FrontRow) x PhysAttributeDmg x MagicAttributeDmg x [0.75](if target in the BackRow) +|- Variance
SkillDamage =
(EffectRating + [1/20]Str(u) x Atk-Influence + [1/40]Int(u) x Int-Influence) - [1/40]Def(t) x Atk-Influence - [1/80]Int(t) x Int-Influence x PhysAttributeDmg x MagicAttributeDmg +|- Variance
(u) ~ user
(t) ~ target
(applies to both the player and the enemies)
Could you explain a little more for what's going on with that hex that you quoted?
Also, I assume since the enemy party does not have row formation that their damage would increase by x1.25 when the hero character is in the front row while it decreases by x0.75 when the hero character is in the back row. Is that right?
I was finding numbers along the lines of back row regular attack damage being based on ATK/2-DEF/4, and then front row would give a bonus to damage dealt and taken. Or does this median actually fall between the front and back row variances, such that front row gives up to +25% while back row gives down to -25% variance?
Thanks.
[RM2k3] Doing some quick tests/calculations. Unexpected results. Front/back row damage multipliers?
I think this extra damage might have to do with Row Formations, and having the character in the front row would give an increasing multiplier to the damage total.
Might anyone have any more info on the exact damage multipliers that front/back rows grant?
Might anyone have any more info on the exact damage multipliers that front/back rows grant?
[RM2k3] Doing some quick tests/calculations. Unexpected results. Front/back row damage multipliers?
For balance's sake, I'm trying to accurately compare the strength of skills as defined in the database to the regular Attack command. Here is the test:
I made a new skill that uses 10 ATK influence (no INT inf. or variance or uses attributes or conditions) that reduces HP (does damage). This skill has 0 effect rating so the skill is only based off of ATK influence.
I thought that this kind of skill should equate to a regular attack command. However, after using both an attack and the skill on the same enemy, attacking with the same character (so ATK/DEF on each side should be the same), these are some samples:
206 damage with the new skill. (the same every time because of 0% variation)
297 damage with the Attack command.
Now, if this skill was of the same power as the attack command, then 206 would be the average (0% variation) amount of damage dealt with the Attack command. However, this cannot be as the attack command's variation is only +/-20%. Therefore, I should be seeing only about 165-247 damage dealt with the Attack command.
I'm not sure why this is happening...Thoughts?
I made a new skill that uses 10 ATK influence (no INT inf. or variance or uses attributes or conditions) that reduces HP (does damage). This skill has 0 effect rating so the skill is only based off of ATK influence.
I thought that this kind of skill should equate to a regular attack command. However, after using both an attack and the skill on the same enemy, attacking with the same character (so ATK/DEF on each side should be the same), these are some samples:
206 damage with the new skill. (the same every time because of 0% variation)
297 damage with the Attack command.
Now, if this skill was of the same power as the attack command, then 206 would be the average (0% variation) amount of damage dealt with the Attack command. However, this cannot be as the attack command's variation is only +/-20%. Therefore, I should be seeing only about 165-247 damage dealt with the Attack command.
I'm not sure why this is happening...Thoughts?
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.
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.
Ballin': An examination of money in games.
Not really what you talked about but when we talk about gold, I want to add: I DO LIKE it when monsters drop gold directly at the cost of realism. I really hate it when they drop "Etc." items and then you have to figure out yourself which ones you can actually sell to the NPC and which you might need later.
I think this is fine if the flavor text is written clearly, and it can be a nice bonus on top of the usual gold drop.
In my game, I am also trying to use thematic shops like you mentioned, as well as having expensive items on sale much earlier than you are intended to purchase them with the idea being that you would return later with the right amount of cash instead of just farming for money, but farming is still an option if you so desire (However, it is kind of a peeve of mine watching people brute force their way through a game like an RPG instead of just tackling things with a different mindset and strategy upon failure. I guess it's partly how some might think grinding is the only successful option.)...
2014 Indie Game Development Contest: $10,000 Grand Prize!
author=Chivi-chivik
Ugh, so I can't use my pirated VX Ace... It seems I'm out of this one this time Ú_Ù
I hate being poor... =^=
Humble Bundle. Pay what you want. Help charity... Vx ace for $1. $6 or $12 unlocks more resource packs.
2014 Indie Game Development Contest: $10,000 Grand Prize!
author=thatbennyguyauthor=NebelSoftYou might be surprised how hard it is to create an original completed game that is longer than 1 hour in 1 month. I think the 1 hour restriction is fine. Look at past contests to see plenty of RPGs that are awesome and span less than an hour.
huh, It's pretty hard to think of an RPG that only has 1 hour playtime, guys.. : ) actually, I got the feeling the only RPGmaker genre that works in that playtime- frame would be horror or puzzle adventure games... : )
Yeah, a game with a more traditional leveling and progression curve may not optimal for satisfying this restriction, but something where maybe you just fight bosses with minor preparation/customization would better fit the bill.
And yeah, I've decided remaking what I have from my RM2k3 project would just be too mundane when I have already made work-arounds for any limitations it has and made some design choices that fit the more limited engine but also the level of complexity I had imagined.
Looking for new RPGMaker. Differences between RM2k3, XP, VX Ace?
Thanks all. I did get the Humble Bundle deal already to possibly use in the future and to help Child's Play. However, I decided that I should just use RM2k3 to continue my current project. However, for any future RPG projects, I'll definitely convert to Ace.
Looking for new RPGMaker. Differences between RM2k3, XP, VX Ace?
author=LockeZAnd that's where my missing link was. Thanks. I'm guessing you can make stuff move even faster or slower with scripts as well.
In Ace by default the player can hold shift to run, this is easy to disable via a script.
For anyone else reading this topic: http://www.rpgmakerweb.com/support/information/comparisons













