WITCHROLINA'S PROFILE

A little witch looking to test some of her ideas and philosophies of game design. With luck, she might be able to gain some insight.

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Statistical Targets?

Hm... so it's flexible enough to be able to customize a stat curve? Sounds quite useful. Anywho, as promised, here's the various statistics I plan to use:

HP (Health): Visible, Character Based, Dynamic, Vital, affected by equipment and class. Measure of a character's health.
EP (Energy): Visible, Character Based, Dynamic, Vital, affected by equipment and class. Measure of a character's ability to cast spells.
Attack: Visible, Character Based, Dynamic, Core, affected by equipment and class. Physical offense stat.
Defense: Visible, Character Based, Dynamic, Core, affected by equipment and class. Physical defense stat.
Casting: Visible, Character Based, Dynamic, Core, affected by equipment and class. Psionic offense stat.
Warding: Visible, Character Based, Dynamic, Core, affected by equipment and class. Psionic defense stat.
Agility: Visible, Character Based, Dynamic, Core, affected by equipment and class. Determines turn order, has influence on some skills. Along with Offensive stats, gives bonus to base accuracy. Along with Defensive stats, gives bonus to base evasion. Along with Character Level, gives bonus to flee success chance.
Luck: Visible, Character Based, Static, Core, affected by equipment and class. Ailment and Effect resistance.

Earth Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of earth elemental spells.
Earth Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of earth elemental damage and healing.
Earth Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces earth elemental damage taken.
Fire Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of fire elemental spells.
Fire Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of fire elemental damage and healing.
Fire Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces fire elemental damage taken.
Air Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of air elemental spells.
Air Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of air elemental damage and healing.
Air Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces Air elemental damage taken.
Water Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of water elemental spells.
Water Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of water elemental damage and healing.
Water Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces water elemental damage taken.

Critical Rate: Hidden, Equipment Based, Static, Combat, affected by equipment. The critical hit rate of a weapon.
Critical Might: Hidden, Equipment Based, Static, Combat. The percentage of a character's level that gets factored into the critical damage equation.
Unleash Rate: Hidden, Equipment Based, Static, Combat, affected by equipment. How often a weapon will unleash its unique skill when the attack command is used.
HP Regen: Hidden, Equipment Based, Static, Combat, affected by equipment. How much health the character recovers per turn.
EP Regen: Hidden, Equipment Based, Static, Combat, affected by equipment. How much energy the character recovers per turn.


Visible: Player can see it in the status screen.
Hidden: Player cannot see it, but can see its effects.
Vital: Stats with a current and max value that deplete in battle.
Core: The primary stats that govern battle.
Elemental: Stats that act as Elemental modifiers for individual elements.
Combat: Stats that govern battle, but cannot be affected by buffs/debuffs.
Character Based: The base value is determined by the character, and modified by other things.
Equipment Based: The value is determined only by equipment worn.
Dynamic: Increases at level up based on growth curve.
Static: Value is not affected by level.


I use many other stats, but they're not really stats in practice so much as they are pseudo stats. This includes things such as Ability Range, Ability Magnitude, Unleash Might, etc. However, rather than being tied to the characters, they're tied to abilities themselves, so they'd be a discussion for another topic.

So, many of these I know I can get with just the base version of the VXA, though I'm not sure which ones I'll have to manually add into it, or even if such a thing is possible (like I've said before, I only just got the program and haven't had much time to fiddle with it).



Edit: A... hahahaha... I worked a bit more with VXA. I'm gonna have to modify the hell out of this thing. And honestly, using abbreviations in the development sections... Now to hunt down how to change this stuff...

Statistical Targets?

What I'm used to working with is to set an end target, and have the game simply determine the level up formula from that. I'm just not sure how VXA determines level up growths by default, so a better understanding of that would help me determine if I need to get a custom script or not.

There's other things I need to look at as well, such as Static vs Dynamic stats, though I can't go into more detail at the moment - gotta leave for work soon. When I get back, I'll post them in more detail.

