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Nyuuchan353

Formula Help

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This topic will be available to anyone wishing to get help with a formula (I know I'll probably be asking for help on a couple of them myself), so feel free to post questions here, rather than open a new topic for formula help.

 

(On that note, can I request that this topic be stickied/bookmarked or something, so that people don't have to search through the backlog of topics later on?)

 

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Anyway, onto my question:

 

((a.atk + a.agi) * (a.luk / 100)) - b.def

 

Does this look right? Or do I need to format it a different way? I want the attacker's ATK and AGI to factor into the equation, and multiply the result by the attacker's LUCK stat divided by 100. All this is against the target's DEF stat. General advice and opinions are welcome and encouraged.

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That should work like that. One thing to note is if the user's LUK is less than 100, the skill becomes weaker. For example, if the user's LUK is 50, 

50/100 = .5. 

 

Let's say ATK and AGL are 100. 100 + 100 = 200.   

 

200 * .5 = 100 Then you're also subtracting the target's DEF.

 

On the flipside, when the user starts getting to higher levels, LUK is going to become a significant multiplier. 200 LUK = x2; 300 = x3

 

None of this is bad if that's what you're going for. I just wanted to make sure you're aware of it.

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Don't want it to be an OP skill, given that the potential cap on any stat would be 9,999 (using the Adjust Limits script I have). Dividing by 100 caps it on the early levels, but comes more into play more in the higher levels, where enemy HP can get quite high (as can the stats as well).

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Ah. Yeah, that skill can get pretty powerful later on.  :)

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Honestly it's hard to say if it's good if we don't know the stats progressions,or the damage of other skills .

 

If you tell us what the stats would be at lower and high levels and what damage you would want this skill to do,we could advise you for the formula.

 

Also now you make me want to work on my idea on a tutorial for stat progression,damage formula and system balancing in general 

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What you could do as another method is the Skill Usage script. It is easy to use and set up. What it does in the script is as it sounds, you tell the code what skill you want to be counted for and when it hits that many times being used it can give the actor a new skill or replace the original. You can make the damage like that now, or change it however you want, and then after x amount of uses, it can grow stronger. Now the skill may still fall off if the player isn't using the skill to actually level it up so that is something to keep in mind.

 

Otherwise, yeah, it does seem to be a pretty strong move later but it will probably need to be with the defense and health values on some enemies.

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What you could do as another method is the Skill Usage script. It is easy to use and set up. What it does in the script is as it sounds, you tell the code what skill you want to be counted for and when it hits that many times being used it can give the actor a new skill or replace the original. You can make the damage like that now, or change it however you want, and then after x amount of uses, it can grow stronger. Now the skill may still fall off if the player isn't using the skill to actually level it up so that is something to keep in mind.

 

Otherwise, yeah, it does seem to be a pretty strong move later but it will probably need to be with the defense and health values on some enemies.

The use of as little static values in the skill allows scaling throughout the game. I'm currently trying to come up with a formula for a healing spell that could, in theory, be used throughout the game without relying on the heftier spells (that consume more MP) for healing small amounts in battle. This might be the only healing spell though, if it scales like my previous skill does.

 

My current iteration on the formula is:

 

((a.mat + a.mdf) * (a.luk/100)) + (static value)

 

Sound okay?

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Like Shiggy said... we don't know your actual values. But what Lonequeso mentioned is also coming into play here. Let's play with numbers...

 

(saying that they start out this low, probably not if going all the way to 9,999)

So, example:

((50 + 30) * (32/100)) + [i don't know...] 20

((80) * 0.32)) + 20 = 45.6 (which might round... not sure) "46"

 

To me, those numbers are eh.

 

Higher number example:

((100 + 100) * (100/100)) + 50 = 250

 

Depending on your HP values... might not be that bad.

 

You can do some really neat things with the formulas. Have you thought of doing something like... if the user has more than half their max mp, they do 100 mre points... so if they are below half the heal is reduced. Or maybe vice versa... in desperate times the heal provides more. You can also do heals based off the remaining hp and max hp if you want. (Sorry, a little off topic at the bottom here)

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