Lord Vectra 414 Posted March 28, 2015 I have stats that I'm not using. These are the stats. HP - Used for health MP - Used for MP Atk - used for attack Defense - Used for defense AGI - Speed Mat - Unused MDF - Unused Luk - Don't want to use Is there anything I can use MAT and MDF for? For example, another game MAT is skill strength and MDF is special strength and ATK is weapon strength. On the game I'm currently making, I don't know what to use MAT and MDF for. It doesn't matter that much but I like to use all stats(except for luck). Share this post Link to post Share on other sites
Horror Friend 21 Posted March 28, 2015 You can simply remove them if you dont what to do with them Share this post Link to post Share on other sites
Nekotori 739 Posted March 28, 2015 Here`s mine: (No copying xD) HP = Health MP(Named to GP) = Guard Points, this one depletes first before HP, think of it as a second layer of HP TP(Named to AP) = Skill uses AP to activate ATK(Named to RUSH) = Affects the damage of "RUSH" type attacks against enemies DEF = Affects the defense of the character from all types of damage MATK(Named to POWER) = Affects the damage of "POWER" type attacks against enemies MDEF(Named to BREAK) = Affects the damage of "BREAK" type attacks against enemies AGI(Named to SUPPORT) = Affects the healing effectiveness of "SUPPORT" skills and damage of some "SUPPORT" skills. LUC(Named to BONUS) = A value that is added to all types of attacks (Think of it as a base damage value) ^~^ You can experiment with the stats and break their limits xD 1 Share this post Link to post Share on other sites
Hikitsu 31 Posted March 28, 2015 (edited) If It was me, I would just rename the MAtk stat as "Chaos" and MDef as "Resist". If i wouldn't want to use these 2 Stats much, I would just add some MAtk & MAtk Skills only on Enemy Monsters (Bosses or rare mobs) and give Players very few options for defending against it, By making Resist (MDef) Gear extremely rare. This way, Resistance against strong monsters or Boss monsters would be just an optional bonus throughout the game but not really a necessary stat. Edited March 28, 2015 by Hikitsu Share this post Link to post Share on other sites
Darkanine 116 Posted March 28, 2015 I use a variable that tracks my LUCK and MDF stats and make them something else. LUCK = "Bravery" Effects how often the party member will have the chance to save another, heightens the chance to buff against stronger foes. MDF = "Valor/Vigor" No real idea yet, I was thinking it would affect "second winds" Share this post Link to post Share on other sites
HumanNinja 144 Posted March 28, 2015 Without knowing the premise of the game mechanics it's kind of tough to pose a viable idea. If you want to give some more info, I'd be happy to offer suggestions! Share this post Link to post Share on other sites
Gallade 32 Posted March 29, 2015 (edited) Here's mine... HP = Max HP. Duh. MP = Max MP. Duuuh. ATK = Power of physical attacks, and base power of elemental skills DEF = Defense from physical attacks and elemental skills MAT = Power of magical attacks and added power of elemental skills MDF = Defense from magical attacks SPD = Turn order, and influences critical chance SPI = Chances to inflict/receive status effects, and power of certain special skills and healing spells. Actually, I'm thinking of swapping MDF with MND, and make it also boost the efficiency of Leadership skills (aka, bonuses to the whole team if that character is leading) Edited March 29, 2015 by Gallade Share this post Link to post Share on other sites
Cleosetric 9 Posted April 24, 2016 how about CRI rate? DMG ? and HIT? what combine are they? Share this post Link to post Share on other sites
Rezanta 373 Posted April 24, 2016 Here's a little something from Dragon Quest. Why not go Deftness and Charm? You could make the game sparkle in different ways, and give your players a more physical approach with the game. Share this post Link to post Share on other sites
lonequeso 1,921 Posted April 25, 2016 how about CRI rate? DMG ? and HIT? what combine are they? Crit damage would be good for one of them. I always liked that stat. Crit chance could work as well, but it's already an ex-parameter. Depends on how you want the battle system to work. I don't think HIT would work too well w/out drastically changing the battle mechanics. If you don't use LUK, you could make it CEV. Share this post Link to post Share on other sites