Jump to content

Recommended Posts

Im new to Ace, and Ive been experimenting with parameters for about and hour now and Im still confused, I read the tooltips but cant say they explained much, I did some cursory googling but still no explaination...

 

So can someone explain parameters to me? Whats the difference between parameters, ex-parameters and sp-parameters? Do i use parameters for both positive and negative effects depending on the target of the state?

 

Can I use a status to both cast HP regen AND +50% DEF? Or do i have to make a skill that casts the hp regen state and then on the effects part of the skill add the buff 50% for 3 turns? And to do 50% DEF do I have to make 2 Add Buffs - DEF 3 turns?

 

So, in conclusion, can someone explain to me parameters and how to do buffs and debuffs?

 

Sorry if this is confusing...

Edited by deadserenity

Share this post


Link to post
Share on other sites

In order to have a state give HP Regen and +50% DEF:

 

Create a State

In the Features window add HRG <Percentage> from Ex-Parameter and DEF from Parameter - Make sure you set DEF to 150%, 100% is the default DEF value for a character, if you lower it the character in question will have less DEF.

 

Parameters are basically Percentage values for Stat Parameters, increase them to add to the specified Stat Parameters or decrease them to remove from the specified Stat Parameters.

 

MHP - Maximum Health Points

MMP - Maximum Mana/Magic Points

ATK - Attack

DEF - Defense

MAT - Magic Attack

MDF - Magic Defense

AGI - Agility

LUK - Luck

 

Ex-Parameters are for things like Evasion, Critical Chance, Regeneration etc - Fairly simple to use overall.

 

HIT - Hit Rate (How often a character will hit in battle)

EVA - Evasion (How often a character will avoid a hit in battle)

CRI - Critical Chance (How often a skill will critically hit in battle)

CEV - Critical Evasion (How often a character will avoid a critical hit in battle)

MEV - Magic Evasion (How often a character will avoid a magic attack in battle)

MRF - Magic Reflection (How often a character will reflect magic damage back to its source in battle)

CNT - Counterattack Rate (How often a character will counterattack in battle)

HRG - Health Regeneration (Self-explanatory)

MRG - Mana/Magic Regeneration (Self-explanatory)

TRG - TP Regeneration (Self-explanatory)

 

Sp-Parameters are special parameters which increase or decrease various things.

 

TGR - Target Rate (How often a character will be targeted in battle)

GRD - Guard Rate (No idea what this does, never used it)

REC - Recovery Rate (No idea what this does, never used it)

PHA - Pharmacology (Increases or decreases the effects of HP and MP Potions and other Healing-based items, might affect skills as well - I'm not sure really)

MCR - Mana/Magic Cost Rate (Increases or decreases the Mana/Magic cost of skills which utilize Mana/Magic)

TCR - TP Charge Rate (No idea what this does, never used it)

PDR - Physical Damage Rate (No idea what this does, never used it, I assume it increases or decreases Physical Attack damage a character receives (Skills))

MDR - Magic Damage Rate (No idea what this does, never used it, I assume it increases or decreases Magic Attack damage a character receives (Skills))

FDR - Floor Damage Rate (Increases or decreases the amount of damage a character receives from Damage Floor Tiles)

EXR - Experience Rate (Increases or decreases the amount of experience gained from defeating enemies, only useful if enemies grant experience upon defeat)

 

All Parameters work by Percentage values.

Share this post


Link to post
Share on other sites

Thank you so much, I apologize for my noobishness, the thing I was having most trouble with was how to distinguish between a debuff and a buff, and you said 100% is normal, and below that is negative, and above positive!

Share this post


Link to post
Share on other sites

A different question, can I make it so when a party member enters the party or reserve party, they gain the same amount of exp as the members who are already in the party have. Ive ticked Reserve Members EXP, but that only applies to people currently in the reserve party and doesnt account for members who may join later on, or... am I getting that wrong? Also, can I make it so the members each gain 8EXP and its not split up between the 4 party members so they each gain only 2EXP?

Share this post


Link to post
Share on other sites

You can't really set a new party member to have the exact same level as the other characters without a bunch of variables and conditional branches but you can have the new party member start at an initial level of XX. So you'll have to estimate what level the player will be at by the time they reach the event where the new character joins up. This is easily done by playtesting (I would just worry about getting from point A to B, so to speak. Don't try to estimate whether the player will grind for experience).

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted