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[RESOLVED] Help Plz

Started by subzero, May 24, 2007, 08:09:41 PM

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subzero

This was alwyas a problem for me. Everytime I make a monster I look @ the stats like atk and strength. Which one is the one the damages you? I could never fgure that out.  ???
Also Agility, does it make it a better chance of missing?
Can someone lead me to a link that shows what each one does plz? Or explain how each one works.
And one more reqeust. Isnt there a battle caculator? If there is could someone plz show where I can get one too.

Thanks  :bean:



Irock

QuoteWhich one is the one the damages you?
Attack

QuoteAgility, does it make it a better chance of missing?
All I know is, it determines the turn order.

QuoteCan someone lead me to a link that shows what each one does plz? Or explain how each one works.
If you're using the legal version, try the help file.

QuoteAnd one more reqeust. Isnt there a battle caculator?
I have no idea what that it, nor have I heard of it.

subzero

Thanks for helping tho. Ill try looking around on sites.



Zeriab

Quote from: Help FileBattle Formulas


  • First Hit
  • Critical Hit
  • Calculating Damage
  • Second Hit
  • Successful Escape

RPGXP's default battle system uses the following formulas.
The active battler is represented by A, where the battler who is the target for A's actions is represented by B.

First Hit
Normal attacks:
First hit rate = Hit rate of A's state

Skills:
Attack power F is 1 or greater (physical attack)
First hit rate = Skill's hit rate × hit rate of A's state ÷ 100

Attack power F is 0 (non-physical attack)
First hit rate = Skill's hit rate


Items:
First hit rate = Item's hit rate


  • If A's condition is normal, the state hit rate is 100.


    Critical Hit
    Normal attacks:
    Critical hit rate = 4 × A's dexterity ÷ B's agility

    Skills:
    Critical hit rate = 0

    Items:
    Critical hit rate = 0


    Calculating Damage
    Normal attacks: Power = A's attack power - (B's physical defense ÷ 2)
    Rate = 20 + A's strength
    Variance = 15



  • Minimum force: 0

    Skills:
    Skill's force is positive:
    Force = Skill's force
    + (A's attack power × skill's attack power F ÷ 100)
    - (B's physical defense × skill's physical defense F ÷ 200)
    - (B's magic defense × skill's magic defense F ÷ 200)


  • Minimum force: 0

    Skill's force is negative:
    Force = Skill's force


    Rate = 20
    + (A's strength × skill's strength F ÷ 100)
    + (A's dexterity × skill's dexterity F ÷ 100)
    + (A's agility × skill's agility F ÷ 100)
    + (A's intelligence × skill's intelligence F ÷ 100)

    Variance = Skill's variance

    Items:
    HP recovery amount is negative:
    Force = - Amount of HP recovered
    - (B's physical defense × item's physical defense F ÷ 20)
    - (B's magic defense × item's magic defense F ÷ 20)



    Minimum force: 0

    HP recovery amount is positive:
    Force = - Amount of HP recovered


    Rate = 20
    Variance = Item's variance

    Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %)



  • Elemental modifier: The weakest of B's effective elements corresponding to the action's element(s).
    A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%
    Reduced by half if B's armor or state has a defending (opposing) element.
    When there are more than one of the same defending elements, the damage may be halved multiple times.

  • Critical modifier: Equals 2 when the damage is positive and a critical hit is made.

  • Defense modifier: Equals 1/2 when the damage is positive and B is defending.


    Second Hit
    Damage is positive:
    B's condition is normal:
    Evasion = 8 × B's agility ÷ A's dexterity + B's evasion modifier


    Normal attacks:
    Second hit rate = 100 - evasion


    Skills:
    Second hit rate = 100 - (evasion × skill's evasion F ÷ 100)


    Items:
    Second hit rate = 100



    B has "Can't Evade" state:
    Second hit rate = 100


    Damage is negative (recovery):
    Second hit rate = 100


    Successful Escape
    Successful escape rate = 50 × actors' average agility ÷ enemies' average agility

subzero

thank you! so much.



Rukishou

You all know what I'm here to say, so I'll take it shortly... (it will probably be huge, just 'cause I said I would take it short...)

However, if you know have your question answered, then please add [RESOLVED] to the topic title!
And also, one tip from me, directly - please don't name your topics like 'Help Plz', like you just did. Please exaplin at least a little more in the title. Okay?  Sanke!

~Kesshomaru, japan freak! ;8


Rukinet. - the dot's included!