Is RNG good or bad?

Aye, loot drops should never be that low. The lowest that I honestly think is fair is a 1/32 chance to drop. If you want to make something rarer, just make it craftable and limit resources. Powerful items that would justify such things are meant to be in limited supply anyways, and balancing them as being "stupidly rare drops" just encourages exploitation of the RNG.

A pleasure to meet you.

Oh dear, thanks for catching that typo.

@Marrend: Well, that's the plan. I hope you'll help me test it, too. Several minds are better than one, especially one biased towards the system in question.

Whatchu Workin' On? Tell us!

Just got the software, hoping to test some of my ideas on it. No plans to make an actually game yet - I want to make sure that my system is mechanically sound before creating a mock-up demo.

Not sure about making a serious game with this software, though. I'm rather notorious for not bothering to finish working on things if not motivated by an outside force (ex: work, feedback, etc).

Critical Damage Formula?

I was wondering if it were possible to manipulate the formula to determine critical hits and the damage they cause. I am very much not a fan of the flat Double/1.5x multiplier for critical hits, preferring instead a more dynamic rate of damage. In particular, the damage formula I wish to use for critical damage is this:

((offense - (defense * (1-(CV/100))) / 2 ) * (1 + (CV/100))) + CV

Where CV = Attacker's Level / 3

As you can see, it's based on the attacker's level - thus, as the character levels up, the critical damage bonus they get rises as well. Is it balanced? Not quite sure. The flat numbers seem fine, but what I really need is a field test against mock enemies... and in order to do that, I need to not only be able to manipulate the formula itself, but also the critical rate.

Between my approach and whether it's possible to do with RPG maker, I'd appreciate your thoughts very much.



Edit: Ack, I think I put this in the wrong forum - I can't seem to report my own posts, so I suppose I'll make the request here - could a mod move this to the correct location? I had thought I was in the Discussion and Development forum.

Statistical Targets?

In one of the games I've played, a character's level up stats are determined by what its fandom calls "Stat Targets" - specifically, static values are assigned to Levels 00, 19, 39, 59, 79, and 99. However, there is some randomness involved. Because it's not a static value at each level to hit each target, it is possible to hit above or below the target, thus turning the target itself not into a value that the character will always reach, but rather a statistical average that the level up formulas trend around.

I was curious if it was possible to create something with a similar effect, or if I would have to manually rig the characters to emulate such a growth type.


Edit: Ack, I think I put this in the wrong forum - I can't seem to report my own posts, so I suppose I'll make the request here - could a mod move this to the correct location? I had thought I was in the Discussion and Development forum.

Is RNG good or bad?

There is a right and a wrong way to do it. Drop rates should be balanced properly, but not so uncommon that they're frustrating. Likewise, the RNG itself should be complex enough to keep RNG abuse to an absolute minimum. Obviously, you don't want criticals running rampant either, and... well, to be honest, much of what's been said in this thread.


The one thing I don't agree with is the removal of randomness in its entirety. Most of what people complain about isn't the RNG, but rather poor implementation of the RNG. However, if done properly, people won't notice it at all.

Basically, if your game has people praying to the RNG Goddess, you're doing something wrong.

A pleasure to meet you.

Greetings. I've been looking into RPG maker recently, not as a means to create an RPG, but possibly as a means by which to test out a few of the ideas I have. My particular specialty, or least what I believe to be my specialty, is mechanical design.

After looking around, I'm happy to see that I can customize damage formulas to what I need, and hopefully the RPG Maker software has enough tweaking options to emulate what I'm trying to do to a close estimate. Thankfully, the stats seem to work just as the ones I'm working with - particularly surprising seems to be luck, which if what I read correctly, acts as ailment/effect resistance, just as in Golden Sun, from what much my what I've built up has been inspired by.

I hope to learn more about what the software is capable of, and perhaps with a bit of guidance and mcgyvering, can do a solid test of my ideas. Thank you for your patience, and I look forward to working with many of you.
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